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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.
168 lines
5.2 KiB
C++
168 lines
5.2 KiB
C++
/* Copyright (C) 2021 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 "Unit.h"
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#include "Model.h"
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#include "ObjectBase.h"
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#include "ObjectEntry.h"
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#include "ObjectManager.h"
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#include "SkeletonAnim.h"
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#include "SkeletonAnimDef.h"
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#include "UnitAnimation.h"
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#include "ps/CLogger.h"
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CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, uint32_t seed)
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: m_ID(INVALID_ENTITY), m_ObjectManager(objectManager), m_Actor(actor), m_Seed(seed), m_Animation(nullptr)
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{
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/**
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* When entity selections change, we might end up with a different layout in terms of variants/groups,
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* which means the random key calculation might end up with different results for the same seed.
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* This is bad, as it means entities randomly change appearence when changing e.g. animation.
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* To fix this, we'll initially pick a random and complete specification based on our seed,
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* and then pass that as the lowest priority selections. Thus, if the actor files are properly specified,
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* we can ensure that the entities will look the same no matter what happens.
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*/
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SetActorSelections(m_Actor.PickSelectionsAtRandom(m_Seed)); // Calls ReloadObject().
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}
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CUnit::~CUnit()
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{
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delete m_Animation;
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delete m_Model;
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}
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CUnit* CUnit::Create(const CStrW& actorName, uint32_t seed, CObjectManager& objectManager)
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{
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auto [success, actor] = objectManager.FindActorDef(actorName);
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UNUSED2(success);
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CUnit* unit = new CUnit(objectManager, actor, seed);
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if (!unit->m_Model)
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{
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delete unit;
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return nullptr;
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}
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return unit;
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}
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void CUnit::UpdateModel(float frameTime)
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{
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if (m_Animation)
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m_Animation->Update(frameTime*1000.0f);
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}
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void CUnit::SetID(entity_id_t id)
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{
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m_ID = id;
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if (m_Animation)
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m_Animation->SetEntityID(id);
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}
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void CUnit::SetEntitySelection(const CStr& key, const CStr& selection)
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{
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CStr selection_lc = selection.LowerCase();
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if (m_EntitySelections[key] == selection_lc)
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return;
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m_EntitySelections[key] = selection_lc;
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ReloadObject();
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}
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void CUnit::SetEntitySelection(const std::map<CStr, CStr>& selections)
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{
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for (const std::pair<const CStr, CStr>& s : selections)
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m_EntitySelections[s.first] = s.second.LowerCase();
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ReloadObject();
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}
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void CUnit::SetActorSelections(const std::set<CStr>& selections)
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{
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m_ActorSelections = selections;
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ReloadObject();
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}
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void CUnit::ReloadObject()
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{
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std::set<CStr> entitySelections;
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for (const std::pair<const CStr, CStr>& selection : m_EntitySelections)
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entitySelections.insert(selection.second);
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std::vector<std::set<CStr>> selections;
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selections.push_back(entitySelections);
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selections.push_back(m_ActorSelections);
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// randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
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// made might define some additional props that require a random variant choice). Also, FindObjectVariation
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// expects the selectors passed to it to be complete.
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// see http://trac.wildfiregames.com/ticket/979
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// If these selections give a different object, change this unit to use it
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// Use the entity ID as randomization seed (same as when the unit was first created)
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CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(&m_Actor, selections, m_Seed);
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if (!newObject)
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{
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LOGERROR("Error loading object variation (actor: %s)", m_Actor.GetPathname().string8());
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// Don't delete the unit, don't override our current (valid) state.
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return;
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}
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if (!m_Object)
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{
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m_Object = newObject;
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m_Model = newObject->m_Model->Clone();
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if (m_Model->ToCModel())
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m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
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}
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else if (m_Object && newObject != m_Object)
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{
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// Clone the new object's base (non-instance) model
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CModelAbstract* newModel = newObject->m_Model->Clone();
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// Copy the old instance-specific settings from the old model to the new instance
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newModel->SetTransform(m_Model->GetTransform());
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newModel->SetPlayerID(m_Model->GetPlayerID());
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if (newModel->ToCModel() && m_Model->ToCModel())
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{
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newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());
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// Copy flags that belong to this model instance (not those defined by the actor XML)
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int instanceFlags = (MODELFLAG_SILHOUETTE_DISPLAY|MODELFLAG_SILHOUETTE_OCCLUDER|MODELFLAG_IGNORE_LOS) & m_Model->ToCModel()->GetFlags();
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newModel->ToCModel()->AddFlagsRec(instanceFlags);
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}
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delete m_Model;
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m_Model = newModel;
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m_Object = newObject;
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if (m_Model->ToCModel())
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{
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if (m_Animation)
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m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
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else
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m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
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}
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else
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{
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SAFE_DELETE(m_Animation);
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}
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}
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}
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