1 /* Copyright (C) 2016 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 #ifndef INCLUDED_OBJECTBASE
19 #define INCLUDED_OBJECTBASE
20 
21 class CModel;
22 class CSkeletonAnim;
23 class CObjectManager;
24 class CXeromyces;
25 class XMBElement;
26 
27 #include <vector>
28 #include <set>
29 #include <map>
30 #include <boost/unordered_set.hpp>
31 #include "lib/file/vfs/vfs_path.h"
32 #include "ps/CStr.h"
33 #include "ps/CStrIntern.h"
34 
35 #include <boost/random/mersenne_twister.hpp>
36 
37 class CObjectBase
38 {
39 	NONCOPYABLE(CObjectBase);
40 public:
41 
42 	struct Anim
43 	{
44 		// constructor
AnimAnim45 		Anim() : m_Frequency(0), m_Speed(1.f), m_ActionPos(-1.f), m_ActionPos2(-1.f), m_SoundPos(-1.f) {}
46 		// name of the animation - "Idle", "Run", etc
47 		CStr m_AnimName;
48 		// ID of the animation: if not empty, something specific to sync with props.
49 		CStr m_ID = "";
50 		int m_Frequency;
51 		// filename of the animation - manidle.psa, manrun.psa, etc
52 		VfsPath m_FileName;
53 		// animation speed, as specified in XML actor file
54 		float m_Speed;
55 		// fraction [0.0, 1.0] of the way through the animation that the interesting bit(s)
56 		// happens, or -1.0 if unspecified
57 		float m_ActionPos;
58 		float m_ActionPos2;
59 		float m_SoundPos;
60 	};
61 
62 	struct Prop
63 	{
64 		// constructor
PropProp65 		Prop() : m_minHeight(0.f), m_maxHeight(0.f), m_selectable(true) {}
66 		// name of the prop point to attach to - "Prop01", "Prop02", "Head", "LeftHand", etc ..
67 		CStr m_PropPointName;
68 		// name of the model file - art/actors/props/sword.xml or whatever
69 		CStrW m_ModelName;
70 		// allow the prop to ajust the height from minHeight to maxHeight relative to the main model
71 		float m_minHeight;
72 		float m_maxHeight;
73 		bool m_selectable;
74 	};
75 
76 	struct Samp
77 	{
78 		// identifier name of sampler in GLSL shaders
79 		CStrIntern m_SamplerName;
80 		// path to load from
81 		VfsPath m_SamplerFile;
82 	};
83 
84 	struct Decal
85 	{
DecalDecal86 		Decal() : m_SizeX(0.f), m_SizeZ(0.f), m_Angle(0.f), m_OffsetX(0.f), m_OffsetZ(0.f) {}
87 
88 		float m_SizeX;
89 		float m_SizeZ;
90 		float m_Angle;
91 		float m_OffsetX;
92 		float m_OffsetZ;
93 	};
94 
95 	struct Variant
96 	{
VariantVariant97 		Variant() : m_Frequency(0) {}
98 
99 		CStr m_VariantName; // lowercase name
100 		int m_Frequency;
101 		VfsPath m_ModelFilename;
102 		Decal m_Decal;
103 		VfsPath m_Particles;
104 		CStr m_Color;
105 
106 		std::vector<Anim> m_Anims;
107 		std::vector<Prop> m_Props;
108 		std::vector<Samp> m_Samplers;
109 	};
110 
111 	struct Variation
112 	{
113 		VfsPath model;
114 		Decal decal;
115 		VfsPath particles;
116 		CStr color;
117 		std::multimap<CStr, Prop> props;
118 		std::multimap<CStr, Anim> anims;
119 		std::multimap<CStr, Samp> samplers;
120 	};
121 
122 	CObjectBase(CObjectManager& objectManager);
123 
124 	// Get the variation key (indices of chosen variants from each group)
125 	// based on the selection strings
126 	std::vector<u8> CalculateVariationKey(const std::vector<std::set<CStr> >& selections);
127 
128 	// Get the final actor data, combining all selected variants
129 	const Variation BuildVariation(const std::vector<u8>& variationKey);
130 
131 	// Get a set of selection strings that are complete enough to specify an
132 	// exact variation of the actor, using the initial selections wherever possible
133 	// and choosing randomly where a choice is necessary.
134 	std::set<CStr> CalculateRandomVariation(uint32_t seed, const std::set<CStr>& initialSelections);
135 
136 	// Given a prioritized vector of selection string sets that partially specify
137 	// a variation, calculates a remaining set of selection strings such that the resulting
138 	// set merged with the initial selections fully specifies an exact variation of
139 	// the actor. The resulting selections are selected randomly, but only where a choice
140 	// is necessary (i.e. where there are multiple variants but the initial selections,
141 	// applied in priority order, fail to select one).
142 	std::set<CStr> CalculateRandomRemainingSelections(uint32_t seed, const std::vector<std::set<CStr> >& initialSelections);
143 
144 	// Get a list of variant groups for this object, plus for all possible
145 	// props. Duplicated groups are removed, if several props share the same
146 	// variant names.
147 	std::vector<std::vector<CStr> > GetVariantGroups() const;
148 
149 	/**
150 	 * Initialise this object by loading from the given file.
151 	 * Returns false on error.
152 	 */
153 	bool Load(const VfsPath& pathname);
154 
155 	/**
156 	 * Reload this object from the file that it was previously loaded from.
157 	 * Returns false on error.
158 	 */
159 	bool Reload();
160 
161 	/**
162 	 * Returns whether this object (including any possible props)
163 	 * uses the given file. (This is used for hotloading.)
164 	 */
165 	bool UsesFile(const VfsPath& pathname);
166 
167 	// filename that this was loaded from
168 	VfsPath m_Pathname;
169 
170 	// short human-readable name
171 	CStrW m_ShortName;
172 
173 	struct {
174 		// cast shadows from this object
175 		bool m_CastShadows;
176 		// float on top of water
177 		bool m_FloatOnWater;
178 	} m_Properties;
179 
180 	// the material file
181 	VfsPath m_Material;
182 
183 private:
184 	// A low-quality RNG like rand48 causes visible non-random patterns (particularly
185 	// in large grids of the same actor with consecutive seeds, e.g. forests),
186 	// so use a better one that appears to avoid those patterns
187 	typedef boost::mt19937 rng_t;
188 
189 	std::set<CStr> CalculateRandomRemainingSelections(rng_t& rng, const std::vector<std::set<CStr> >& initialSelections);
190 
191 	std::vector< std::vector<Variant> > m_VariantGroups;
192 	CObjectManager& m_ObjectManager;
193 
194 	boost::unordered_set<VfsPath> m_UsedFiles;
195 
196 	void LoadVariant(const CXeromyces& XeroFile, const XMBElement& variant, Variant& currentVariant);
197 };
198 
199 #endif
200