1
0
forked from 0ad/0ad
0ad/source/graphics/Unit.cpp
2010-05-20 18:09:23 +00:00

230 lines
6.2 KiB
C++

/* Copyright (C) 2010 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/>.
*/
#include "precompiled.h"
#include "Unit.h"
#include "Model.h"
#include "ObjectBase.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "UnitAnimation.h"
#include "ps/Game.h"
#include "ps/Player.h"
CUnit::CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
const std::set<CStr>& actorSelections)
: m_Object(object), m_Model(object->m_Model->Clone()),
m_ID(invalidUnitId), m_ActorSelections(actorSelections), m_PlayerID(invalidPlayerId),
m_ObjectManager(objectManager)
{
m_Animation = new CUnitAnimation(*this);
}
CUnit::~CUnit()
{
delete m_Animation;
delete m_Model;
}
CUnit* CUnit::Create(const CStrW& actorName, CEntity* entity,
const std::set<CStr>& selections, CObjectManager& objectManager)
{
CObjectBase* base = objectManager.FindObjectBase(actorName);
if (! base)
return NULL;
std::set<CStr> actorSelections = base->CalculateRandomVariation(selections);
std::vector<std::set<CStr> > selectionsVec;
selectionsVec.push_back(actorSelections);
CObjectEntry* obj = objectManager.FindObjectVariation(base, selectionsVec);
if (! obj)
return NULL;
return new CUnit(obj, entity, objectManager, actorSelections);
}
void CUnit::ShowAmmunition()
{
if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
return;
// Remove any previous ammunition prop, in case there's still one left on there
m_Model->RemoveProp(m_Object->m_AmmunitionPoint);
// Then add the new prop
m_Model->AddProp(m_Object->m_AmmunitionPoint, m_Object->m_AmmunitionModel->Clone(), m_Object);
}
void CUnit::HideAmmunition()
{
if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
return;
// Remove the ammunition prop
m_Model->RemoveProp(m_Object->m_AmmunitionPoint);
// Restore the original props that were on the ammo attachpoint, by copying them from
// the base model
std::vector<CModel::Prop>& props = m_Object->m_Model->GetProps();
std::vector<CModel::Prop>::iterator it;
for (it = props.begin(); it != props.end(); ++it)
{
if (it->m_Point == m_Object->m_AmmunitionPoint)
{
m_Model->AddProp(m_Object->m_AmmunitionPoint, it->m_Model->Clone(), m_Object);
}
}
}
static CSkeletonAnim* GetRandomAnimation(const CStr& name, CObjectEntry* object)
{
CSkeletonAnim* anim = object->GetRandomAnimation(name);
// Fall back to 'idle', if no matching animation is found
if (anim == NULL && name != "idle")
anim = object->GetRandomAnimation("idle");
// Every object should have an idle animation (even if it's a dummy static one)
debug_assert(anim != NULL);
return anim;
}
static bool SetRandomAnimation(const CStr& name, bool once,
CModel* model, CObjectEntry* object)
{
CSkeletonAnim* anim = GetRandomAnimation(name, object);
if (anim)
{
model->SetAnimation(anim, once);
// Recursively apply the animation name to props
const std::vector<CModel::Prop>& props = model->GetProps();
for (std::vector<CModel::Prop>::const_iterator it = props.begin(); it != props.end(); ++it)
{
bool ok = SetRandomAnimation(name, once, it->m_Model, it->m_ObjectEntry);
if (! ok)
return false;
}
return true;
}
else
{
// This shouldn't happen, since GetRandomAnimation tries to always
// return something valid
return false;
}
}
bool CUnit::SetRandomAnimation(const CStr& name, bool once)
{
return ::SetRandomAnimation(name, once, m_Model, m_Object);
}
CSkeletonAnim* CUnit::GetRandomAnimation(const CStr& name)
{
return ::GetRandomAnimation(name, m_Object);
}
bool CUnit::HasAnimation(const CStr& name)
{
return (m_Object->GetRandomAnimation(name) != NULL);
}
bool CUnit::IsPlayingAnimation(const CStr& name)
{
return (m_Model->GetAnimation() && m_Model->GetAnimation()->m_Name == name);
}
void CUnit::SetAnimationState(const CStr& name, bool once, float speed, float desync, bool keepSelection, const CStrW& soundgroup)
{
m_Animation->SetAnimationState(name, once, speed, desync, keepSelection, soundgroup);
}
void CUnit::SetAnimationSync(float actionTime, float repeatTime)
{
m_Animation->SetAnimationSync(actionTime, repeatTime);
}
void CUnit::UpdateModel(float frameTime)
{
m_Animation->Update(frameTime*1000.0f);
}
void CUnit::SetPlayerID(size_t id)
{
m_PlayerID = id;
m_Model->SetPlayerID(m_PlayerID);
}
void CUnit::SetEntitySelection(const CStr& selection)
{
CStr selection_lc = selection.LowerCase();
// If we've already selected this, don't do anything
if (m_EntitySelections.find(selection_lc) != m_EntitySelections.end())
return;
// Just allow one selection at a time
m_EntitySelections.clear();
m_EntitySelections.insert(selection_lc);
ReloadObject();
}
void CUnit::SetActorSelections(const std::set<CStr>& selections)
{
m_ActorSelections = selections;
ReloadObject();
}
void CUnit::ReloadObject()
{
std::vector<std::set<CStr> > selections;
// TODO: push world selections (seasons, etc) (and reload whenever they're changed)
selections.push_back(m_EntitySelections);
selections.push_back(m_ActorSelections);
// If these selections give a different object, change this unit to use it
CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(m_Object->m_Base, selections);
if (newObject && newObject != m_Object)
{
// Clone the new object's base (non-instance) model
CModel* newModel = newObject->m_Model->Clone();
// Copy the old instance-specific settings from the old model to the new instance
newModel->SetTransform(m_Model->GetTransform());
if (m_PlayerID != invalidPlayerId)
newModel->SetPlayerID(m_PlayerID);
newModel->CopyAnimationFrom(m_Model);
delete m_Model;
m_Model = newModel;
m_Object = newObject;
}
}