/* 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 . */ #ifndef INCLUDED_OBJECTMANAGER #define INCLUDED_OBJECTMANAGER #include "ps/CStr.h" #include "lib/file/vfs/vfs_path.h" #include #include #include #include #include class CActorDef; class CConfigDBHook; class CMeshManager; class CObjectBase; class CObjectEntry; class CSkeletonAnimManager; class CSimulation2; class CTerrain; /////////////////////////////////////////////////////////////////////////////////////////// // CObjectManager: manager class for all possible actor types class CObjectManager { NONCOPYABLE(CObjectManager); public: // Unique identifier of an actor variation struct ObjectKey { ObjectKey(const CStr& identifier, const std::vector& var) : ObjectBaseIdentifier(identifier), ActorVariation(var) {} bool operator< (const CObjectManager::ObjectKey& a) const; private: CStr ObjectBaseIdentifier; std::vector ActorVariation; }; /** * Governs how random variants are selected by ObjectBase */ enum class VariantDiversity { NONE, LIMITED, FULL }; public: // constructor, destructor CObjectManager(CMeshManager& meshManager, CSkeletonAnimManager& skeletonAnimManager, CSimulation2& simulation); ~CObjectManager(); // Provide access to the manager classes for meshes and animations - they're // needed when objects are being created and so this seems like a convenient // place to centralise access. CMeshManager& GetMeshManager() const { return m_MeshManager; } CSkeletonAnimManager& GetSkeletonAnimManager() const { return m_SkeletonAnimManager; } void UnloadObjects(); /** * Get the actor definition for the given path name. * If the actor cannot be loaded, this will return a placeholder actor. * @return Success/failure boolean and a valid actor definition. */ std::pair FindActorDef(const CStrW& actorName); /** * Get the object entry for a given actor & the given selections list. * @param selections - a possibly incomplete list of selections. * @param seed - the randomness seed to use to complete the random selections. */ CObjectEntry* FindObjectVariation(const CActorDef* actor, const std::vector>& selections, uint32_t seed); /** * @see FindObjectVariation. * These take a complete selection. These are pointers to sets that are * guaranteed to exist (pointers are used to avoid copying the sets). */ CObjectEntry* FindObjectVariation(const std::shared_ptr& base, const std::vector*>& completeSelections); CObjectEntry* FindObjectVariation(const CStrW& objname, const std::vector*>& completeSelections); /** * Get the terrain object that actors managed by this manager should be linked * with (primarily for the purpose of decals) */ CTerrain* GetTerrain(); VariantDiversity GetVariantDiversity() const; /** * Reload any scripts that were loaded from the given filename. * (This is used to implement hotloading.) */ Status ReloadChangedFile(const VfsPath& path); /** * Reload actors that have a quality setting. Used when changing the actor quality. */ void ActorQualityChanged(); /** * Reload actors. Used when changing the variant diversity. */ void VariantDiversityChanged(); CMeshManager& m_MeshManager; CSkeletonAnimManager& m_SkeletonAnimManager; CSimulation2& m_Simulation; u8 m_QualityLevel = 100; std::unique_ptr m_QualityHook; VariantDiversity m_VariantDiversity = VariantDiversity::FULL; std::unique_ptr m_VariantDiversityHook; template struct Hotloadable { Hotloadable() = default; Hotloadable(std::unique_ptr&& ptr) : obj(std::move(ptr)) {} bool outdated = false; std::unique_ptr obj; }; // TODO: define a hash and switch to unordered_map std::map> m_Objects; std::unordered_map> m_ActorDefs; }; #endif