void ActorViewer::SetActor(const CStrW& name, const CStrW& animation, player_id_t playerID) { bool needsAnimReload = false; CStrW id = name; // Recreate the entity, if we don't have one or if the new one is different if (m.Entity == INVALID_ENTITY || id != m.CurrentUnitID) { // Delete the old entity (if any) if (m.Entity != INVALID_ENTITY) { m.Simulation2.DestroyEntity(m.Entity); m.Simulation2.FlushDestroyedEntities(); m.Entity = INVALID_ENTITY; } // Clear particles associated with deleted entity g_Renderer.GetParticleManager().ClearUnattachedEmitters(); // If there's no actor to display, return with nothing loaded if (id.empty()) return; m.Entity = m.Simulation2.AddEntity(L"preview|" + id); if (m.Entity == INVALID_ENTITY) return; CmpPtr<ICmpPosition> cmpPosition(m.Simulation2, m.Entity); if (cmpPosition) { ssize_t c = TERRAIN_TILE_SIZE * m.Terrain.GetPatchesPerSide()*PATCH_SIZE/2; cmpPosition->JumpTo(entity_pos_t::FromInt(c), entity_pos_t::FromInt(c)); cmpPosition->SetYRotation(entity_angle_t::Pi()); } CmpPtr<ICmpOwnership> cmpOwnership(m.Simulation2, m.Entity); if (cmpOwnership) cmpOwnership->SetOwner(playerID); needsAnimReload = true; } if (animation != m.CurrentUnitAnim) needsAnimReload = true; if (needsAnimReload) { CStr anim = animation.ToUTF8().LowerCase(); // Emulate the typical simulation animation behaviour float speed; float repeattime = 0.f; if (anim == "walk") { CmpPtr<ICmpUnitMotion> cmpUnitMotion(m.Simulation2, m.Entity); if (cmpUnitMotion) speed = cmpUnitMotion->GetWalkSpeed().ToFloat(); else speed = 7.f; // typical unit speed m.CurrentSpeed = speed; } else if (anim == "run") { CmpPtr<ICmpUnitMotion> cmpUnitMotion(m.Simulation2, m.Entity); if (cmpUnitMotion) speed = cmpUnitMotion->GetRunSpeed().ToFloat(); else speed = 12.f; // typical unit speed m.CurrentSpeed = speed; } else if (anim == "melee") { speed = 1.f; // speed will be ignored if we have a repeattime m.CurrentSpeed = 0.f; CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Attack); " + "if (cmp) cmp.GetTimers(cmp.GetBestAttack()).repeat; else 0;"; m.Simulation2.GetScriptInterface().Eval(code.c_str(), repeattime); } else { // Play the animation at normal speed, but movement speed is zero speed = 1.f; m.CurrentSpeed = 0.f; } CStr sound; if (anim == "melee") sound = "attack"; else if (anim == "build") sound = "build"; else if (anim.Find("gather_") == 0) sound = anim; std::wstring soundgroup; if (!sound.empty()) { CStr code = "var cmp = Engine.QueryInterface("+CStr::FromUInt(m.Entity)+", IID_Sound); " + "if (cmp) cmp.GetSoundGroup('"+sound+"'); else '';"; m.Simulation2.GetScriptInterface().Eval(code.c_str(), soundgroup); } CmpPtr<ICmpVisual> cmpVisual(m.Simulation2, m.Entity); if (cmpVisual) { // TODO: SetEntitySelection(anim) cmpVisual->SelectAnimation(anim, false, fixed::FromFloat(speed), soundgroup); if (repeattime) cmpVisual->SetAnimationSyncRepeat(fixed::FromFloat(repeattime)); } // update prop list for new entity/animation (relies on needsAnimReload also getting called for entire entity changes) m.UpdatePropList(); } m.CurrentUnitID = id; m.CurrentUnitAnim = animation; }
