File: Unit.cpp

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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/>.
 */

#include "precompiled.h"

#include "Unit.h"
#include "Model.h"
#include "ObjectBase.h"
#include "ObjectEntry.h"
#include "ObjectManager.h"
#include "SkeletonAnim.h"
#include "SkeletonAnimDef.h"
#include "UnitAnimation.h"

#include "ps/CLogger.h"

CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, uint32_t seed)
: m_ID(INVALID_ENTITY), m_ObjectManager(objectManager), m_Actor(actor), m_Seed(seed), m_Animation(nullptr)
{
	/**
	 * When entity selections change, we might end up with a different layout in terms of variants/groups,
	 * which means the random key calculation might end up with different results for the same seed.
	 * This is bad, as it means entities randomly change appearence when changing e.g. animation.
	 * To fix this, we'll initially pick a random and complete specification based on our seed,
	 * and then pass that as the lowest priority selections. Thus, if the actor files are properly specified,
	 * we can ensure that the entities will look the same no matter what happens.
	 */
	SetActorSelections(m_Actor.PickSelectionsAtRandom(m_Seed)); // Calls ReloadObject().
}

CUnit::~CUnit()
{
	delete m_Animation;
	delete m_Model;
}

CUnit* CUnit::Create(const CStrW& actorName, uint32_t seed, CObjectManager& objectManager)
{
	auto [success, actor] = objectManager.FindActorDef(actorName);
	
	UNUSED2(success);

	CUnit* unit = new CUnit(objectManager, actor, seed);
	if (!unit->m_Model)
	{
		delete unit;
		return nullptr;
	}
	return unit;
}

void CUnit::UpdateModel(float frameTime)
{
	if (m_Animation)
		m_Animation->Update(frameTime*1000.0f);
}

void CUnit::SetID(entity_id_t id)
{
	m_ID = id;
	if (m_Animation)
		m_Animation->SetEntityID(id);
}

void CUnit::SetEntitySelection(const CStr& key, const CStr& selection)
{
	CStr selection_lc = selection.LowerCase();

	if (m_EntitySelections[key] == selection_lc)
		return;
	m_EntitySelections[key] = selection_lc;

	ReloadObject();
}

void CUnit::SetEntitySelection(const std::map<CStr, CStr>& selections)
{
	for (const std::pair<const CStr, CStr>& s : selections)
		m_EntitySelections[s.first] = s.second.LowerCase();

	ReloadObject();
}

void CUnit::SetActorSelections(const std::set<CStr>& selections)
{
	m_ActorSelections = selections;
	ReloadObject();
}

void CUnit::ReloadObject()
{
	std::set<CStr> entitySelections;
	for (const std::pair<const CStr, CStr>& selection : m_EntitySelections)
		entitySelections.insert(selection.second);
	std::vector<std::set<CStr>> selections;
	selections.push_back(entitySelections);
	selections.push_back(m_ActorSelections);

	// randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
	// made might define some additional props that require a random variant choice). Also, FindObjectVariation
	// expects the selectors passed to it to be complete.
	// see http://trac.wildfiregames.com/ticket/979

	// If these selections give a different object, change this unit to use it
	// Use the entity ID as randomization seed (same as when the unit was first created)
	CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(&m_Actor, selections, m_Seed);
	if (!newObject)
	{
		LOGERROR("Error loading object variation (actor: %s)", m_Actor.GetPathname().string8());
		// Don't delete the unit, don't override our current (valid) state.
		return;
	}

	if (!m_Object)
	{
		m_Object = newObject;
		m_Model = newObject->m_Model->Clone();
		if (m_Model->ToCModel())
			m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
	}
	else if (m_Object && newObject != m_Object)
	{
		// Clone the new object's base (non-instance) model
		CModelAbstract* newModel = newObject->m_Model->Clone();

		// Copy the old instance-specific settings from the old model to the new instance
		newModel->SetTransform(m_Model->GetTransform());
		newModel->SetPlayerID(m_Model->GetPlayerID());
		if (newModel->ToCModel() && m_Model->ToCModel())
		{
			newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());

			// Copy flags that belong to this model instance (not those defined by the actor XML)
			int instanceFlags = (MODELFLAG_SILHOUETTE_DISPLAY|MODELFLAG_SILHOUETTE_OCCLUDER|MODELFLAG_IGNORE_LOS) & m_Model->ToCModel()->GetFlags();
			newModel->ToCModel()->AddFlagsRec(instanceFlags);
		}

		delete m_Model;
		m_Model = newModel;
		m_Object = newObject;

		if (m_Model->ToCModel())
		{
			if (m_Animation)
				m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
			else
				m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
		}
		else
		{
			SAFE_DELETE(m_Animation);
		}
	}
}