767 lines
17 KiB
C++
767 lines
17 KiB
C++
#include "precompiled.h"
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#include <float.h>
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "../SimState.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "simulation/EntityTemplate.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityManager.h"
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#include "simulation/TerritoryManager.h"
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#define LOG_CATEGORY "editor"
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namespace AtlasMessage {
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namespace
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{
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bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
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{
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return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
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}
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bool IsFloating(const CUnit* unit)
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{
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if (! unit)
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return false;
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if (unit->GetEntity())
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return (unit->GetEntity()->m_base->m_anchorType != L"Ground");
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else
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return unit->GetObject()->m_Base->m_Properties.m_FloatOnWater;
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}
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CUnitManager& GetUnitManager()
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{
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return g_Game->GetWorld()->GetUnitManager();
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}
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}
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QUERYHANDLER(GetObjectsList)
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{
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std::vector<sObjectsListItem> objects;
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if (CEntityTemplateCollection::IsInitialised())
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{
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std::vector<CStrW> names;
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g_EntityTemplateCollection.GetEntityTemplateNames(names);
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for (std::vector<CStrW>::iterator it = names.begin(); it != names.end(); ++it)
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{
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//CEntityTemplate* baseent = g_EntityTemplateCollection.GetTemplate(*it);
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sObjectsListItem e;
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e.id = L"(e) " + *it;
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e.name = *it; //baseent->m_Tag
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e.type = 0;
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objects.push_back(e);
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}
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}
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{
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std::vector<CStr> names;
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//CObjectManager::GetPropObjectNames(names);
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CObjectManager::GetAllObjectNames(names);
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for (std::vector<CStr>::iterator it = names.begin(); it != names.end(); ++it)
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{
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sObjectsListItem e;
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e.id = L"(n) " + CStrW(*it);
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e.name = CStrW(*it).AfterFirst(/*L"props/"*/ L"actors/");
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e.type = 1;
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objects.push_back(e);
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}
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}
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std::sort(objects.begin(), objects.end(), SortObjectsList);
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msg->objects = objects;
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}
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static std::vector<ObjectID> g_Selection;
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void AtlasRenderSelection()
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{
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glDisable(GL_DEPTH_TEST);
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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CUnit* unit = GetUnitManager().FindByID(g_Selection[i]);
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if (unit)
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{
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if (unit->GetEntity())
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{
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unit->GetEntity()->RenderSelectionOutline();
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}
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else
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{
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const CBound& bound = unit->GetModel()->GetBounds();
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// Expand bounds by 10% around the centre
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CVector3D centre;
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bound.GetCentre(centre);
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CVector3D a = (bound[0] - centre) * 1.1f + centre;
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CVector3D b = (bound[1] - centre) * 1.1f + centre;
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float h = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(centre.X, centre.Z);
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if (IsFloating(unit))
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h = std::max(h, g_Renderer.GetWaterManager()->m_WaterHeight);
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glColor3f(0.8f, 0.8f, 0.8f);
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glBegin(GL_LINE_LOOP);
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glVertex3f(a.X, h, a.Z);
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glVertex3f(a.X, h, b.Z);
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glVertex3f(b.X, h, b.Z);
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glVertex3f(b.X, h, a.Z);
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glEnd();
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}
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}
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}
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glEnable(GL_DEPTH_TEST);
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}
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MESSAGEHANDLER(SetSelectionPreview)
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{
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g_Selection = *msg->ids;
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}
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QUERYHANDLER(GetObjectSettings)
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{
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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if (! unit) return;
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sObjectSettings settings;
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settings.player = unit->GetPlayerID();
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// Get the unit's possible variants and selected variants
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std::vector<std::vector<CStr> > groups = unit->GetObject()->m_Base->GetVariantGroups();
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const std::set<CStr>& selections = unit->GetActorSelections();
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// Iterate over variant groups
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std::vector<std::vector<std::wstring> > variantgroups;
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std::set<std::wstring> selections_set;
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variantgroups.reserve(groups.size());
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for (size_t i = 0; i < groups.size(); ++i)
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{
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// Copy variants into output structure
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std::vector<std::wstring> group;
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group.reserve(groups[i].size());
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int choice = -1;
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for (size_t j = 0; j < groups[i].size(); ++j)
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{
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group.push_back(CStrW(groups[i][j]));
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// Find the first string in 'selections' that matches one of this
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// group's variants
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if (choice == -1)
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if (selections.find(groups[i][j]) != selections.end())
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choice = (int)j;
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}
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// Assuming one of the variants was selected (which it really ought
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// to be), remember that one's name
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if (choice != -1)
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selections_set.insert(CStrW(groups[i][choice]));
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variantgroups.push_back(group);
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}
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settings.variantgroups = variantgroups;
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settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