virtual CFixedVector3D PickSpawnPoint(entity_id_t spawned) { // Try to find a free space around the building's footprint. // (Note that we use the footprint, not the obstruction shape - this might be a bit dodgy // because the footprint might be inside the obstruction, but it hopefully gives us a nicer // shape.) const CFixedVector3D error(fixed::FromInt(-1), fixed::FromInt(-1), fixed::FromInt(-1)); CmpPtr<ICmpPosition> cmpPosition(GetSimContext(), GetEntityId()); if (!cmpPosition || !cmpPosition->IsInWorld()) return error; CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY); if (!cmpObstructionManager) return error; entity_pos_t spawnedRadius; ICmpObstructionManager::tag_t spawnedTag; CmpPtr<ICmpObstruction> cmpSpawnedObstruction(GetSimContext(), spawned); if (cmpSpawnedObstruction) { spawnedRadius = cmpSpawnedObstruction->GetUnitRadius(); spawnedTag = cmpSpawnedObstruction->GetObstruction(); } // else use zero radius // Get passability class from UnitMotion CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetSimContext(), spawned); if (!cmpUnitMotion) return error; ICmpPathfinder::pass_class_t spawnedPass = cmpUnitMotion->GetPassabilityClass(); CmpPtr<ICmpPathfinder> cmpPathfinder(GetSimContext(), SYSTEM_ENTITY); if (!cmpPathfinder) return error; CFixedVector2D initialPos = cmpPosition->GetPosition2D(); entity_angle_t initialAngle = cmpPosition->GetRotation().Y; // Max spawning distance in tiles const i32 maxSpawningDistance = 4; if (m_Shape == CIRCLE) { // Expand outwards from foundation for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist); entity_pos_t radius = m_Size0 + clearance; // Try equally-spaced points around the circle in alternating directions, starting from the front const i32 numPoints = 31 + 2*dist; for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { entity_angle_t angle = initialAngle + (entity_angle_t::Pi()*2).Multiply(entity_angle_t::FromInt(i)/(int)numPoints); fixed s, c; sincos_approx(angle, s, c); CFixedVector3D pos (initialPos.X + s.Multiply(radius), fixed::Zero(), initialPos.Y + c.Multiply(radius)); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Z, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return pos; // this position is okay, so return it } } } else { fixed s, c; sincos_approx(initialAngle, s, c); // Expand outwards from foundation for (i32 dist = 0; dist <= maxSpawningDistance; ++dist) { // The spawn point should be far enough from this footprint to fit the unit, plus a little gap entity_pos_t clearance = spawnedRadius + entity_pos_t::FromInt(2 + (int)TERRAIN_TILE_SIZE*dist); for (i32 edge = 0; edge < 4; ++edge) { // Try equally-spaced points along the edge in alternating directions, starting from the middle const i32 numPoints = 9 + 2*dist; // Compute the direction and length of the current edge CFixedVector2D dir; fixed sx, sy; switch (edge) { case 0: dir = CFixedVector2D(c, -s); sx = m_Size0; sy = m_Size1; break; case 1: dir = CFixedVector2D(-s, -c); sx = m_Size1; sy = m_Size0; break; case 2: dir = CFixedVector2D(s, c); sx = m_Size1; sy = m_Size0; break; case 3: dir = CFixedVector2D(-c, s); sx = m_Size0; sy = m_Size1; break; } CFixedVector2D center = initialPos - dir.Perpendicular().Multiply(sy/2 + clearance); dir = dir.Multiply((sx + clearance*2) / (int)(numPoints-1)); for (i32 i = 0; i < (numPoints+1)/2; i = (i > 0 ? -i : 1-i)) // [0, +1, -1, +2, -2, ... (np-1)/2, -(np-1)/2] { CFixedVector2D pos (center + dir*i); SkipTagObstructionFilter filter(spawnedTag); // ignore collisions with the spawned entity if (cmpPathfinder->CheckUnitPlacement(filter, pos.X, pos.Y, spawnedRadius, spawnedPass) == ICmpObstruction::FOUNDATION_CHECK_SUCCESS) return CFixedVector3D(pos.X, fixed::Zero(), pos.Y); // this position is okay, so return it } } } } return error; }
virtual void Init(const CParamNode& paramNode) { // The minimum obstruction size is the navcell size * sqrt(2) // This is enforced in the schema as a minimum of 1.5 fixed minObstruction = (Pathfinding::NAVCELL_SIZE.Square() * 2).Sqrt(); m_TemplateFlags = 0; if (paramNode.GetChild("BlockMovement").ToBool()) m_TemplateFlags |= ICmpObstructionManager::FLAG_BLOCK_MOVEMENT; if (paramNode.GetChild("BlockPathfinding").ToBool()) m_TemplateFlags |= ICmpObstructionManager::FLAG_BLOCK_PATHFINDING; if (paramNode.GetChild("BlockFoundation").ToBool()) m_TemplateFlags |= ICmpObstructionManager::FLAG_BLOCK_FOUNDATION; if (paramNode.GetChild("BlockConstruction").ToBool()) m_TemplateFlags |= ICmpObstructionManager::FLAG_BLOCK_CONSTRUCTION; m_Flags = m_TemplateFlags; if (paramNode.GetChild("DisableBlockMovement").ToBool()) m_Flags &= (flags_t)(~ICmpObstructionManager::FLAG_BLOCK_MOVEMENT); if (paramNode.GetChild("DisableBlockPathfinding").ToBool()) m_Flags &= (flags_t)(~ICmpObstructionManager::FLAG_BLOCK_PATHFINDING); if (paramNode.GetChild("Unit").IsOk()) { m_Type = UNIT; CmpPtr<ICmpUnitMotion> cmpUnitMotion(GetEntityHandle()); if (cmpUnitMotion) m_Clearance = cmpUnitMotion->GetUnitClearance(); } else if (paramNode.GetChild("Static").IsOk()) { m_Type = STATIC; m_Size0 = paramNode.GetChild("Static").GetChild("@width").ToFixed(); m_Size1 = paramNode.GetChild("Static").GetChild("@depth").ToFixed(); ENSURE(m_Size0 > minObstruction); ENSURE(m_Size1 > minObstruction); } else { m_Type = CLUSTER; CFixedVector2D max = CFixedVector2D(fixed::FromInt(0), fixed::FromInt(0)); CFixedVector2D min = CFixedVector2D(fixed::FromInt(0), fixed::FromInt(0)); const CParamNode::ChildrenMap& clusterMap = paramNode.GetChild("Obstructions").GetChildren(); for(CParamNode::ChildrenMap::const_iterator it = clusterMap.begin(); it != clusterMap.end(); ++it) { Shape b; b.size0 = it->second.GetChild("@width").ToFixed(); b.size1 = it->second.GetChild("@depth").ToFixed(); ENSURE(b.size0 > minObstruction); ENSURE(b.size1 > minObstruction); b.dx = it->second.GetChild("@x").ToFixed(); b.dz = it->second.GetChild("@z").ToFixed(); b.da = entity_angle_t::FromInt(0); b.flags = m_Flags; m_Shapes.push_back(b); max.X = MAX(max.X, b.dx + b.size0/2); max.Y = MAX(max.Y, b.dz + b.size1/2); min.X = MIN(min.X, b.dx - b.size0/2); min.Y = MIN(min.Y, b.dz - b.size1/2); } m_Size0 = fixed::FromInt(2).Multiply(MAX(max.X, -min.X)); m_Size1 = fixed::FromInt(2).Multiply(MAX(max.Y, -min.Y)); } m_Active = paramNode.GetChild("Active").ToBool(); m_ControlPersist = paramNode.GetChild("ControlPersist").IsOk(); m_Tag = tag_t(); if (m_Type == CLUSTER) m_ClusterTags.clear(); m_Moving = false; m_ControlGroup = GetEntityId(); m_ControlGroup2 = INVALID_ENTITY; }