0ad/source/graphics/UnitManager.cpp
wraitii 0ba9cbef74 Fix units changing appearance when switching animation.
Bug introduced in 76acc4e146.
The previous CUnit code had logic to select random aesthetic variants
once initially. The new code removed that, as I completely missed its
purpose, assuming that the random selection, being based on a seed,
would pick the same variants every time. This is incorrect because
entity selections can change the RNG calls, thus the variants, and thus
entity appearance can change when the animation changes (typically, a
horse will change color when walking and running).

The solution is to re-introduce the choice of actor selections on CUnit
creation. This makes sure that units don't change their purely-aesthetic
selections when e.g. animations change.

Reported by: Wowgetoffyourcellphone
Tested By: Stan
Differential Revision: https://code.wildfiregames.com/D4205
This was SVN commit r25844.
2021-07-31 17:55:10 +00:00

99 lines
2.6 KiB
C++

/* Copyright (C) 2021 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/>.
*/
/*
* Container that owns all units
*/
#include "precompiled.h"
#include <float.h>
#include "Model.h"
#include "UnitManager.h"
#include "Unit.h"
#include "ObjectManager.h"
#include "ObjectEntry.h"
#include "ps/Game.h"
#include "ps/World.h"
#include <algorithm>
///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor
CUnitManager::CUnitManager() :
m_ObjectManager(NULL)
{
}
///////////////////////////////////////////////////////////////////////////////
// CUnitManager destructor
CUnitManager::~CUnitManager()
{
DeleteAll();
}
///////////////////////////////////////////////////////////////////////////////
// AddUnit: add given unit to world
void CUnitManager::AddUnit(CUnit* unit)
{
m_Units.push_back(unit);
}
///////////////////////////////////////////////////////////////////////////////
// RemoveUnit: remove given unit from world, but don't delete it
void CUnitManager::RemoveUnit(CUnit* unit)
{
// find entry in list
typedef std::vector<CUnit*>::iterator Iter;
Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
if (i!=m_Units.end()) {
m_Units.erase(i);
}
}
///////////////////////////////////////////////////////////////////////////////
// DeleteUnit: remove given unit from world and delete it
void CUnitManager::DeleteUnit(CUnit* unit)
{
RemoveUnit(unit);
delete unit;
}
///////////////////////////////////////////////////////////////////////////////
// DeleteAll: remove and delete all units
void CUnitManager::DeleteAll()
{
for (size_t i=0;i<m_Units.size();i++) {
delete m_Units[i];
}
m_Units.clear();
}
///////////////////////////////////////////////////////////////////////////////
// CreateUnit: create a new unit and add it to the world
CUnit* CUnitManager::CreateUnit(const CStrW& actorName, uint32_t seed)
{
if (! m_ObjectManager)
return NULL;
CUnit* unit = CUnit::Create(actorName, seed, *m_ObjectManager);
if (unit)
AddUnit(unit);
return unit;
}