historic_bruno
31be9cd0de
Adds scaffold support for foundations, includes two examples for 3x3 and 4x4, fixes #1581. Extends CmpVisualActor and CUnit to support random variant seeds. Fixes bug in actor hotloading. Fixes serialization failure caused by destroying entities in OnDestroy handlers. This was SVN commit r13143.
154 lines
4.7 KiB
C++
154 lines
4.7 KiB
C++
/* Copyright (C) 2013 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, uint32_t seed)
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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), m_Seed(seed)
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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, seed);
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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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// randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
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// made might define some additional props that require a random variant choice). Also, FindObjectVariation
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// expects the selectors passed to it to be complete.
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// see http://trac.wildfiregames.com/ticket/979
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// Use the entity ID as randomization seed (same as when the unit was first created)
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std::set<CStr> remainingSelections = m_Object->m_Base->CalculateRandomRemainingSelections(m_Seed, selections);
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if (remainingSelections.size() > 0)
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selections.push_back(remainingSelections);
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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|MODELFLAG_IGNORE_LOS) & 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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