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- #pragma once
- #ifndef CvDLLEntity_h
- #define CvDLLEntity_h
- //
- // Class which represents an entity object in the DLL.
- // Implements common entity functions by making calls to CvDLLEntityIFaceBase
- //
- // To expose new entity functions:
- // 1. Add the pure virtual function prototype to CvDLLEntityIFaceBase.h
- // 2. Add the function prototype and implementation to CvDLLEntityIFace.[cpp,h]
- // 3. Add a wrapper function (for convenience) to this file and implement it in the corresponding cpp
- //
- //#include "CvEnums.h"
- class CvCityEntity;
- class CvEntity;
- class CvUnitEntity;
- class CvCity;
- class CvUnit;
- class CvPlot;
- class DllExport CvDLLEntity
- {
- public:
- CvDLLEntity();
- virtual ~CvDLLEntity();
- CvEntity* getEntity() { return m_pEntity; }
- const CvEntity* getEntity() const { return m_pEntity; }
- CvUnitEntity* getUnitEntity() { return (CvUnitEntity*)m_pEntity; }
- CvCityEntity* getCityEntity() { return (CvCityEntity*)m_pEntity; }
- const CvUnitEntity* getUnitEntity() const { return (CvUnitEntity*)m_pEntity; }
- const CvCityEntity* getCityEntity() const { return (CvCityEntity*)m_pEntity; }
- void setEntity(CvEntity* pG) { m_pEntity = pG; }
- void removeEntity();
- virtual void setup();
- void setVisible(bool);
- void createCityEntity(CvCity*);
- void createUnitEntity(CvUnit*);
- void destroyEntity();
- bool IsSelected() const;
- void PlayAnimation(AnimationTypes eAnim, float fSpeed = 1.0f, bool bQueue = false, int iLayer = 0,
- float fStartPct = 0.0f, float fEndPct = 1.0f);
- void StopAnimation(AnimationTypes eAnim);
- void MoveTo( const CvPlot * pkPlot );
- void QueueMove( const CvPlot * pkPlot );
- void ExecuteMove( float fTimeToExecute, bool bCombat );
- void SetPosition( const CvPlot * pkPlot );
- void NotifyEntity( MissionTypes eMission );
- void SetSiegeTower(bool show);
- bool GetSiegeTower();
- protected:
- CvEntity* m_pEntity;
- };
- #endif // CvDLLEntity_h
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