144 lines
4.0 KiB
C++
144 lines
4.0 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#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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CUnit::CUnit(CObjectEntry* object, CObjectManager& objectManager,
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const std::set<CStr>& actorSelections)
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: m_Object(object), m_Model(object->m_Model->Clone()),
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m_ID(INVALID_ENTITY), m_ActorSelections(actorSelections),
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m_ObjectManager(objectManager)
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{
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if (m_Model->ToCModel())
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m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
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else
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m_Animation = NULL;
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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 CStrW& actorName, uint32_t seed, 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(seed, 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, objectManager, actorSelections);
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}
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void CUnit::UpdateModel(float frameTime)
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{
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if (m_Animation)
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m_Animation->Update(frameTime*1000.0f);
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}
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void CUnit::SetID(entity_id_t id)
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{
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m_ID = id;
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if (m_Animation)
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m_Animation->SetEntityID(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 && newObject != m_Object)
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{
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// Clone the new object's base (non-instance) model
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CModelAbstract* 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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newModel->SetPlayerID(m_Model->GetPlayerID());
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if (newModel->ToCModel() && m_Model->ToCModel())
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{
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newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());
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// Copy flags that belong to this model instance (not those defined by the actor XML)
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int instanceFlags = (MODELFLAG_SILHOUETTE_DISPLAY|MODELFLAG_SILHOUETTE_OCCLUDER) & m_Model->ToCModel()->GetFlags();
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newModel->ToCModel()->AddFlagsRec(instanceFlags);
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}
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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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if (m_Model->ToCModel())
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{
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if (m_Animation)
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m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
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else
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m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
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}
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else
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{
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SAFE_DELETE(m_Animation);
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}
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}
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}
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