forked from 0ad/0ad
olsner
d0f7cb015c
- Ported lockless code to gcc inline assembly - A few new net messages (gather, attack, add waypoint) - Support for new messages in network->entity order converter - Implemented rudimentary JS interface for Interaction - issueCommand JS API, connected to the network - Removed Interaction stuff now replaced by JS - And something in there should probably break VS builds :P This was SVN commit r2316.
441 lines
12 KiB
C++
441 lines
12 KiB
C++
#include "precompiled.h"
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#include "ObjectBase.h"
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#include "ObjectManager.h"
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#include "Xeromyces.h"
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#include "CLogger.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_Variants.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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XMBElement root = XeroFile.getRoot();
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if (root.getNodeName() == XeroFile.getElementID("object"))
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{
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//// Old-format actor file ////
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// Define all the elements and attributes 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(name);
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EL(modelname);
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EL(texturename);
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EL(material);
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EL(animations);
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EL(props);
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EL(properties);
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AT(attachpoint);
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AT(model);
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AT(name);
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AT(file);
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AT(speed);
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AT(autoflatten);
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AT(castshadows);
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#undef AT
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#undef EL
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m_Variants.resize(1);
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m_Variants.back().resize(1);
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m_Variants.back().back().m_VariantName = "Base";
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XERO_ITER_EL(root, child)
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{
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int element_name = child.getNodeName();
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CStr element_value (child.getText());
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if (element_name == el_name)
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m_ShortName = element_value;
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else if (element_name == el_modelname)
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m_Variants.back().back().m_ModelFilename = element_value;
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else if (element_name == el_texturename)
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m_Variants.back().back().m_TextureFilename = element_value;
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else if(element_name == el_material)
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m_Material = element_value;
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else if (element_name == el_properties)
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{
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XERO_ITER_ATTR(child, attrib)
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{
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int attrib_name = attrib.Name;
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if (attrib_name == at_autoflatten)
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{
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CStr str (attrib.Value);
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m_Properties.m_AutoFlatten = str.ToInt() ? true : false;
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}
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else if (attrib_name == at_castshadows)
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{
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CStr str = (attrib.Value);
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m_Properties.m_CastShadows = str.ToInt() ? true : false;
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}
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}
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}
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else if (element_name == el_animations)
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{
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XERO_ITER_EL(child, anim_element)
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{
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XMBAttributeList attributes = anim_element.getAttributes();
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if (attributes.Count)
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{
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Anim anim;
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anim.m_AnimName = attributes.getNamedItem(at_name);
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anim.m_FileName = attributes.getNamedItem(at_file);
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CStr speedstr = attributes.getNamedItem(at_speed);
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anim.m_Speed=float(speedstr.ToInt())/100.0f;
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if (anim.m_Speed<=0.0) anim.m_Speed=1.0f;
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m_Variants.back().back().m_Anims.push_back(anim);
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}
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}
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}
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else if (element_name == el_props)
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{
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XERO_ITER_EL(child, prop_element)
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{
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XMBAttributeList attributes = prop_element.getAttributes();
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if (attributes.Count)
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{
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Prop prop;
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prop.m_PropPointName = attributes.getNamedItem(at_attachpoint);
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prop.m_ModelName = attributes.getNamedItem(at_model);
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m_Variants.back().back().m_Props.push_back(prop);
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}
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}
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}
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}
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}
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else if (root.getNodeName() == XeroFile.getElementID("actor"))
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{
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//// New-format actor file ////
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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(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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// 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> variantSizes;
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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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variantSizes.push_back(0);
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XERO_ITER_EL(child, variant)
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++variantSizes.back();
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}
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}
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m_Variants.resize(variantSizes.size());
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// Set each vector to match the number of variants
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for (size_t i = 0; i < variantSizes.size(); ++i)
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m_Variants[i].resize(variantSizes[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_Variants.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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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 = attr.Value;
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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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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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anim.m_AnimName = ae.Value;
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else if (ae.Name == at_file)
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anim.m_FileName = "art/animation/" + CStr(ae.Value);
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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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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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}
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else
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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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return true;
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}
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void CObjectBase::CalculateVariation(std::set<CStr>& strings, variation_key& choices)
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{
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// Calculate a complete list of choices, one per group. In each group,
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// if one of the variants has a name matching a string in 'strings', use
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// that one. If more than one matches, choose randomly from those matching
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// ones. 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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choices.clear();
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_Variants.begin();
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grp != m_Variants.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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// 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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choices.push_back(0);
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continue;
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}
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// Determine the variants that match the provided strings:
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std::vector<u8> matches;
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typedef std::vector<u8>::const_iterator Iter;
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assert(grp->size() < 256); // else they won't fit in the vector
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for (uint i = 0; i < grp->size(); ++i)
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if (strings.count((*grp)[i].m_VariantName))
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matches.push_back(i);
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// If there's only one match, choose that one
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if (matches.size() == 1)
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{
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choices.push_back(matches[0]);
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continue;
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}
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// Otherwise, choose randomly from the others.
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// If none matched the specified strings, choose from all the variants
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if (matches.size() == 0)
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for (uint i = 0; i < grp->size(); ++i)
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matches.push_back(i);
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// Sum the frequencies:
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int totalFreq = 0;
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for (Iter it = matches.begin(); it != matches.end(); ++it)
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totalFreq += (*grp)[*it].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 = false;
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if (totalFreq == 0)
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{
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totalFreq = (int)matches.size();
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allZero = true;
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}
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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 = (int)( ((float)rand() / RAND_MAX) * totalFreq );
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assert(randNum < totalFreq);
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// and use that to choose one of the variants
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for (Iter it = matches.begin(); it != matches.end(); ++it)
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{
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randNum -= (allZero ? 1 : (*grp)[*it].m_Frequency);
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if (randNum < 0)
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{
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choices.push_back(*it);
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break;
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}
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}
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assert(randNum < 0);
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// This should always happen; otherwise it
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// wouldn't have chosen any of the variants.
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}
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assert(choices.size() == m_Variants.size());
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// Also, make choices for all props:
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// Work out which props have been chosen
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std::map<CStr, CStr> chosenProps;
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CObjectBase::variation_key::const_iterator choice_it = choices.begin();
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for (std::vector<std::vector<CObjectBase::Variant> >::iterator grp = m_Variants.begin();
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grp != m_Variants.end();
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++grp)
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{
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CObjectBase::Variant& var (grp->at(*(choice_it++)));
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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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chosenProps[it->m_PropPointName] = it->m_ModelName;
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}
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}
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// Load each prop, and call CalculateVariation on them:
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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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variation_key propChoices;
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prop->CalculateVariation(strings, propChoices);
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choices.insert(choices.end(), propChoices.begin(), propChoices.end());
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}
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}
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// (TODO: This seems rather fragile, e.g. if props fail to load)
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}
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