0ad/source/graphics/ObjectEntry.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

93 lines
2.9 KiB
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/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OBJECTENTRY
#define INCLUDED_OBJECTENTRY
class CModelAbstract;
class CSkeletonAnim;
class CObjectBase;
class CObjectManager;
class CSimulation2;
#include <map>
#include <memory>
#include <set>
#include <vector>
#include "graphics/Color.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "graphics/ObjectBase.h"
class CObjectEntry
{
NONCOPYABLE(CObjectEntry);
public:
CObjectEntry(const std::shared_ptr<CObjectBase>& base, CSimulation2& simulation);
~CObjectEntry();
// Construct this actor, using the specified variation selections
bool BuildVariation(const std::vector<const std::set<CStr>*>& completeSelections,
const std::vector<u8>& variationKey, CObjectManager& objectManager);
// Base actor. Contains all the things that don't change between
// different variations of the actor.
std::shared_ptr<CObjectBase> m_Base;
// samplers list
std::vector<CObjectBase::Samp> m_Samplers;
// model name
VfsPath m_ModelName;
// color (used when doing alpha-channel coloring, but not doing player-color)
CColor m_Color;
// (probable TODO: make color a per-model thing, rather than per-objectEntry,
// so we can have lots of color variations without wasting memory on
// lots of objectEntries)
std::wstring m_ProjectileModelName;
/**
* Returns a randomly-chosen animation matching the given ID, or animationName if ID is empty.
* The chosen animation is picked randomly from the GetAnimations list
* with the frequencies as weights (if there are any defined).
* This method should always return an animation
*/
CSkeletonAnim* GetRandomAnimation(const CStr& animationName, const CStr& ID = "") const;
/**
* Returns all the animations matching the given ID or animationName if ID is empty.
* If none found returns Idle animations (which are always added)
*/
std::vector<CSkeletonAnim*> GetAnimations(const CStr& animationName, const CStr& ID = "") const;
// corresponding model
CModelAbstract* m_Model;
private:
CSimulation2& m_Simulation;
using SkeletonAnimMap = std::multimap<CStr, std::unique_ptr<CSkeletonAnim>>;
SkeletonAnimMap m_Animations;
// TODO: something more memory-efficient than storing loads of similar strings for each unit?
};
#endif