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msg->settings = settings;
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}
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BEGIN_COMMAND(SetObjectSettings)
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{
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int m_PlayerOld, m_PlayerNew;
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std::set<CStr> m_SelectionsOld, m_SelectionsNew;
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void Do()
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{
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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if (! unit) return;
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sObjectSettings settings = msg->settings;
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m_PlayerOld = unit->GetPlayerID();
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m_PlayerNew = settings.player;
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m_SelectionsOld = unit->GetActorSelections();
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std::vector<std::wstring> selections = *settings.selections;
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for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
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{
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m_SelectionsNew.insert(CStr(*it));
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}
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Redo();
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}
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void Redo()
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{
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Set(m_PlayerNew, m_SelectionsNew);
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}
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void Undo()
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{
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Set(m_PlayerOld, m_SelectionsOld);
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}
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private:
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void Set(int player, const std::set<CStr>& selections)
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{
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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if (! unit) return;
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unit->SetPlayerID(player);
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unit->SetActorSelections(selections);
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if (m_PlayerOld != m_PlayerNew)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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}
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};
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END_COMMAND(SetObjectSettings);
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//////////////////////////////////////////////////////////////////////////
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static int g_PreviewUnitID = -1;
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static CStrW g_PreviewUnitName;
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static bool g_PreviewUnitFloating;
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static CVector3D GetUnitPos(const Position& pos, bool floating)
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{
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static CVector3D vec;
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vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
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// Clamp the position to the edges of the world:
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// Use 'clamp' with a value slightly less than the width, so that converting
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// to integer (rounding towards zero) will put it on the tile inside the edge
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// instead of just outside
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float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE;
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float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
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float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
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float zOnMap = clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
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// Don't waste time with GetExactGroundLevel unless we've changed
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if (xOnMap != vec.X || zOnMap != vec.Z)
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{
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vec.X = xOnMap;
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vec.Z = zOnMap;
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vec.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(xOnMap, zOnMap);
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}
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return vec;
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}
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static bool ParseObjectName(const CStrW& obj, bool& isEntity, CStrW& name)
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{
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if (obj.substr(0, 4) == L"(e) ")
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{
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isEntity = true;
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name = obj.substr(4);
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return true;
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}
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else if (obj.substr(0, 4) == L"(n) ")
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{
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isEntity = false;
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name = obj.substr(4);
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return true;
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}
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else
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{
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return false;
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}
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}
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MESSAGEHANDLER(ObjectPreview)
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{
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CUnit* previewUnit = GetUnitManager().FindByID(g_PreviewUnitID);
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// Don't recreate the unit unless it's changed
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if (*msg->id != g_PreviewUnitName)
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{
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// Delete old unit
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if (previewUnit)
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{
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GetUnitManager().DeleteUnit(previewUnit);
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previewUnit = NULL;
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}
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g_PreviewUnitID = -1;
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bool isEntity;
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CStrW name;
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if (ParseObjectName(*msg->id, isEntity, name))
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{
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std::set<CStr> selections; // TODO: get selections from user
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// Create new unit
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if (isEntity)
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{
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CEntityTemplate* base = g_EntityTemplateCollection.GetTemplate(name);
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if (base) // (ignore errors)
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{
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previewUnit = GetUnitManager().CreateUnit(base->m_actorName, NULL, selections);
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if (previewUnit)
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{
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g_PreviewUnitID = GetUnitManager().GetNewID();
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previewUnit->SetID(g_PreviewUnitID);
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}
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g_PreviewUnitFloating = (base->m_anchorType != L"Ground");
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// TODO: variations
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}
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}
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else
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{
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previewUnit = GetUnitManager().CreateUnit(CStr(name), NULL, selections);
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if (previewUnit)
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{
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g_PreviewUnitID = GetUnitManager().GetNewID();
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previewUnit->SetID(g_PreviewUnitID);
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}
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g_PreviewUnitFloating = IsFloating(previewUnit);
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}
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}
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g_PreviewUnitName = *msg->id;
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}
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if (previewUnit)
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{
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// Update the unit's position and orientation:
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CVector3D pos = GetUnitPos(msg->pos, g_PreviewUnitFloating);
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float s, c;
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if (msg->usetarget)
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{
