janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
217 lines
5.5 KiB
C++
217 lines
5.5 KiB
C++
#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/Game.h"
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#include "ps/Player.h"
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#include "simulation/Entity.h"
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CUnit::CUnit(CObjectEntry* object, CEntity* entity, CObjectManager& objectManager,
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const std::set<CStr>& actorSelections)
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: m_Object(object), m_Model(object->m_Model->Clone()), m_Entity(entity),
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m_ID(invalidId), m_ActorSelections(actorSelections), m_PlayerID(CPlayer::invalidId),
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m_ObjectManager(objectManager)
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{
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m_Animation = new CUnitAnimation(*this);
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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 CStr& actorName, CEntity* entity,
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const std::set<CStr>& selections, CObjectManager& objectManager)
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{
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CObjectBase* base = objectManager.FindObjectBase(actorName);
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if (! base)
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return NULL;
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std::set<CStr> actorSelections = base->CalculateRandomVariation(selections);
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std::vector<std::set<CStr> > selectionsVec;
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selectionsVec.push_back(actorSelections);
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CObjectEntry* obj = objectManager.FindObjectVariation(base, selectionsVec);
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if (! obj)
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return NULL;
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return new CUnit(obj, entity, objectManager, actorSelections);
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}
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void CUnit::ShowAmmunition()
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{
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if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
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return;
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m_Model->AddProp(m_Object->m_AmmunitionPoint, m_Object->m_AmmunitionModel->Clone(), m_Object);
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}
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void CUnit::HideAmmunition()
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{
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if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint)
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return;
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// Find out what the usual prop is:
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std::vector<CModel::Prop>& props = m_Object->m_Model->GetProps();
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std::vector<CModel::Prop>::iterator it;
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for (it = props.begin(); it != props.end(); ++it)
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{
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if (it->m_Point == m_Object->m_AmmunitionPoint)
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{
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m_Model->AddProp(m_Object->m_AmmunitionPoint, it->m_Model->Clone(), m_Object);
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return;
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}
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}
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// No usual prop.
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m_Model->RemoveProp(m_Object->m_AmmunitionPoint);
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}
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static CSkeletonAnim* GetRandomAnimation(const CStr& name, CObjectEntry* object)
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{
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CSkeletonAnim* anim = object->GetRandomAnimation(name);
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// Fall back to 'idle', if no matching animation is found
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if (anim == NULL && name != "idle")
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anim = object->GetRandomAnimation("idle");
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// Every object should have an idle animation (even if it's a dummy static one)
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debug_assert(anim != NULL);
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return anim;
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}
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static bool SetRandomAnimation(const CStr& name, bool once, float speed,
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CModel* model, CObjectEntry* object)
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{
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CSkeletonAnim* anim = GetRandomAnimation(name, object);
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if (anim)
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{
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float actualSpeed = 1000.f;
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if (speed && anim->m_AnimDef)
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actualSpeed = speed * anim->m_AnimDef->GetDuration();
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model->SetAnimation(anim, once, actualSpeed);
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// Recursively apply the animation name to props
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const std::vector<CModel::Prop>& props = model->GetProps();
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for (std::vector<CModel::Prop>::const_iterator it = props.begin(); it != props.end(); ++it)
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{
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bool ok = SetRandomAnimation(name, once, speed, it->m_Model, it->m_ObjectEntry);
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if (! ok)
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return false;
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}
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return true;
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}
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else
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{
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// This shouldn't happen, since GetRandomAnimation tries to always
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// return something valid
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return false;
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}
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}
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bool CUnit::SetRandomAnimation(const CStr& name, bool once, float speed)
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{
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return ::SetRandomAnimation(name, once, speed, m_Model, m_Object);
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}
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CSkeletonAnim* CUnit::GetRandomAnimation(const CStr& name)
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{
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return ::GetRandomAnimation(name, m_Object);
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}
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bool CUnit::HasAnimation(const CStr& name)
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{
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return (m_Object->GetRandomAnimation(name) != NULL);
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}
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bool CUnit::IsPlayingAnimation(const CStr& name)
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{
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return (m_Model->GetAnimation() && m_Model->GetAnimation()->m_Name == name);
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}
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void CUnit::SetAnimationState(const CStr& name, bool once, float speed, bool keepSelection)
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{
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m_Animation->SetAnimationState(name, once, speed, keepSelection);
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}
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void CUnit::SetAnimationSync(float timeUntilActionPos)
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{
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m_Animation->SetAnimationSync(timeUntilActionPos);
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}
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void CUnit::UpdateModel(float frameTime)
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{
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m_Animation->Update(frameTime);
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}
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void CUnit::SetPlayerID(size_t id)
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{
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m_PlayerID = id;
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m_Model->SetPlayerID(m_PlayerID);
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if (m_Entity)
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m_Entity->SetPlayer(g_Game->GetPlayer(id));
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}
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void CUnit::SetEntitySelection(const CStr& selection)
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{
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CStr selection_lc = selection.LowerCase();
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// If we've already selected this, don't do anything
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if (m_EntitySelections.find(selection_lc) != m_EntitySelections.end())
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return;
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// Just allow one selection at a time
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m_EntitySelections.clear();
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m_EntitySelections.insert(selection_lc);
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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::vector<std::set<CStr> > selections;
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// TODO: push world selections (seasons, etc) (and reload whenever they're changed)
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selections.push_back(m_EntitySelections);
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selections.push_back(m_ActorSelections);
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// If these selections give a different object, change this unit to use it
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CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(m_Object->m_Base, selections);
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if (newObject != m_Object)
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{
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// Clone the new object's base (non-instance) model
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CModel* 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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if (m_PlayerID != CPlayer::invalidId)
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newModel->SetPlayerID(m_PlayerID);
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newModel->CopyAnimationFrom(m_Model);
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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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}
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}
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