forked from 0ad/0ad
258 lines
6.3 KiB
C++
Executable File
258 lines
6.3 KiB
C++
Executable File
#include "precompiled.h"
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#include "ObjectManager.h"
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#include <algorithm>
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#include "CLogger.h"
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#include "lib/res/res.h"
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#include "timer.h"
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#include "VFSUtil.h"
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#include "ObjectBase.h"
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#include "ObjectEntry.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "BaseEntity.h"
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#include "Game.h"
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#include "Model.h"
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#include "Unit.h"
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#include "Matrix3D.h"
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#define LOG_CATEGORY "graphics"
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bool operator< (const CObjectManager::ObjectKey& a, const CObjectManager::ObjectKey& b)
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{
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if (a.ActorName < b.ActorName)
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return true;
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else if (a.ActorName > b.ActorName)
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return false;
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else
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return a.ActorVariation < b.ActorVariation;
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}
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CObjectManager::CObjectManager() : m_SelectedThing(NULL)
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{
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m_ObjectTypes.reserve(32);
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}
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template<typename T, typename S> void delete_pair_2nd(std::pair<T,S> v) { delete v.second; }
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CObjectManager::~CObjectManager()
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{
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for (size_t i = 0; i < m_ObjectTypes.size(); i++) {
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std::for_each(
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m_ObjectTypes[i].m_Objects.begin(),
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m_ObjectTypes[i].m_Objects.end(),
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delete_pair_2nd<ObjectKey, CObjectEntry*>
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);
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std::for_each(
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m_ObjectTypes[i].m_ObjectBases.begin(),
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m_ObjectTypes[i].m_ObjectBases.end(),
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delete_pair_2nd<CStr, CObjectBase*>
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);
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}
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delete m_SelectedThing;
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}
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// TODO (PT): Work out what the object 'types' are for, since they're not
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// doing anything obvious. (And if they're useless, remove them.)
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CObjectBase* CObjectManager::FindObjectBase(const char* objectname)
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{
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// See if the base type has been loaded yet
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for (uint k = 0; k < m_ObjectTypes.size(); k++)
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{
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std::map<CStr, CObjectBase*>::iterator it = m_ObjectTypes[k].m_ObjectBases.find(objectname);
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if (it != m_ObjectTypes[k].m_ObjectBases.end())
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return it->second;
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}
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// Not already loaded, so try to load it:
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for (uint k = 0; k < m_ObjectTypes.size(); k++)
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{
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CObjectBase* obj = new CObjectBase();
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if (obj->Load(objectname))
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{
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m_ObjectTypes[k].m_ObjectBases[objectname] = obj;
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return obj;
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}
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else
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delete obj;
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}
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LOG(ERROR, LOG_CATEGORY, "CObjectManager::FindObjectBase(): Cannot find object '%s'", objectname);
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return 0;
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}
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CObjectEntry* CObjectManager::FindObject(const char* objname)
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{
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CObjectBase* base = FindObjectBase(objname);
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if (! base)
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return NULL;
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std::set<CStr> choices;
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// TODO: Fill in these choices from somewhere, e.g.:
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//choices.insert("whatever");
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CObjectBase::variation_key var;
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base->CalculateVariation(choices, var);
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return FindObjectVariation(base, var, var.begin());
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}
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CObjectEntry* CObjectManager::FindObjectVariation(const char* objname, CObjectBase::variation_key vars, CObjectBase::variation_key::iterator& vars_it)
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{
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CObjectBase* base = FindObjectBase(objname);
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if (! base)
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return NULL;
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return FindObjectVariation(base, vars, vars_it);
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}
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CObjectEntry* CObjectManager::FindObjectVariation(CObjectBase* base, CObjectBase::variation_key vars, CObjectBase::variation_key::iterator& vars_it)
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{
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// Look to see whether this particular variation has already been loaded
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ObjectKey key (base->m_Name, vars);
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std::map<ObjectKey, CObjectEntry*>::iterator it = m_ObjectTypes[0].m_Objects.find(key);
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if (it != m_ObjectTypes[0].m_Objects.end())
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return it->second;
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// If it hasn't been loaded, load it now
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CObjectEntry* obj = new CObjectEntry(0, base); // TODO: type ?