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// Aim from pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(pos.Y);
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CVector2D dir(target.X-pos.X, target.Z-pos.Z);
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dir = dir.Normalize();
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s = dir.x;
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c = dir.y;
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}
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else
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{
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s = sin(msg->angle);
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c = cos(msg->angle);
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}
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CMatrix3D m;
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m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
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m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
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m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
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m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
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previewUnit->GetModel()->SetTransform(m);
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// Update the unit's player colour:
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previewUnit->SetPlayerID(msg->settings->player);
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}
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}
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BEGIN_COMMAND(CreateObject)
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{
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CVector3D m_Pos;
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float m_Angle;
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int m_ID;
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int m_Player;
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void Do()
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{
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// Calculate the position/orientation to create this unit with
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m_Pos = GetUnitPos(msg->pos, false);
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if (msg->usetarget)
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{
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// Aim from m_Pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
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CVector2D dir(target.X-m_Pos.X, target.Z-m_Pos.Z);
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m_Angle = atan2(dir.x, dir.y);
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}
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else
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{
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m_Angle = msg->angle;
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}
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// TODO: variations too
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m_Player = msg->settings->player;
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// Get a new ID, for future reference to this unit
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m_ID = GetUnitManager().GetNewID();
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Redo();
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}
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void Redo()
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{
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bool isEntity;
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CStrW name;
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if (ParseObjectName(*msg->id, isEntity, name))
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{
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std::set<CStr> selections;
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if (isEntity)
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{
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CEntityTemplate* base = g_EntityTemplateCollection.GetTemplate(name);
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if (! base)
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LOG(ERROR, LOG_CATEGORY, "Failed to load entity template '%ls'", name.c_str());
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else
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{
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HEntity ent = g_EntityManager.Create(base, m_Pos, m_Angle, selections);
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if (! ent)
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{
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LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
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}
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else if (! ent->m_actor)
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{
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// We don't want to allow entities with no actors, because
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// they'll be be invisible and will confuse scenario designers
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LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
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ent->Kill();
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}
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else
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{
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ent->m_actor->SetPlayerID(m_Player);
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ent->m_actor->SetID(m_ID);
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if (ent->m_base->m_isTerritoryCentre)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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ent->Initialize();
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}
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}
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}
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else
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{
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CUnit* unit = GetUnitManager().CreateUnit(CStr(name), NULL, selections);
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if (! unit)
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{
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LOG(ERROR, LOG_CATEGORY, "Failed to load nonentity actor '%ls'", name.c_str());
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}
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else
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{
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unit->SetID(m_ID);
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float s = sin(m_Angle);
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float c = cos(m_Angle);
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CMatrix3D m;
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m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_Pos.X;
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m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_Pos.Y;
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m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_Pos.Z;
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m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
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unit->GetModel()->SetTransform(m);
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unit->SetPlayerID(m_Player);
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}
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}
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}
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}
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void Undo()
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{
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CUnit* unit = GetUnitManager().FindByID(m_ID);
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if (unit)
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{
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if (unit->GetEntity())
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{
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bool wasTerritoryCentre = unit->GetEntity()->m_base->m_isTerritoryCentre;
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unit->GetEntity()->Kill();
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if (wasTerritoryCentre)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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}
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else
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{
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GetUnitManager().RemoveUnit(unit);
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delete unit;
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}
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}
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}
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};
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END_COMMAND(CreateObject)
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QUERYHANDLER(PickObject)
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{
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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CVector3D rayorigin, raydir;
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g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y, rayorigin, raydir);
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CUnit* target = GetUnitManager().PickUnit(rayorigin, raydir, false);
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if (target)
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msg->id = target->GetID();
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else
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msg->id = -1;
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if (target)
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{
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// Get screen coordinates of the point on the ground underneath the
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// object's model-centre, so that callers know the offset to use when
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// working out the screen coordinates to move the object to.
