Line data Source code
1 : /* Copyright (C) 2021 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 :
20 : #include "Unit.h"
21 : #include "Model.h"
22 : #include "ObjectBase.h"
23 : #include "ObjectEntry.h"
24 : #include "ObjectManager.h"
25 : #include "SkeletonAnim.h"
26 : #include "SkeletonAnimDef.h"
27 : #include "UnitAnimation.h"
28 :
29 : #include "ps/CLogger.h"
30 :
31 0 : CUnit::CUnit(CObjectManager& objectManager, const CActorDef& actor, uint32_t seed)
32 0 : : m_ID(INVALID_ENTITY), m_ObjectManager(objectManager), m_Actor(actor), m_Seed(seed), m_Animation(nullptr)
33 : {
34 : /**
35 : * When entity selections change, we might end up with a different layout in terms of variants/groups,
36 : * which means the random key calculation might end up with different results for the same seed.
37 : * This is bad, as it means entities randomly change appearence when changing e.g. animation.
38 : * To fix this, we'll initially pick a random and complete specification based on our seed,
39 : * and then pass that as the lowest priority selections. Thus, if the actor files are properly specified,
40 : * we can ensure that the entities will look the same no matter what happens.
41 : */
42 0 : SetActorSelections(m_Actor.PickSelectionsAtRandom(m_Seed)); // Calls ReloadObject().
43 0 : }
44 :
45 0 : CUnit::~CUnit()
46 : {
47 0 : delete m_Animation;
48 0 : delete m_Model;
49 0 : }
50 :
51 0 : CUnit* CUnit::Create(const CStrW& actorName, uint32_t seed, CObjectManager& objectManager)
52 : {
53 0 : auto [success, actor] = objectManager.FindActorDef(actorName);
54 :
55 : UNUSED2(success);
56 :
57 0 : CUnit* unit = new CUnit(objectManager, actor, seed);
58 0 : if (!unit->m_Model)
59 : {
60 0 : delete unit;
61 0 : return nullptr;
62 : }
63 0 : return unit;
64 : }
65 :
66 0 : void CUnit::UpdateModel(float frameTime)
67 : {
68 0 : if (m_Animation)
69 0 : m_Animation->Update(frameTime*1000.0f);
70 0 : }
71 :
72 0 : void CUnit::SetID(entity_id_t id)
73 : {
74 0 : m_ID = id;
75 0 : if (m_Animation)
76 0 : m_Animation->SetEntityID(id);
77 0 : }
78 :
79 0 : void CUnit::SetEntitySelection(const CStr& key, const CStr& selection)
80 : {
81 0 : CStr selection_lc = selection.LowerCase();
82 :
83 0 : if (m_EntitySelections[key] == selection_lc)
84 0 : return;
85 0 : m_EntitySelections[key] = selection_lc;
86 :
87 0 : ReloadObject();
88 : }
89 :
90 0 : void CUnit::SetEntitySelection(const std::map<CStr, CStr>& selections)
91 : {
92 0 : for (const std::pair<const CStr, CStr>& s : selections)
93 0 : m_EntitySelections[s.first] = s.second.LowerCase();
94 :
95 0 : ReloadObject();
96 0 : }
97 :
98 0 : void CUnit::SetActorSelections(const std::set<CStr>& selections)
99 : {
100 0 : m_ActorSelections = selections;
101 0 : ReloadObject();
102 0 : }
103 :
104 0 : void CUnit::ReloadObject()
105 : {
106 0 : std::set<CStr> entitySelections;
107 0 : for (const std::pair<const CStr, CStr>& selection : m_EntitySelections)
108 0 : entitySelections.insert(selection.second);
109 0 : std::vector<std::set<CStr>> selections;
110 0 : selections.push_back(entitySelections);
111 0 : selections.push_back(m_ActorSelections);
112 :
113 : // randomly select any remain selections necessary to completely identify a variation (e.g., the new selection
114 : // made might define some additional props that require a random variant choice). Also, FindObjectVariation
115 : // expects the selectors passed to it to be complete.
116 : // see http://trac.wildfiregames.com/ticket/979
117 :
118 : // If these selections give a different object, change this unit to use it
119 : // Use the entity ID as randomization seed (same as when the unit was first created)
120 0 : CObjectEntry* newObject = m_ObjectManager.FindObjectVariation(&m_Actor, selections, m_Seed);
121 0 : if (!newObject)
122 : {
123 0 : LOGERROR("Error loading object variation (actor: %s)", m_Actor.GetPathname().string8());
124 : // Don't delete the unit, don't override our current (valid) state.
125 0 : return;
126 : }
127 :
128 0 : if (!m_Object)
129 : {
130 0 : m_Object = newObject;
131 0 : m_Model = newObject->m_Model->Clone();
132 0 : if (m_Model->ToCModel())
133 0 : m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
134 : }
135 0 : else if (m_Object && newObject != m_Object)
136 : {
137 : // Clone the new object's base (non-instance) model
138 0 : CModelAbstract* newModel = newObject->m_Model->Clone();
139 :
140 : // Copy the old instance-specific settings from the old model to the new instance
141 0 : newModel->SetTransform(m_Model->GetTransform());
142 0 : newModel->SetPlayerID(m_Model->GetPlayerID());
143 0 : if (newModel->ToCModel() && m_Model->ToCModel())
144 : {
145 0 : newModel->ToCModel()->CopyAnimationFrom(m_Model->ToCModel());
146 :
147 : // Copy flags that belong to this model instance (not those defined by the actor XML)
148 0 : int instanceFlags = (MODELFLAG_SILHOUETTE_DISPLAY|MODELFLAG_SILHOUETTE_OCCLUDER|MODELFLAG_IGNORE_LOS) & m_Model->ToCModel()->GetFlags();
149 0 : newModel->ToCModel()->AddFlagsRec(instanceFlags);
150 : }
151 :
152 0 : delete m_Model;
153 0 : m_Model = newModel;
154 0 : m_Object = newObject;
155 :
156 0 : if (m_Model->ToCModel())
157 : {
158 0 : if (m_Animation)
159 0 : m_Animation->ReloadUnit(m_Model->ToCModel(), m_Object); // TODO: maybe this should try to preserve animation state?
160 : else
161 0 : m_Animation = new CUnitAnimation(m_ID, m_Model->ToCModel(), m_Object);
162 : }
163 : else
164 : {
165 0 : SAFE_DELETE(m_Animation);
166 : }
167 : }
168 3 : }
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