#include "precompiled.h" #include "Unit.h" #include "Model.h" #include "ObjectEntry.h" #include "ObjectManager.h" #include "SkeletonAnim.h" #include "SkeletonAnimDef.h" CUnit::CUnit(CObjectEntry* object, CEntity* entity, const std::set& actorSelections) : m_Object(object), m_Model(object->m_Model->Clone()), m_Entity(entity), m_ID(-1), m_ActorSelections(actorSelections) { } CUnit::~CUnit() { delete m_Model; } void CUnit::ShowAmmunition() { if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint) return; m_Model->AddProp(m_Object->m_AmmunitionPoint, m_Object->m_AmmunitionModel->Clone(), m_Object); } void CUnit::HideAmmunition() { if (!m_Object->m_AmmunitionModel || !m_Object->m_AmmunitionPoint) return; // Find out what the usual prop is: std::vector& props = m_Object->m_Model->GetProps(); std::vector::iterator it; for (it = props.begin(); it != props.end(); ++it) { if (it->m_Point == m_Object->m_AmmunitionPoint) { m_Model->AddProp(m_Object->m_AmmunitionPoint, it->m_Model->Clone(), m_Object); return; } } // No usual prop. m_Model->RemoveProp(m_Object->m_AmmunitionPoint); } static CSkeletonAnim* GetRandomAnimation(const CStr& name, CObjectEntry* object) { CSkeletonAnim* anim = object->GetRandomAnimation(name); // Fall back to 'idle', if no matching animation is found if (anim == NULL && name != "idle") anim = object->GetRandomAnimation("idle"); // Every object should have an idle animation (even if it's a dummy static one) debug_assert(anim != NULL); return anim; } static bool SetRandomAnimation(const CStr& name, bool once, float speed, CModel* model, CObjectEntry* object) { CSkeletonAnim* anim = GetRandomAnimation(name, object); if (anim) { float actualSpeed = 1000.f; if (speed && anim->m_AnimDef) actualSpeed = speed * anim->m_AnimDef->GetDuration(); model->SetAnimation(anim, once, actualSpeed); // Recursively apply the animation name to props const std::vector& props = model->GetProps(); for (std::vector::const_iterator it = props.begin(); it != props.end(); ++it) { bool ok = SetRandomAnimation(name, once, speed, it->m_Model, it->m_ObjectEntry); if (! ok) return false; } return true; } else { // This shouldn't happen, since GetRandomAnimation tries to always // return something valid return false; } } bool CUnit::SetRandomAnimation(const CStr& name, bool once, float speed) { return ::SetRandomAnimation(name, once, speed, m_Model, m_Object); } CSkeletonAnim* CUnit::GetRandomAnimation(const CStr& name) { return ::GetRandomAnimation(name, m_Object); } bool CUnit::IsPlayingAnimation(const CStr& name) { return (m_Model->GetAnimation() && m_Model->GetAnimation()->m_Name == name); } void CUnit::SetPlayerID(int id) { m_PlayerID = id; m_Model->SetPlayerID(m_PlayerID); } void CUnit::SetEntitySelection(const CStrW& selection) { CStrW selection_lc = selection.LowerCase(); // If we've already selected this, don't do anything if (m_EntitySelections.find(selection_lc) != m_EntitySelections.end()) return; // Just allow one selection at a time m_EntitySelections.clear(); m_EntitySelections.insert(selection_lc); ReloadObject(); } void CUnit::ReloadObject() { std::vector > selections; // TODO: push world selections (seasons, etc) (and reload whenever they're changed) selections.push_back(m_EntitySelections); selections.push_back(m_ActorSelections); // If these selections give a different object, change this unit to use it CObjectEntry* newObject = g_ObjMan.FindObjectVariation(m_Object->m_Base, selections); if (newObject != m_Object) { CModel* newModel = newObject->m_Model->Clone(); // Copy old settings to the new model newModel->SetPlayerID(m_PlayerID); newModel->SetTransform(m_Model->GetTransform()); // TODO: preserve selection of animation, anim offset, etc? delete m_Model; m_Model = newModel; m_Object = newObject; } }