mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 05:13:58 -07:00
This patch splits "cutscene mode" (disabling silhouttes, territory borders and other visual overlays) from the cinema manager component and moves it to the renderer, since it doesn't influence the simulation anyway. The mode can now be independently controlled by the GUI. This is done so it can also be used for other narrative elements like speech or dialogue in the future. Cutscene mode is still always enabled while cinema paths are playing, though. By design, this also fixes the issue that range overlays weren't hidden during cutscene mode.
379 lines
11 KiB
C++
379 lines
11 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "ICmpCinemaManager.h"
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#include "lib/debug.h"
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#include "maths/Fixed.h"
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#include "maths/FixedVector3D.h"
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#include "maths/NUSpline.h"
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#include "ps/CLogger.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "simulation2/MessageTypes.h"
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#include "simulation2/components/ICmpOverlayRenderer.h"
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#include "simulation2/components/ICmpRangeManager.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/components/ICmpTerritoryManager.h"
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#include "simulation2/helpers/CinemaPath.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Entity.h"
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#include "simulation2/system/Message.h"
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#include <cstddef>
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#include <cstdint>
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#include <list>
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#include <map>
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#include <string>
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#include <utility>
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#include <vector>
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class CCmpCinemaManager final : public ICmpCinemaManager
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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componentManager.SubscribeToMessageType(MT_Update);
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}
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DEFAULT_COMPONENT_ALLOCATOR(CinemaManager)
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static std::string GetSchema()
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{
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return "<a:component type='system'/><empty/>";
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}
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void Init(const CParamNode&) override
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{
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m_Enabled = false;
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m_MapRevealed = false;
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m_ElapsedTime = fixed::Zero();
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m_TotalTime = fixed::Zero();
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m_CurrentPathElapsedTime = fixed::Zero();
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}
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void Deinit() override
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{
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}
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void Serialize(ISerializer& serializer) override
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{
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serializer.Bool("Enabled", m_Enabled);
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serializer.NumberFixed_Unbounded("ElapsedTime", m_ElapsedTime);
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serializer.NumberFixed_Unbounded("CurrentPathElapsedTime", m_CurrentPathElapsedTime);
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serializer.Bool("MapRevealed", m_MapRevealed);
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serializer.NumberU32_Unbounded("NumberOfPaths", m_Paths.size());
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for (const std::pair<const CStrW, CCinemaPath>& it : m_Paths)
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SerializePath(it.second, serializer);
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serializer.NumberU32_Unbounded("NumberOfQueuedPaths", m_PathQueue.size());
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for (const CCinemaPath& path : m_PathQueue)
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serializer.String("PathName", path.GetName(), 1, 128);
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}
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void Deserialize(const CParamNode&, IDeserializer& deserializer) override
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{
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deserializer.Bool("Enabled", m_Enabled);
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deserializer.NumberFixed_Unbounded("ElapsedTime", m_ElapsedTime);
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deserializer.NumberFixed_Unbounded("CurrentPathElapsedTime", m_CurrentPathElapsedTime);
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deserializer.Bool("MapRevealed", m_MapRevealed);
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uint32_t numberOfPaths = 0;
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deserializer.NumberU32_Unbounded("NumberOfPaths", numberOfPaths);
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for (uint32_t i = 0; i < numberOfPaths; ++i)
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{
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CCinemaPath path = DeserializePath(deserializer);
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m_Paths[path.GetName()] = path;
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}
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uint32_t numberOfQueuedPaths = 0;
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deserializer.NumberU32_Unbounded("NumberOfQueuedPaths", numberOfQueuedPaths);
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for (uint32_t i = 0; i < numberOfQueuedPaths; ++i)
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{
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CStrW pathName;
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deserializer.String("PathName", pathName, 1, 128);
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ENSURE(HasPath(pathName));
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AddCinemaPathToQueue(pathName);
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}
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if (!m_PathQueue.empty())
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{
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m_PathQueue.front().m_TimeElapsed = m_CurrentPathElapsedTime.ToFloat();
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m_PathQueue.front().Validate();
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}
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SetEnabled(m_Enabled);
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}
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void HandleMessage(const CMessage& msg, bool /*global*/) override
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{
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switch (msg.GetType())
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{
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case MT_Update:
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{
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const CMessageUpdate &msgData = static_cast<const CMessageUpdate&>(msg);
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if (!m_Enabled)
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break;
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// The paths play at a fixed speed, no matter the sim rate.
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// The turn length we have received here, however, is scaled by that rate.
