forked from 0ad/0ad
Ykkrosh
d605cb39ec
Actor variation selection (though not saved to maps, so not very useful). Added more levels of complexity to the waiting-for-game-to-respond message pump, to fix reentrancy problems. Use number keys to assign player to selected unit. This was SVN commit r3913.
559 lines
16 KiB
C++
559 lines
16 KiB
C++
#include "precompiled.h"
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#include <algorithm>
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#include "ObjectBase.h"
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#include "ObjectManager.h"
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#include "XML/Xeromyces.h"
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#include "CLogger.h"
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#include "lib/timer.h"
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#define LOG_CATEGORY "graphics"
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CObjectBase::CObjectBase()
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{
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m_Properties.m_CastShadows = true;
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m_Properties.m_AutoFlatten = false;
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}
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bool CObjectBase::Load(const char* filename)
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{
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m_VariantGroups.clear();
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CStr filePath ("art/actors/");
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filePath += filename;
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CXeromyces XeroFile;
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if (XeroFile.Load(filePath) != PSRETURN_OK)
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return false;
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m_Name = filename;
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// Use the filename for the model's name
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m_ShortName = CStr(filename).AfterLast("/").BeforeLast(".xml");
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// Define all the elements used in the XML file
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#define EL(x) int el_##x = XeroFile.getElementID(#x)
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#define AT(x) int at_##x = XeroFile.getAttributeID(#x)
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EL(actor);
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//EL(castshadow);
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EL(material);
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EL(group);
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EL(variant);
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EL(animations);
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EL(animation);
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EL(props);
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EL(prop);
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EL(mesh);
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EL(texture);
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EL(colour);
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AT(file);
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AT(name);
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AT(speed);
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AT(event);
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AT(load);
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AT(attachpoint);
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AT(actor);
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AT(frequency);
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#undef AT
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#undef EL
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XMBElement root = XeroFile.getRoot();
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if (root.getNodeName() != el_actor)
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{
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LOG(ERROR, LOG_CATEGORY, "Invalid actor format (unrecognised root element '%s')", XeroFile.getElementString(root.getNodeName()).c_str());
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return false;
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}
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// Set up the vector<vector<T>> m_Variants to contain the right number
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// of elements, to avoid wasteful copying/reallocation later.
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{
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// Count the variants in each group
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std::vector<int> variantGroupSizes;
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XERO_ITER_EL(root, child)
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{
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if (child.getNodeName() == el_group)
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{
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variantGroupSizes.push_back(child.getChildNodes().Count);
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}
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}
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m_VariantGroups.resize(variantGroupSizes.size());
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// Set each vector to match the number of variants
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for (size_t i = 0; i < variantGroupSizes.size(); ++i)
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m_VariantGroups[i].resize(variantGroupSizes[i]);
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}
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// (This XML-reading code is rather worryingly verbose...)
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std::vector<std::vector<Variant> >::iterator currentGroup = m_VariantGroups.begin();
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XERO_ITER_EL(root, child)
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{
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int child_name = child.getNodeName();
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if (child_name == el_group)
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{
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std::vector<Variant>::iterator currentVariant = currentGroup->begin();
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XERO_ITER_EL(child, variant)
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{
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debug_assert(variant.getNodeName() == el_variant);
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XERO_ITER_ATTR(variant, attr)
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{
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if (attr.Name == at_name)
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currentVariant->m_VariantName = CStr(attr.Value).LowerCase();
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else if (attr.Name == at_frequency)
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currentVariant->m_Frequency = CStr(attr.Value).ToInt();
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}
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XERO_ITER_EL(variant, option)
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{
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int option_name = option.getNodeName();
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if (option_name == el_mesh)
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currentVariant->m_ModelFilename = "art/meshes/" + CStr(option.getText());
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else if (option_name == el_texture)
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currentVariant->m_TextureFilename = "art/textures/skins/" + CStr(option.getText());
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else if (option_name == el_colour)
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currentVariant->m_Color = option.getText();
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else if (option_name == el_animations)
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{
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XERO_ITER_EL(option, anim_element)
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{
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debug_assert(anim_element.getNodeName() == el_animation);
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Anim anim;
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XERO_ITER_ATTR(anim_element, ae)
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{
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if (ae.Name == at_name)
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{
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anim.m_AnimName = ae.Value;
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}
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else if (ae.Name == at_file)
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{
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anim.m_FileName = "art/animation/" + CStr(ae.Value);
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}
