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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OBJECTMANAGER
#define INCLUDED_OBJECTMANAGER
#include "ps/CStr.h"
#include "lib/file/vfs/vfs_path.h"
#include <set>
#include <map>
#include <memory>
#include <unordered_map>
#include <vector>
class CActorDef;
class CConfigDBHook;
class CMeshManager;
class CObjectBase;
class CObjectEntry;
class CSkeletonAnimManager;
class CSimulation2;
class CTerrain;
///////////////////////////////////////////////////////////////////////////////////////////
// CObjectManager: manager class for all possible actor types
class CObjectManager
{
NONCOPYABLE(CObjectManager);
public:
// Unique identifier of an actor variation
struct ObjectKey
{
ObjectKey(const CStr& identifier, const std::vector<u8>& var)
: ObjectBaseIdentifier(identifier), ActorVariation(var) {}
bool operator< (const CObjectManager::ObjectKey& a) const;
private:
CStr ObjectBaseIdentifier;
std::vector<u8> ActorVariation;
};
/**
* Governs how random variants are selected by ObjectBase
*/
enum class VariantDiversity
{
NONE,
LIMITED,
FULL
};
public:
// constructor, destructor
CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation);
~CObjectManager();
// Provide access to the manager classes for meshes and animations - they're
// needed when objects are being created and so this seems like a convenient
// place to centralise access.
CMeshManager& GetMeshManager() const { return m_MeshManager; }
CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; }
void UnloadObjects();
/**
* Get the actor definition for the given path name.
* If the actor cannot be loaded, this will return a placeholder actor.
* @return Success/failure boolean and a valid actor definition.
*/
std::pair<bool, CActorDef&> FindActorDef(const CStrW& actorName);
/**
* Get the object entry for a given actor & the given selections list.
* @param selections - a possibly incomplete list of selections.
* @param seed - the randomness seed to use to complete the random selections.
*/
CObjectEntry* FindObjectVariation(const CActorDef* actor, const std::vector<std::set<CStr>>& selections, uint32_t seed);
/**
* @see FindObjectVariation.
* These take a complete selection. These are pointers to sets that are
* guaranteed to exist (pointers are used to avoid copying the sets).
*/
CObjectEntry* FindObjectVariation(const std::shared_ptr<CObjectBase>& base, const std::vector<const std::set<CStr>*>& completeSelections);
CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector<const std::set<CStr>*>& completeSelections);
/**
* Get the terrain object that actors managed by this manager should be linked
* with (primarily for the purpose of decals)
*/
CTerrain* GetTerrain();
VariantDiversity GetVariantDiversity() const;
/**
* Reload any scripts that were loaded from the given filename.
* (This is used to implement hotloading.)
*/
Status ReloadChangedFile(const VfsPath& path);
/**
* Reload actors that have a quality setting. Used when changing the actor quality.
*/
void ActorQualityChanged();
/**
* Reload actors. Used when changing the variant diversity.
*/
void VariantDiversityChanged();
CMeshManager& m_MeshManager;
CSkeletonAnimManager& m_SkeletonAnimManager;
CSimulation2& m_Simulation;
u8 m_QualityLevel = 100;
std::unique_ptr<CConfigDBHook> m_QualityHook;
VariantDiversity m_VariantDiversity = VariantDiversity::FULL;
std::unique_ptr<CConfigDBHook> m_VariantDiversityHook;
template<typename T>
struct Hotloadable
{
Hotloadable() = default;
Hotloadable(std::unique_ptr<T>&& ptr) : obj(std::move(ptr)) {}
bool outdated = false;
std::unique_ptr<T> obj;
};
// TODO: define a hash and switch to unordered_map
std::map<ObjectKey, Hotloadable<CObjectEntry>> m_Objects;
std::unordered_map<CStrW, Hotloadable<CActorDef>> m_ActorDefs;
};
#endif
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