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- Made some classes not be singletons, since there's no reason why they should be. - Made them non-global too (because globals have unclear lifetimes, and make it harder to test things, etc). They're now owned by CGameView and CWorld, and mostly accessed via g_Game or arguments (vaguely trying to avoid the graphics code calling into the game code). - Moved CGameView implementation into pimpl, so the header file isn't so heavy. - Changed a few pointers into references, to indicate that they're never NULL. This was SVN commit r4756.
61 lines
1.5 KiB
C++
61 lines
1.5 KiB
C++
#ifndef _OBJECTENTRY_H
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#define _OBJECTENTRY_H
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class CModel;
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class CSkeletonAnim;
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class CObjectBase;
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class CMeshManager;
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struct SPropPoint;
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#include <map>
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#include <set>
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#include <vector>
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#include "ps/CStr.h"
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#include "ps/Overlay.h"
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class CObjectManager;
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class CObjectEntry
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{
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public:
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CObjectEntry(CObjectBase* base);
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~CObjectEntry();
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// Construct this actor, using the specified variation selections
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bool BuildVariation(const std::vector<std::set<CStr> >& selections,
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const std::vector<u8>& variationKey, CObjectManager& objectManager);
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// Base actor. Contains all the things that don't change between
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// different variations of the actor.
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CObjectBase* m_Base;
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// texture name
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CStr m_TextureName;
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// model name
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CStr m_ModelName;
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// colour (used when doing alpha-channel colouring, but not doing player-colour)
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CColor m_Color;
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// (probable TODO: make colour a per-model thing, rather than per-objectEntry,
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// so we can have lots of colour variations without wasting memory on
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// lots of objectEntries)
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CModel* m_ProjectileModel;
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CModel* m_AmmunitionModel;
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SPropPoint* m_AmmunitionPoint;
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// Returns a randomly-chosen animation matching the given name.
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// If none is found, returns NULL.
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CSkeletonAnim* GetRandomAnimation(const CStr& animationName);
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// corresponding model
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CModel* m_Model;
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private:
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typedef std::multimap<CStr, CSkeletonAnim*> SkeletonAnimMap;
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SkeletonAnimMap m_Animations;
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// TODO: something more memory-efficient than storing loads of similar strings for each unit?
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};
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#endif
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