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if (! obj->BuildRandomVariant(vars, vars_it))
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{
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DeleteObject(obj);
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return NULL;
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}
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m_ObjectTypes[0].m_Objects[key] = obj;
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return obj;
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}
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void CObjectManager::AddObjectType(const char* name)
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{
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m_ObjectTypes.resize(m_ObjectTypes.size()+1);
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SObjectType& type=m_ObjectTypes.back();
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type.m_Name=name;
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type.m_Index=(int)m_ObjectTypes.size()-1;
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}
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void CObjectManager::AddObject(ObjectKey& key, CObjectEntry* entry, int type)
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{
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assert((uint)type<m_ObjectTypes.size());
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m_ObjectTypes[type].m_Objects.insert(std::make_pair(key, entry));
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}
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void CObjectManager::DeleteObject(CObjectEntry* entry)
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{
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std::map<ObjectKey, CObjectEntry*>& objects = m_ObjectTypes[entry->m_Type].m_Objects;
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for (std::map<ObjectKey, CObjectEntry*>::iterator it = objects.begin(); it != objects.end(); )
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if (it->second == entry)
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objects.erase(it++);
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else
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++it;
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delete entry;
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}
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void CObjectManager::LoadObjects()
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{
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AddObjectType("");
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}
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//////////////////////////////////////////////////////////////////////////
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// For ScEd:
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static void GetObjectThunk(const char* path, const vfsDirEnt* ent, void* context)
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{
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std::vector<CStr>* names = (std::vector<CStr>*)context;
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CStr name (path);
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names->push_back(name.AfterFirst("actors/"));
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}
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void CObjectManager::GetAllObjectNames(std::vector<CStr>& names)
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{
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VFSUtil::EnumDirEnts("art/actors/", "*.xml", true, GetObjectThunk, &names);
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}
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struct CObjectThing_Entity : public CObjectThing
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{
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CObjectThing_Entity(CBaseEntity* b) : base(b), obj(g_ObjMan.FindObject((CStr)b->m_actorName)), ent(NULL) {}
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~CObjectThing_Entity() {}
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CBaseEntity* base;
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CEntity* ent;
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CObjectEntry* obj;
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void Create(CMatrix3D& transform, int playerID)
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{
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CVector3D orient = transform.GetIn();
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CVector3D position = transform.GetTranslation();
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ent = g_EntityManager.create(base, position, atan2(-orient.X, -orient.Z));
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ent->SetPlayer(g_Game->GetPlayer(playerID));
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}
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void SetTransform(CMatrix3D& transform)
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{
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CVector3D orient = transform.GetIn();
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CVector3D position = transform.GetTranslation();
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// This looks quite yucky, but nothing else seems to actually work:
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ent->m_position =
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ent->m_position_previous =
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ent->m_graphics_position = position;
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ent->teleport();
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ent->m_orientation =
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ent->m_orientation_previous =
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ent->m_graphics_orientation = atan2(-orient.X, -orient.Z);
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ent->reorient();
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}
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CObjectEntry* GetObjectEntry()
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{
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return obj;
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}
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};
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struct CObjectThing_Object : public CObjectThing
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{
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CObjectThing_Object(CObjectEntry* o) : obj(o) {}
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~CObjectThing_Object() {}
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CObjectEntry* obj;
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CUnit* unit;
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void Create(CMatrix3D& transform, int playerID)
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{
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unit = new CUnit(obj, obj->m_Model->Clone());
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unit->GetModel()->SetTransform(transform);
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g_UnitMan.AddUnit(unit);
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}
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void SetTransform(CMatrix3D& transform)
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{
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unit->GetModel()->SetTransform(transform);
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}
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CObjectEntry* GetObjectEntry()
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{
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return obj;
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}
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};
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void CObjectManager::SetSelectedEntity(CBaseEntity* thing)
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{
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delete m_SelectedThing;
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m_SelectedThing = (thing ? new CObjectThing_Entity(thing) : NULL);
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}
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void CObjectManager::SetSelectedObject(CObjectEntry* thing)
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{
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delete m_SelectedThing;
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m_SelectedThing = (thing ? new CObjectThing_Object(thing) : NULL);
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}
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