1 /* Copyright (C) 2021 Wildfire Games.
2 * This file is part of 0 A.D.
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.
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.
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/>.
18 #ifndef INCLUDED_OBJECTMANAGER
19 #define INCLUDED_OBJECTMANAGER
22 #include "lib/file/vfs/vfs_path.h"
27 #include <unordered_map>
35 class CSkeletonAnimManager
;
39 ///////////////////////////////////////////////////////////////////////////////////////////
40 // CObjectManager: manager class for all possible actor types
43 NONCOPYABLE(CObjectManager
);
45 // Unique identifier of an actor variation
48 ObjectKey(const CStr
& identifier
, const std::vector
<u8
>& var
)
49 : ObjectBaseIdentifier(identifier
), ActorVariation(var
) {}
51 bool operator< (const CObjectManager::ObjectKey
& a
) const;
54 CStr ObjectBaseIdentifier
;
55 std::vector
<u8
> ActorVariation
;
59 * Governs how random variants are selected by ObjectBase
61 enum class VariantDiversity
70 // constructor, destructor
71 CObjectManager(CMeshManager
& meshManager
, CSkeletonAnimManager
& skeletonAnimManager
, CSimulation2
& simulation
);
74 // Provide access to the manager classes for meshes and animations - they're
75 // needed when objects are being created and so this seems like a convenient
76 // place to centralise access.
77 CMeshManager
& GetMeshManager() const { return m_MeshManager
; }
78 CSkeletonAnimManager
& GetSkeletonAnimManager() const { return m_SkeletonAnimManager
; }
83 * Get the actor definition for the given path name.
84 * If the actor cannot be loaded, this will return a placeholder actor.
85 * @return Success/failure boolean and a valid actor definition.
87 std::pair
<bool, CActorDef
&> FindActorDef(const CStrW
& actorName
);
90 * Get the object entry for a given actor & the given selections list.
91 * @param selections - a possibly incomplete list of selections.
92 * @param seed - the randomness seed to use to complete the random selections.
94 CObjectEntry
* FindObjectVariation(const CActorDef
* actor
, const std::vector
<std::set
<CStr
>>& selections
, uint32_t seed
);
97 * @see FindObjectVariation.
98 * These take a complete selection. These are pointers to sets that are
99 * guaranteed to exist (pointers are used to avoid copying the sets).
101 CObjectEntry
* FindObjectVariation(const std::shared_ptr
<CObjectBase
>& base
, const std::vector
<const std::set
<CStr
>*>& completeSelections
);
102 CObjectEntry
* FindObjectVariation(const CStrW
& objname
, const std::vector
<const std::set
<CStr
>*>& completeSelections
);
105 * Get the terrain object that actors managed by this manager should be linked
106 * with (primarily for the purpose of decals)
108 CTerrain
* GetTerrain();
110 VariantDiversity
GetVariantDiversity() const;
113 * Reload any scripts that were loaded from the given filename.
114 * (This is used to implement hotloading.)
116 Status
ReloadChangedFile(const VfsPath
& path
);
119 * Reload actors that have a quality setting. Used when changing the actor quality.
121 void ActorQualityChanged();
124 * Reload actors. Used when changing the variant diversity.
126 void VariantDiversityChanged();
128 CMeshManager
& m_MeshManager
;
129 CSkeletonAnimManager
& m_SkeletonAnimManager
;
130 CSimulation2
& m_Simulation
;
132 u8 m_QualityLevel
= 100;
133 std::unique_ptr
<CConfigDBHook
> m_QualityHook
;
135 VariantDiversity m_VariantDiversity
= VariantDiversity::FULL
;
136 std::unique_ptr
<CConfigDBHook
> m_VariantDiversityHook
;
141 Hotloadable() = default;
142 Hotloadable(std::unique_ptr
<T
>&& ptr
) : obj(std::move(ptr
)) {}
143 bool outdated
= false;
144 std::unique_ptr
<T
> obj
;
146 // TODO: define a hash and switch to unordered_map
147 std::map
<ObjectKey
, Hotloadable
<CObjectEntry
>> m_Objects
;
148 std::unordered_map
<CStrW
, Hotloadable
<CActorDef
>> m_ActorDefs
;