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forked from 0ad/0ad
0ad/source/graphics/Unit.cpp
janwas 2e7436434d warning fixes: mostly size_t vs. specialized API type and other type conversion.
added player_id_t typedef and INVALID_PLAYER, use that instead of -1.
also added sanity checks to cpu.cpp to ensure ARCH_* is correct (see
http://www.wildfiregames.com/forum/index.php?showtopic=13327&hl=)
and further predefined macros to arch.h just to be sure.

This was SVN commit r8079.
2010-09-05 09:38:30 +00:00

116 lines
3.3 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"
CUnit::CUnit(CObjectEntry* object, CObjectManager& objectManager,
const std::set<CStr>& actorSelections)
: m_Object(object), m_Model(object->m_Model->Clone()),
m_ID(INVALID_ENTITY), m_ActorSelections(actorSelections),
m_ObjectManager(objectManager)
{
m_Animation = new CUnitAnimation(*this);
}
CUnit::~CUnit()
{
delete m_Animation;
delete m_Model;
}
CUnit* CUnit::Create(const CStrW& actorName, 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, objectManager, actorSelections);
}
void CUnit::UpdateModel(float frameTime)
{
m_Animation->Update(frameTime*1000.0f);
}
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());
newModel->SetPlayerID(m_Model->GetPlayerID());
newModel->CopyAnimationFrom(m_Model);
delete m_Model;
m_Model = newModel;
m_Object = newObject;
m_Animation->ReloadUnit(); // TODO: maybe this should try to preserve animation state?
}
}