Index: ps/trunk/source/graphics/Unit.cpp =================================================================== --- ps/trunk/source/graphics/Unit.cpp (revision 25334) +++ ps/trunk/source/graphics/Unit.cpp (revision 25335) @@ -1,159 +1,160 @@ /* 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 . */ #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) { } CUnit::~CUnit() { delete m_Animation; delete m_Model; } CUnit* CUnit::Create(const CStrW& actorName, uint32_t seed, const std::set& selections, CObjectManager& objectManager) { auto [success, actor] = objectManager.FindActorDef(actorName); - ENSURE(success); + + UNUSED2(success); CUnit* unit = new CUnit(objectManager, actor, seed); unit->SetActorSelections(selections); // Calls ReloadObject(). 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& selections) { for (const std::pair& s : selections) m_EntitySelections[s.first] = s.second.LowerCase(); ReloadObject(); } void CUnit::SetActorSelections(const std::set& selections) { m_ActorSelections = selections; ReloadObject(); } void CUnit::ReloadObject() { std::set entitySelections; for (const std::pair& selection : m_EntitySelections) entitySelections.insert(selection.second); std::vector> 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); } } }