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forked from 0ad/0ad
0ad/source/graphics/Unit.cpp
Ykkrosh d605cb39ec # Atlas editor: Control over 'random' actor variations.
Actor variation selection (though not saved to maps, so not very
useful).
Added more levels of complexity to the waiting-for-game-to-respond
message pump, to fix reentrancy problems.
Use number keys to assign player to selected unit.

This was SVN commit r3913.
2006-05-31 05:27:02 +00:00

161 lines
4.0 KiB
C++

#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<CStrW>& 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<CModel::Prop>& props = m_Object->m_Model->GetProps();
std::vector<CModel::Prop>::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<CModel::Prop>& props = model->GetProps();
for (std::vector<CModel::Prop>::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::SetActorSelections(const std::set<CStrW>& selections)
{
m_ActorSelections = selections;
ReloadObject();
}
void CUnit::ReloadObject()
{
std::vector<std::set<CStrW> > 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;
}
}