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// (TODO: http://trac.0ad.homeip.net/ticket/99)
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CVector3D centre = target->GetModel()->GetTransform().GetTranslation();
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centre.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(centre.X, centre.Z);
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if (IsFloating(target))
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centre.Y = std::max(centre.Y, g_Renderer.GetWaterManager()->m_WaterHeight);
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float cx, cy;
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g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
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msg->offsetx = (int)(cx - x);
|
|
msg->offsety = (int)(cy - y);
|
|
}
|
|
else
|
|
{
|
|
msg->offsetx = msg->offsety = 0;
|
|
}
|
|
}
|
|
|
|
|
|
BEGIN_COMMAND(MoveObject)
|
|
{
|
|
CVector3D m_PosOld, m_PosNew;
|
|
|
|
void Do()
|
|
{
|
|
CUnit* unit = GetUnitManager().FindByID(msg->id);
|
|
if (! unit) return;
|
|
|
|
m_PosNew = GetUnitPos(msg->pos, IsFloating(unit));
|
|
|
|
if (unit->GetEntity())
|
|
{
|
|
m_PosOld = unit->GetEntity()->m_position;
|
|
}
|
|
else
|
|
{
|
|
CMatrix3D m = unit->GetModel()->GetTransform();
|
|
m_PosOld = m.GetTranslation();
|
|
}
|
|
|
|
SetPos(m_PosNew);
|
|
}
|
|
|
|
void SetPos(CVector3D& pos)
|
|
{
|
|
CUnit* unit = GetUnitManager().FindByID(msg->id);
|
|
if (! unit) return;
|
|
|
|
if (unit->GetEntity())
|
|
{
|
|
unit->GetEntity()->m_position = pos;
|
|
unit->GetEntity()->Teleport();
|
|
|
|
if (unit->GetEntity()->m_base->m_isTerritoryCentre)
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
|
}
|
|
else
|
|
{
|
|
CMatrix3D m = unit->GetModel()->GetTransform();
|
|
m.Translate(pos - m.GetTranslation());
|
|
unit->GetModel()->SetTransform(m);
|
|
}
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
SetPos(m_PosNew);
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
SetPos(m_PosOld);
|
|
}
|
|
|
|
void MergeIntoPrevious(cMoveObject* prev)
|
|
{
|
|
// TODO: do something valid if prev unit != this unit
|
|
debug_assert(prev->msg->id == msg->id);
|
|
prev->m_PosNew = m_PosNew;
|
|
}
|
|
};
|
|
END_COMMAND(MoveObject)
|
|
|
|
|
|
BEGIN_COMMAND(RotateObject)
|
|
{
|
|
float m_AngleOld, m_AngleNew;
|
|
CMatrix3D m_TransformOld, m_TransformNew;
|
|
|
|
void Do()
|
|
{
|
|
CUnit* unit = GetUnitManager().FindByID(msg->id);
|
|
if (! unit) return;
|
|
|
|
if (unit->GetEntity())
|
|
{
|
|
m_AngleOld = unit->GetEntity()->m_orientation.Y;
|
|
if (msg->usetarget)
|
|
{
|
|
CVector3D& pos = unit->GetEntity()->m_position;
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
|
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
|
|
m_AngleNew = atan2(dir.x, dir.y);
|
|
}
|
|
else
|
|
{
|
|
m_AngleNew = msg->angle;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_TransformOld = unit->GetModel()->GetTransform();