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else if (ae.Name == at_speed)
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{
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anim.m_Speed = CStr(ae.Value).ToInt() / 100.f;
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if (anim.m_Speed <= 0.0) anim.m_Speed = 1.0f;
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}
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else if (ae.Name == at_event)
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{
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anim.m_ActionPos = CStr(ae.Value).ToDouble();
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if (anim.m_ActionPos < 0.0) anim.m_ActionPos = 0.0;
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else if (anim.m_ActionPos > 100.0) anim.m_ActionPos = 1.0;
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else if (anim.m_ActionPos > 1.0) anim.m_ActionPos /= 100.0;
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}
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else if (ae.Name == at_load)
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{
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anim.m_ActionPos2 = CStr(ae.Value).ToDouble();
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if (anim.m_ActionPos2 < 0.0) anim.m_ActionPos2 = 0.0;
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else if (anim.m_ActionPos2 > 100.0) anim.m_ActionPos2 = 1.0;
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else if (anim.m_ActionPos2 > 1.0) anim.m_ActionPos2 /= 100.0;
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}
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else
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; // unrecognised element
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}
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currentVariant->m_Anims.push_back(anim);
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}
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}
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else if (option_name == el_props)
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{
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XERO_ITER_EL(option, prop_element)
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{
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debug_assert(prop_element.getNodeName() == el_prop);
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Prop prop;
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XERO_ITER_ATTR(prop_element, pe)
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{
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if (pe.Name == at_attachpoint)
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prop.m_PropPointName = pe.Value;
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else if (pe.Name == at_actor)
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prop.m_ModelName = pe.Value;
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else
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; // unrecognised element
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}
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currentVariant->m_Props.push_back(prop);
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}
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}
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else
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; // unrecognised element
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}
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++currentVariant;
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}
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if (currentGroup->size() == 0)
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{
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LOG(ERROR, LOG_CATEGORY, "Actor group has zero variants ('%s')", filename);
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}
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++currentGroup;
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}
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else if (child_name == el_material)
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{
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m_Material = "art/materials/" + CStr(child.getText());
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}
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else
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; // unrecognised element
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// TODO: castshadow, etc
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}
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return true;
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}
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TIMER_ADD_CLIENT(tc_CalculateVariationKey)
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std::vector<u8> CObjectBase::CalculateVariationKey(const std::vector<std::set<CStrW> >& selections)
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{
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TIMER_ACCRUE(tc_CalculateVariationKey);
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// (TODO: see CObjectManager::FindObjectVariation for an opportunity to
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// call this function a bit less frequently)
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// Calculate a complete list of choices, one per group, based on the
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// supposedly-complete selections (i.e. not making random choices at this
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// stage).
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// In each group, if one of the variants has a name matching a string in the
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// first 'selections', set use that one.
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// Otherwise, try with the next (lower priority) selections set, and repeat.
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// Otherwise, choose the first variant (arbitrarily).
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std::vector<u8> choices;
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std::map<CStr, CStr> chosenProps;
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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grp != m_VariantGroups.end();
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++grp)
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{
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// Ignore groups with nothing inside. (A warning will have been
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// emitted by the loading code.)
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if (grp->size() == 0)
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continue;
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int match = -1; // -1 => none found yet
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// If there's only a single variant, choose that one
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if (grp->size() == 1)
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{
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match = 0;
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}
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else
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{
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// Determine the first variant that matches the provided strings,
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// starting with the highest priority selections set:
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for (std::vector<std::set<CStrW> >::const_iterator selset = selections.begin(); selset < selections.end(); ++selset)
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{
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debug_assert(grp->size() < 256); // else they won't fit in 'choices'
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for (size_t i = 0; i < grp->size(); ++i)
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{
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if (selset->count((*grp)[i].m_VariantName))
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{
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match = (u8)i;
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break;
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}
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}
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// Stop after finding the first match
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if (match != -1)
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break;
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}
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// If no match, just choose the first
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if (match == -1)
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match = 0;
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}
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choices.push_back(match);
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// Remember which props were chosen. (Later-defined props override
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// earlier props at the same prop point.)
