2009-04-18 19:00:33 +02:00
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/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2009-04-18 19:51:05 +02:00
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/*
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* Container that owns all units
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2007-05-07 18:33:24 +02:00
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*/
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2004-05-30 02:46:58 +02:00
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2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2005-12-17 23:00:54 +01:00
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#include <float.h>
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2004-05-30 02:46:58 +02:00
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#include "Model.h"
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#include "UnitManager.h"
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2004-12-12 20:43:55 +01:00
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#include "Unit.h"
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2005-03-19 12:55:27 +01:00
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#include "ObjectManager.h"
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2005-03-23 00:31:30 +01:00
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#include "ObjectEntry.h"
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2007-01-13 23:44:42 +01:00
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#include "ps/Game.h"
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#include "ps/World.h"
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2006-07-10 01:12:37 +02:00
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#include "simulation/Entity.h"
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2006-06-02 04:10:27 +02:00
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#include "simulation/LOSManager.h"
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2005-01-23 22:56:00 +01:00
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2004-05-30 02:46:58 +02:00
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager()
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2005-12-09 04:15:00 +01:00
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: m_NextID(0)
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2004-05-30 02:46:58 +02:00
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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2004-10-06 20:45:59 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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for (size_t i=0;i<m_Units.size();i++) {
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2004-05-30 02:46:58 +02:00
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delete m_Units[i];
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}
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m_Units.clear();
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}
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2005-05-10 09:13:25 +02:00
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2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// PickUnit: iterate through units testing given ray against bounds of each
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// unit; return the closest unit, or null if everything missed
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2006-12-20 06:41:54 +01:00
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CUnit* CUnitManager::PickUnit(const CVector3D& origin, const CVector3D& dir, bool entitiesOnly) const
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2004-05-30 02:46:58 +02:00
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{
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2005-10-09 05:43:03 +02:00
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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2004-05-30 02:46:58 +02:00
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// closest object found so far
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2004-07-20 21:30:35 +02:00
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CUnit* hit = 0;
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2004-05-30 02:46:58 +02:00
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// distance to closest object found so far
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2005-12-09 04:15:00 +01:00
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float dist = FLT_MAX;
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2004-07-20 21:30:35 +02:00
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// closest approach offset (easier to pick small stuff in forests than standard ScEd style selection)
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2005-12-09 04:15:00 +01:00
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float minrel = FLT_MAX;
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2004-07-20 21:30:35 +02:00
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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for (size_t i=0; i<m_Units.size(); i++) {
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2005-12-09 04:15:00 +01:00
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CUnit* unit = m_Units[i];
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float tmin, tmax;
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2004-07-20 21:30:35 +02:00
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2006-07-10 01:12:37 +02:00
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CEntity* ent = unit->GetEntity();
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2006-12-20 06:41:54 +01:00
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if( entitiesOnly && !ent )
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continue;
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2006-07-10 01:12:37 +02:00
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if( ent && !ent->m_visible )
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continue;
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2005-12-09 04:15:00 +01:00
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if (unit->GetModel()->GetBounds().RayIntersect(origin, dir, tmin, tmax)
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2005-10-09 05:43:03 +02:00
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&& losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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2004-07-20 21:30:35 +02:00
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{
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// Point of closest approach
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CVector3D obj;
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2005-12-09 04:15:00 +01:00
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unit->GetModel()->GetBounds().GetCentre(obj);
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2004-07-20 21:30:35 +02:00
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CVector3D delta = obj - origin;
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2005-12-09 04:15:00 +01:00
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float distance = delta.Dot(dir);
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2004-07-20 21:30:35 +02:00
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CVector3D closest = origin + dir * distance;
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CVector3D offset = obj - closest;
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2007-05-02 14:07:08 +02:00
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float rel = offset.Length();
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2005-12-09 04:15:00 +01:00
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if (rel < minrel) {
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hit = unit;
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dist = tmin;
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2004-07-20 21:30:35 +02:00
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minrel = rel;
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2004-05-30 02:46:58 +02:00
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}
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}
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}
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return hit;
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}
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2005-03-19 12:55:27 +01:00
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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2007-01-17 04:25:20 +01:00
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CUnit* CUnitManager::CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStr>& selections)
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2005-03-19 12:55:27 +01:00
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{
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2007-01-08 02:56:46 +01:00
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if (! m_ObjectManager)
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return NULL;
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CUnit* unit = CUnit::Create(actorName, entity, selections, *m_ObjectManager);
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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if (unit)
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AddUnit(unit);
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2005-03-19 12:55:27 +01:00
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return unit;
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2005-10-07 17:24:29 +02:00
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}
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2005-12-09 04:15:00 +01:00
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///////////////////////////////////////////////////////////////////////////////
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// FindByID
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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CUnit* CUnitManager::FindByID(size_t id) const
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2005-12-09 04:15:00 +01:00
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{
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2008-06-30 19:31:09 +02:00
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if (id == invalidUnitId)
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2005-12-09 04:15:00 +01:00
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return NULL;
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for (size_t i = 0; i < m_Units.size(); ++i)
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if (m_Units[i]->GetID() == id)
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return m_Units[i];
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return NULL;
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}
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