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const fixed realTurnLength{msgData.turnLength / fixed::FromFloat(g_Game ? g_Game->GetSimRate() : 1.0f)};
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m_ElapsedTime += realTurnLength;
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m_CurrentPathElapsedTime += realTurnLength;
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if (m_CurrentPathElapsedTime >= m_PathQueue.front().GetDuration())
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{
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CMessageCinemaPathEnded msgCinemaPathEnded(m_PathQueue.front().GetName());
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m_PathQueue.pop_front();
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GetSimContext().GetComponentManager().PostMessage(SYSTEM_ENTITY, msgCinemaPathEnded);
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m_CurrentPathElapsedTime = fixed::Zero();
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if (!m_PathQueue.empty())
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m_PathQueue.front().Reset();
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}
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if (m_ElapsedTime >= m_TotalTime)
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{
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m_CurrentPathElapsedTime = fixed::Zero();
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m_ElapsedTime = fixed::Zero();
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m_TotalTime = fixed::Zero();
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SetEnabled(false);
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GetSimContext().GetComponentManager().PostMessage(SYSTEM_ENTITY, CMessageCinemaQueueEnded());
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}
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break;
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}
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default:
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break;
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}
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}
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void AddPath(const CCinemaPath& path) override
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{
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if (m_Paths.find(path.GetName()) != m_Paths.end())
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{
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LOGWARNING("Path with name '%s' already exists", path.GetName().ToUTF8());
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return;
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}
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m_Paths[path.GetName()] = path;
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}
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void AddCinemaPathToQueue(const CStrW& name) override
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{
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if (!HasPath(name))
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{
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LOGWARNING("Path with name '%s' doesn't exist", name.ToUTF8());
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return;
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}
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m_PathQueue.push_back(m_Paths[name]);
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if (m_PathQueue.size() == 1)
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m_PathQueue.front().Reset();
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m_TotalTime += m_Paths[name].GetDuration();
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}
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void Play() override
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{
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SetEnabled(true);
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}
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void Stop() override
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{
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SetEnabled(false);
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}
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bool HasPath(const CStrW& name) const override
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{
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return m_Paths.find(name) != m_Paths.end();
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}
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void ClearQueue() override
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{
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m_PathQueue.clear();
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}
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void DeletePath(const CStrW& name) override
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{
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if (!HasPath(name))
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{
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LOGWARNING("Path with name '%s' doesn't exist", name.ToUTF8());
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return;
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}
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m_PathQueue.remove_if([name](const CCinemaPath& path) { return path.GetName() == name; });
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m_Paths.erase(name);
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}
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const std::map<CStrW, CCinemaPath>& GetPaths() const override
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{
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return m_Paths;
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}
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void SetPaths(const std::map<CStrW, CCinemaPath>& newPaths) override
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{
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m_Paths = newPaths;
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}
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const std::list<CCinemaPath>& GetQueue() const override
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{
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return m_PathQueue;
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}
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bool IsEnabled() const override
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{
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return m_Enabled;
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}
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void SetEnabled(bool enabled) override
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{
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if (m_PathQueue.empty() && enabled)
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enabled = false;
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if (m_Enabled == enabled)
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return;
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CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext().GetSystemEntity());
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if (cmpRangeManager)
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{
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if (enabled)
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m_MapRevealed = cmpRangeManager->GetLosRevealWholeMapForAll();
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// TODO: improve m_MapRevealed state and without fade in
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cmpRangeManager->SetLosRevealWholeMapForAll(enabled);
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}
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m_Enabled = enabled;
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}
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void PlayQueue(const float deltaRealTime, CCamera* camera) override
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{
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if (m_PathQueue.empty())
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return;
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m_PathQueue.front().Play(deltaRealTime, camera);
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}
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private:
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void SerializePath(const CCinemaPath& path, ISerializer& serializer)
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{
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const CCinemaData* data = path.GetData();
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serializer.String("PathName", data->m_Name, 1, 128);
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serializer.String("PathOrientation", data->m_Orientation, 1, 128);
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serializer.String("PathMode", data->m_Mode, 1, 128);
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serializer.String("PathStyle", data->m_Style, 1, 128);
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serializer.NumberFixed_Unbounded("PathTimescale", data->m_Timescale);
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serializer.Bool("LookAtTarget", data->m_LookAtTarget);
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serializer.NumberU32("NumberOfNodes", path.GetAllNodes().size(), 1, MAX_SPLINE_NODES);
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const std::vector<SplineData>& nodes = path.GetAllNodes();
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for (size_t i = 0; i < nodes.size(); ++i)
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{
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if (i > 0)
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serializer.NumberFixed_Unbounded("NodeDeltaTime", nodes[i - 1].Distance);
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else
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serializer.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
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serializer.NumberFixed_Unbounded("PositionX", nodes[i].Position.X);
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serializer.NumberFixed_Unbounded("PositionY", nodes[i].Position.Y);
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serializer.NumberFixed_Unbounded("PositionZ", nodes[i].Position.Z);
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serializer.NumberFixed_Unbounded("RotationX", nodes[i].Rotation.X);
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serializer.NumberFixed_Unbounded("RotationY", nodes[i].Rotation.Y);
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serializer.NumberFixed_Unbounded("RotationZ", nodes[i].Rotation.Z);
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}
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if (!data->m_LookAtTarget)
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return;
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const std::vector<SplineData>& targetNodes = path.GetTargetSpline().GetAllNodes();
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serializer.NumberU32("NumberOfTargetNodes", targetNodes.size(), 1, MAX_SPLINE_NODES);
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for (size_t i = 0; i < targetNodes.size(); ++i)
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{
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if (i > 0)
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serializer.NumberFixed_Unbounded("NodeDeltaTime", targetNodes[i - 1].Distance);
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else
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serializer.NumberFixed_Unbounded("NodeDeltaTime", fixed::Zero());
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serializer.NumberFixed_Unbounded("PositionX", targetNodes[i].Position.X);
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serializer.NumberFixed_Unbounded("PositionY", targetNodes[i].Position.Y);
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serializer.NumberFixed_Unbounded("PositionZ", targetNodes[i].Position.Z);
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}
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}
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CCinemaPath DeserializePath(IDeserializer& deserializer)
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{
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CCinemaData data;
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deserializer.String("PathName", data.m_Name, 1, 128);
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deserializer.String("PathOrientation", data.m_Orientation, 1, 128);
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deserializer.String("PathMode", data.m_Mode, 1, 128);
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deserializer.String("PathStyle", data.m_Style, 1, 128);
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deserializer.NumberFixed_Unbounded("PathTimescale", data.m_Timescale);
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deserializer.Bool("LookAtTarget", data.m_LookAtTarget);
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TNSpline pathSpline, targetSpline;
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uint32_t numberOfNodes = 0;
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deserializer.NumberU32("NumberOfNodes", numberOfNodes, 1, MAX_SPLINE_NODES);
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for (uint32_t j = 0; j < numberOfNodes; ++j)
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{
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SplineData node;
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deserializer.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
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deserializer.NumberFixed_Unbounded("PositionX", node.Position.X);
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deserializer.NumberFixed_Unbounded("PositionY", node.Position.Y);
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deserializer.NumberFixed_Unbounded("PositionZ", node.Position.Z);
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deserializer.NumberFixed_Unbounded("RotationX", node.Rotation.X);
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deserializer.NumberFixed_Unbounded("RotationY", node.Rotation.Y);
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deserializer.NumberFixed_Unbounded("RotationZ", node.Rotation.Z);
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pathSpline.AddNode(node.Position, node.Rotation, node.Distance);
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}
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if (data.m_LookAtTarget)
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{
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uint32_t numberOfTargetNodes = 0;
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deserializer.NumberU32("NumberOfTargetNodes", numberOfTargetNodes, 1, MAX_SPLINE_NODES);
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for (uint32_t j = 0; j < numberOfTargetNodes; ++j)
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{
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SplineData node;
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deserializer.NumberFixed_Unbounded("NodeDeltaTime", node.Distance);
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deserializer.NumberFixed_Unbounded("PositionX", node.Position.X);
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deserializer.NumberFixed_Unbounded("PositionY", node.Position.Y);
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deserializer.NumberFixed_Unbounded("PositionZ", node.Position.Z);
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targetSpline.AddNode(node.Position, CFixedVector3D(), node.Distance);
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}
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}
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return CCinemaPath(data, pathSpline, targetSpline);
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}
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bool m_Enabled;
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std::map<CStrW, CCinemaPath> m_Paths;
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std::list<CCinemaPath> m_PathQueue;
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// States before playing
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bool m_MapRevealed;
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fixed m_ElapsedTime;
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fixed m_TotalTime;
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fixed m_CurrentPathElapsedTime;
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};
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REGISTER_COMPONENT_TYPE(CinemaManager)
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