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CObjectBase::Variant& var ((*grp)[match]);
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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if (it->m_ModelName.Length())
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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else
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chosenProps.erase(it->m_PropPointName);
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}
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}
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// Load each prop, and add their CalculateVariationKey to our key:
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for (std::map<CStr, CStr>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
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{
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CObjectBase* prop = g_ObjMan.FindObjectBase(it->second);
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if (prop)
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{
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std::vector<u8> propChoices = prop->CalculateVariationKey(selections);
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choices.insert(choices.end(), propChoices.begin(), propChoices.end());
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}
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}
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return choices;
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}
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const CObjectBase::Variation CObjectBase::BuildVariation(const std::vector<u8>& variationKey)
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{
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Variation variation;
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// variationKey should correspond with m_Variants, giving the id of the
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// chosen variant from each group. (Except variationKey has some bits stuck
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// on the end for props, but we don't care about those in here.)
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std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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std::vector<u8>::const_iterator match = variationKey.begin();
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for ( ;
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grp != m_VariantGroups.end() && match != variationKey.end();
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++grp, ++match)
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{
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// Ignore groups with nothing inside. (A warning will have been
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// emitted by the loading code.)
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if (grp->size() == 0)
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continue;
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size_t id = *match;
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if (id >= grp->size())
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{
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// This should be impossible
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debug_warn("BuildVariation: invalid variant id");
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continue;
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}
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// Get the matched variant
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CObjectBase::Variant& var ((*grp)[id]);
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// Apply its data:
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if (var.m_TextureFilename.Length())
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variation.texture = var.m_TextureFilename;
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if (var.m_ModelFilename.Length())
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variation.model = var.m_ModelFilename;
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if (var.m_Color.Length())
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variation.color = var.m_Color;
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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if (it->m_ModelName.Length())
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variation.props[it->m_PropPointName] = *it;
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else
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variation.props.erase(it->m_PropPointName);
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}
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// If one variant defines one animation called e.g. "attack", and this
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// variant defines two different animations with the same name, the one
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// original should be erased, and replaced by the two new ones.
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//
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// So, erase all existing animations which are overridden by this variant:
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for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
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variation.anims.erase(it->m_AnimName);
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// and then insert the new ones:
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for (std::vector<CObjectBase::Anim>::iterator it = var.m_Anims.begin(); it != var.m_Anims.end(); ++it)
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variation.anims.insert(make_pair(it->m_AnimName, *it));
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}
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return variation;
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}
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std::set<CStrW> CObjectBase::CalculateRandomVariation(const std::set<CStrW>& initialSelections)
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{
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std::set<CStrW> selections = initialSelections;
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std::map<CStr, CStr> chosenProps;
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// Calculate a complete list of selections, so there is at least one
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// (and in most cases only one) per group.
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// In each group, if one of the variants has a name matching a string in
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// 'selections', use that one.
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// If more than one matches, choose randomly from those matching ones.
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// If none match, choose randomly from all variants.
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//
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// When choosing randomly, make use of each variant's frequency. If all
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// variants have frequency 0, treat them as if they were 1.
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_VariantGroups.begin();
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grp != m_VariantGroups.end();
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++grp)
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{
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// Ignore groups with nothing inside. (A warning will have been
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// emitted by the loading code.)
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if (grp->size() == 0)
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continue;
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int match = -1; // -1 => none found yet
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// If there's only a single variant, choose that one
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if (grp->size() == 1)
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{
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match = 0;
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}
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else
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{
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// See if a variant (or several, but we only care about the first)
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// is already matched by the selections we've made
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for (size_t i = 0; i < grp->size(); ++i)
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{
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if (selections.count((*grp)[i].m_VariantName))
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{
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match = (int)i;
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break;
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}
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}
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// If there was one, we don't need to do anything now because there's
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// already something to choose. Otherwise, choose randomly from the others.
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if (match == -1)
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{
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// Sum the frequencies
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int totalFreq = 0;
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for (size_t i = 0; i < grp->size(); ++i)
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totalFreq += (*grp)[i].m_Frequency;
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// Someone might be silly and set all variants to have freq==0, in
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// which case we just pretend they're all 1
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bool allZero = (totalFreq == 0);
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if (allZero) totalFreq = (int)grp->size();
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// Choose a random number in the interval [0..totalFreq).
