MegaGlest/source/glest_game/type_instances/object.cpp

311 lines
9.7 KiB
C++

// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Martiño Figueroa
//
// You can redistribute this code 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
// ==============================================================
#include "object.h"
#include "faction_type.h"
#include "config.h"
#include "tech_tree.h"
#include "resource.h"
#include "upgrade.h"
#include "object_type.h"
#include "resource.h"
#include "util.h"
#include "randomgen.h"
#include "renderer.h"
#include "leak_dumper.h"
#include "game.h"
using namespace Shared::Util;
namespace Glest{ namespace Game{
ObjectStateInterface *Object::stateCallback=NULL;
// =====================================================
// class Object
// =====================================================
Object::Object(ObjectType *objectType, const Vec3f &pos, const Vec2i &mapPos) : BaseColorPickEntity() {
RandomGen random;
random.init(static_cast<int>(pos.x * pos.z));
this->lastRenderFrame = 0;
this->objectType= objectType;
resource= NULL;
highlight= 0.f;
animated= false;
this->mapPos = mapPos;
this->pos= pos + Vec3f(random.randRange(-0.6f, 0.6f), 0.0f, random.randRange(-0.6f, 0.6f));
rotation= random.randRange(0.f, 360.f);
if(objectType!=NULL){
variation = random.randRange(0, objectType->getModelCount()-1);
TilesetModelType *tmt=objectType->getTilesetModelType(variation);
if(tmt->getRotationAllowed() != true) {
rotation=0;
}
if(tmt->getRandomPositionEnabled() != true) {
this->pos = pos;
}
animated=tmt->getAnimSpeed()>0;
}
else {
variation=0;
}
visible=false;
animProgress=0.0f;
}
Object::~Object() {
Renderer &renderer = Renderer::getInstance();
// fade(and by this remove) all unit particle systems
while(unitParticleSystems.empty() == false) {
bool particleValid = renderer.validateParticleSystemStillExists(unitParticleSystems.back(),rsGame);
if(particleValid == true) {
unitParticleSystems.back()->fade();
}
unitParticleSystems.pop_back();
}
Renderer::getInstance().removeParticleSystemsForParticleOwner(this,rsGame);
renderer.removeObjectFromQuadCache(this);
if(stateCallback) {
stateCallback->removingObjectEvent(this);
}
delete resource;
resource = NULL;
}
void Object::end() {
// set Objects to fading and remove them from list.
// its needed because otherwise they will be accessed from the destructor
while(unitParticleSystems.empty() == false) {
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists(unitParticleSystems.back(),rsGame);
if(particleValid == true) {
unitParticleSystems.back()->fade();
}
unitParticleSystems.pop_back();
}
}
void Object::initParticles() {
if(this->objectType == NULL) {
return;
}
if(this->objectType->getTilesetModelType(variation)->hasParticles()) {
ModelParticleSystemTypes *particleTypes= this->objectType->getTilesetModelType(variation)->getParticleTypes();
initParticlesFromTypes(particleTypes);
}
}
void Object::initParticlesFromTypes(const ModelParticleSystemTypes *particleTypes) {
bool showTilesetParticles = Config::getInstance().getBool("TilesetParticles", "true");
if(showTilesetParticles == true && GlobalStaticFlags::getIsNonGraphicalModeEnabled() == false &&
particleTypes->empty() == false && unitParticleSystems.empty() == true) {
for(ObjectParticleSystemTypes::const_iterator it= particleTypes->begin(); it != particleTypes->end(); ++it){
UnitParticleSystem *ups= new UnitParticleSystem(200);
ups->setParticleOwner(this);
ups->setParticleType((*it));
(*it)->setValues(ups);
ups->setPos(this->pos);
ups->setRotation(this->rotation);
ups->setFactionColor(Vec3f(0, 0, 0));
ups->setVisible(false);
this->unitParticleSystems.push_back(ups);
Renderer::getInstance().manageParticleSystem(ups, rsGame);
}
}
}
void Object::end(ParticleSystem *particleSystem) {
vector<UnitParticleSystem *>::iterator iterFind = find(unitParticleSystems.begin(),unitParticleSystems.end(),particleSystem);
if(iterFind != unitParticleSystems.end()) {
unitParticleSystems.erase(iterFind);
}
}
void Object::setHeight(float height) {
pos.y = height;
for(UnitParticleSystems::iterator it= unitParticleSystems.begin(); it != unitParticleSystems.end(); ++it) {
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists((*it),rsGame);
if(particleValid == true) {
(*it)->setPos(this->pos);
}
}
}
void Object::updateHighlight() {
//highlight
if(highlight > 0.f) {
//const Game *game = Renderer::getInstance().getGame();
//highlight -= 1.f / (Game::highlightTime * game->getWorld()->getUpdateFps(-1));
highlight -= 1.f / (Game::highlightTime * GameConstants::updateFps);
}
}
void Object::update() {
//if(objectType != NULL && objectType->getTilesetModelType(variation) != NULL &&
// objectType->getTilesetModelType(variation)->getAnimSpeed() != 0.0) {
