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#ifndef FEATURE_DEF_H
#define FEATURE_DEF_H
#include <string>
#include <map>
#include "float3.h"
#define DRAWTYPE_MODEL 0
#define DRAWTYPE_TREE 1 // >= different types of trees
#define DRAWTYPE_NONE -1
struct S3DModel;
struct CollisionVolume;
struct FeatureDef
{
CR_DECLARE_STRUCT(FeatureDef);
FeatureDef():
metal(0), energy(0), maxHealth(0), reclaimTime(0), mass(0),
upright(false), drawType(0), model(NULL),
resurrectable(false), smokeTime(0), destructable(false), reclaimable(true), autoreclaim(true), blocking(false),
burnable(false), floating(false), noSelect(false), geoThermal(false),
xsize(0), zsize(0) {}
S3DModel* LoadModel();
CollisionVolume* collisionVolume;
std::string myName;
std::string description;
std::string filename;
int id;
float metal;
float energy;
float maxHealth;
float reclaimTime;
/// used to see if the object can be overrun
float mass;
std::string collisionVolumeTypeStr; // can be "Ell", "CylT" (where T is one of "XYZ"), or "Box"
float3 collisionVolumeScales; // the collision volume's full axis lengths
float3 collisionVolumeOffsets; // relative to the feature's center position
int collisionVolumeTest; // 0: discrete, 1: continuous
bool upright;
int drawType;
S3DModel* model;
std::string modelname;
/// -1 := only if it is the 1st wreckage of the unitdef (default), 0 := no it isn't, 1 := yes it is
int resurrectable;
int smokeTime;
bool destructable;
bool reclaimable;
bool autoreclaim;
bool blocking;
bool burnable;
bool floating;
bool noSelect;
bool geoThermal;
/// name of feature that this turn into when killed (not reclaimed)
std::string deathFeature;
/// each size is 8 units
int xsize;
/// each size is 8 units
int zsize;
std::map<std::string, std::string> customParams;
};
//not very sweet, but still better than replacing "const FeatureDef" _everywhere_
inline S3DModel* LoadModel(const FeatureDef* fdef)
{
return const_cast<FeatureDef*>(fdef)->LoadModel();
}
#endif
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