|
|
|
|
CVector3D pos = unit->GetModel()->GetTransform().GetTranslation();
|
|
|
|
float s, c;
|
|
if (msg->usetarget)
|
|
{
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
|
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
|
|
dir = dir.Normalize();
|
|
s = dir.x;
|
|
c = dir.y;
|
|
}
|
|
else
|
|
{
|
|
s = sinf(msg->angle);
|
|
c = cosf(msg->angle);
|
|
}
|
|
CMatrix3D& m = m_TransformNew;
|
|
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
|
|
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
|
|
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
|
|
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
|
|
}
|
|
|
|
SetAngle(m_AngleNew, m_TransformNew);
|
|
}
|
|
|
|
void SetAngle(float angle, CMatrix3D& transform)
|
|
{
|
|
CUnit* unit = GetUnitManager().FindByID(msg->id);
|
|
if (! unit) return;
|
|
|
|
if (unit->GetEntity())
|
|
{
|
|
unit->GetEntity()->m_orientation.Y = angle;
|
|
unit->GetEntity()->Reorient();
|
|
}
|
|
else
|
|
{
|
|
unit->GetModel()->SetTransform(transform);
|
|
}
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
SetAngle(m_AngleNew, m_TransformNew);
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
SetAngle(m_AngleOld, m_TransformOld);
|
|
}
|
|
|
|
void MergeIntoPrevious(cRotateObject* prev)
|
|
{
|
|
// TODO: do something valid if prev unit != this unit
|
|
debug_assert(prev->msg->id == msg->id);
|
|
prev->m_AngleNew = m_AngleNew;
|
|
prev->m_TransformNew = m_TransformNew;
|
|
}
|
|
};
|
|
END_COMMAND(RotateObject)
|
|
|
|
|
|
BEGIN_COMMAND(DeleteObject)
|
|
{
|
|
// These two values are never both non-NULL
|
|
std::auto_ptr<SimState::Entity> m_FrozenEntity;
|
|
std::auto_ptr<SimState::Nonentity> m_FrozenNonentity;
|
|
|
|
cDeleteObject()
|
|
: m_FrozenEntity(NULL), m_FrozenNonentity(NULL)
|
|
{
|
|
}
|
|
|
|
void Do()
|
|
{
|
|
Redo();
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
CUnit* unit = GetUnitManager().FindByID(msg->id);
|
|
if (! unit) return;
|
|
|
|
if (unit->GetEntity())
|
|
{
|
|
bool wasTerritoryCentre = unit->GetEntity()->m_base->m_isTerritoryCentre;
|
|
|
|
m_FrozenEntity.reset(new SimState::Entity( SimState::Entity::Freeze(unit) ));
|
|
unit->GetEntity()->Kill();
|
|
|
|
if (wasTerritoryCentre)
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
|
}
|
|
else
|
|
{
|
|
m_FrozenNonentity.reset(new SimState::Nonentity( SimState::Nonentity::Freeze(unit) ));
|
|
GetUnitManager().RemoveUnit(unit);
|
|
}
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
if (m_FrozenEntity.get())
|
|
{
|
|
CEntity* entity = m_FrozenEntity->Thaw();
|
|
|
|
if (entity && entity->m_base->m_isTerritoryCentre)
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
|
|
|
m_FrozenEntity.reset();
|
|
}
|
|
else if (m_FrozenNonentity.get())
|
|
{
|
|
m_FrozenNonentity->Thaw();
|
|
m_FrozenNonentity.reset();
|
|
}
|
|
}
|
|
};
|
|
END_COMMAND(DeleteObject)
|
|
|
|
|
|
}
|