if(animated == true) {
// printf("#1 Object updating [%s] Speed [%d] animProgress [%f]\n",this->objectType->getTilesetModelType(variation)->getModel()->getFileName().c_str(),objectType->getTilesetModelType(variation)->getAnimSpeed(),animProgress);
if(objectType != NULL && objectType->getTilesetModelType(variation) != NULL) {
float heightFactor = 1.f;
const float speedDivider= 100.f;
float speedDenominator = (speedDivider * GameConstants::updateFps);
// smooth TwoFrameanimations
float f=1.0f;
if(objectType->getTilesetModelType(variation)->getSmoothTwoFrameAnim()==true){
f=abs(std::sin(animProgress*2*3.16))+0.4f;
}
float newAnimProgress = animProgress + f*(((float)objectType->getTilesetModelType(variation)->getAnimSpeed() * heightFactor) / speedDenominator);
animProgress = newAnimProgress;
if(animProgress > 1.f) {
animProgress = 0.f;
}
}
}
}
void Object::resetHighlight(){
highlight= 1.f;
}
Model *Object::getModelPtr() const {
Model* result = NULL;
if(objectType==NULL) {
if(resource != NULL && resource->getType() != NULL){
result = resource->getType()->getModel();
}
}
else {
result=objectType->getTilesetModelType(variation)->getModel();
}
return result;
}
const Model *Object::getModel() const {
Model* result = NULL;
if(objectType == NULL){
if(resource != NULL && resource->getType() != NULL){
result=resource->getType()->getModel();
}
}
else {
result=objectType->getTilesetModelType(variation)->getModel();
}
return result;
}
bool Object::getWalkable() const{
return objectType==NULL? false: objectType->getWalkable();
}
void Object::setResource(const ResourceType *resourceType, const Vec2i &pos){
delete resource;
resource= new Resource();
resource->init(resourceType, pos);
initParticlesFromTypes(resourceType->getObjectParticleSystemTypes());
}
void Object::setVisible( bool visible)
{
this->visible=visible;
for(UnitParticleSystems::iterator it= unitParticleSystems.begin(); it != unitParticleSystems.end(); ++it) {
bool particleValid = Renderer::getInstance().validateParticleSystemStillExists((*it),rsGame);
if(particleValid == true) {
(*it)->setVisible(visible);
}
}
}
string Object::getUniquePickName() const {
string result = "";
if(resource != NULL) {
result += resource->getDescription(false) + " : ";
}
result += mapPos.getString();
return result;
}
void Object::saveGame(XmlNode *rootNode) {
std::map<string,string> mapTagReplacements;
XmlNode *objectNode = rootNode->addChild("Object");
// ObjectType *objectType;
if(objectType != NULL) {
objectNode->addAttribute("objectType",intToStr(objectType->getClass()), mapTagReplacements);
}
// vector<UnitParticleSystem*> unitParticleSystems;
for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
UnitParticleSystem *ptr= unitParticleSystems[i];
if(ptr != NULL) {
ptr->saveGame(objectNode);
}
}
// Resource *resource;
if(resource != NULL) {
resource->saveGame(objectNode);
}
// Vec3f pos;
objectNode->addAttribute("pos",pos.getString(), mapTagReplacements);
// float rotation;
objectNode->addAttribute("rotation",floatToStr(rotation,6), mapTagReplacements);
// int variation;
objectNode->addAttribute("variation",intToStr(variation), mapTagReplacements);
// int lastRenderFrame;
objectNode->addAttribute("lastRenderFrame",intToStr(lastRenderFrame), mapTagReplacements);
// Vec2i mapPos;
objectNode->addAttribute("mapPos",mapPos.getString(), mapTagReplacements);
// bool visible;
objectNode->addAttribute("visible",intToStr(visible), mapTagReplacements);
}
void Object::loadGame(const XmlNode *rootNode,const TechTree *techTree) {
const XmlNode *objectNode = rootNode->getChild("Object");
//description = objectNode->getAttribute("description")->getValue();
// ObjectType *objectType;
// if(objectType != NULL) {
// objectNode->addAttribute("objectType",intToStr(objectType->getClass()), mapTagReplacements);
// }
// // vector<UnitParticleSystem*> unitParticleSystems;
// for(unsigned int i = 0; i < unitParticleSystems.size(); ++i) {
// UnitParticleSystem *ptr= unitParticleSystems[i];
// if(ptr != NULL) {
// ptr->saveGame(objectNode);
// }
// }
// Resource *resource;
if(resource != NULL) {
resource->loadGame(objectNode,0,techTree);
}
// Vec3f pos;
pos = Vec3f::strToVec3(objectNode->getAttribute("pos")->getValue());
// float rotation;
rotation = objectNode->getAttribute("rotation")->getFloatValue();
// int variation;
variation = objectNode->getAttribute("variation")->getIntValue();
// int lastRenderFrame;
lastRenderFrame = objectNode->getAttribute("lastRenderFrame")->getIntValue();
// Vec2i mapPos;
mapPos = Vec2i::strToVec2(objectNode->getAttribute("mapPos")->getValue());
// bool visible;
visible = objectNode->getAttribute("visible")->getIntValue() != 0;
}
}}//end namespace