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// (It shouldn't be necessary to use a network-synchronised RNG,
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// since actors are meant to have purely visual manifestations.)
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int randNum = rand(0, totalFreq);
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// and use that to choose one of the variants
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for (size_t i = 0; i < grp->size(); ++i)
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{
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randNum -= (allZero ? 1 : (*grp)[i].m_Frequency);
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if (randNum < 0)
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{
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selections.insert((*grp)[i].m_VariantName);
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// (If this change to 'selections' interferes with earlier
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// choices, then we'll get some non-fatal inconsistencies
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// that just break the randomness. But that shouldn't
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// happen, much.)
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match = (int)i;
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break;
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}
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}
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debug_assert(randNum < 0);
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// This should always succeed; otherwise it
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// wouldn't have chosen any of the variants.
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}
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}
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// Remember which props were chosen. (Later-defined props override
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// earlier props at the same prop point.)
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CObjectBase::Variant& var ((*grp)[match]);
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for (std::vector<CObjectBase::Prop>::iterator it = var.m_Props.begin(); it != var.m_Props.end(); ++it)
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{
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if (it->m_ModelName.Length())
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chosenProps[it->m_PropPointName] = it->m_ModelName;
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else
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chosenProps.erase(it->m_PropPointName);
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}
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}
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// Load each prop, and add their required selections to ours:
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for (std::map<CStr, CStr>::iterator it = chosenProps.begin(); it != chosenProps.end(); ++it)
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{
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CObjectBase* prop = g_ObjMan.FindObjectBase(it->second);
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if (prop)
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{
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std::set<CStrW> propSelections = prop->CalculateRandomVariation(selections);
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// selections = union(propSelections, selections)
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std::set<CStrW> newSelections;
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std::set_union(propSelections.begin(), propSelections.end(),
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selections.begin(), selections.end(),
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std::inserter(newSelections, newSelections.begin()));
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selections.swap(newSelections);
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}
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}
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return selections;
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}
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std::vector<std::vector<CStrW> > CObjectBase::GetVariantGroups() const
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{
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std::vector<std::vector<CStrW> > groups;
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// Queue of objects (main actor plus props (recursively)) to be processed
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std::queue<const CObjectBase*> objectsQueue;
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objectsQueue.push(this);
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// Set of objects already processed, so we don't do them more than once
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std::set<const CObjectBase*> objectsProcessed;
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while (objectsQueue.size())
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{
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const CObjectBase* obj = objectsQueue.front();
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objectsQueue.pop();
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// Ignore repeated objects (likely to be props)
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if (objectsProcessed.find(obj) != objectsProcessed.end())
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continue;
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objectsProcessed.insert(obj);
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// Iterate through the list of groups
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for (size_t i = 0; i < obj->m_VariantGroups.size(); ++i)
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{
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// Copy the group's variant names into a new vector
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std::vector<CStrW> group;
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group.reserve(obj->m_VariantGroups[i].size());
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for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
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group.push_back(obj->m_VariantGroups[i][j].m_VariantName);
|
|
|
|
// If this group is identical to one elsewhere, don't bother listing
|
|
// it twice.
|
|
// Linear search is theoretically not very efficient, but hopefully
|
|
// we don't have enough props for that to matter...
|
|
bool dupe = false;
|
|
for (size_t j = 0; j < groups.size(); ++j)
|
|
{
|
|
if (groups[j] == group)
|
|
{
|
|
dupe = true;
|
|
break;
|
|
}
|
|
}
|
|
if (dupe)
|
|
continue;
|
|
|
|
// Add non-trivial groups (i.e. not just one entry) to the returned list
|
|
if (obj->m_VariantGroups[i].size() > 1)
|
|
groups.push_back(group);
|
|
|
|
// Add all props onto the queue to be considered
|
|
for (size_t j = 0; j < obj->m_VariantGroups[i].size(); ++j)
|
|
{
|
|
const std::vector<Prop>& props = obj->m_VariantGroups[i][j].m_Props;
|
|
for (size_t k = 0; k < props.size(); ++k)
|
|
{
|
|
if (props[k].m_ModelName.Length())
|
|
{
|
|
CObjectBase* prop = g_ObjMan.FindObjectBase(props[k].m_ModelName);
|
|
if (prop)
|
|
objectsQueue.push(prop);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return groups;
|
|
}
|