Matei
fa229121ec
- Added "Screenshot Mode" and "Fog of War" game attributes. (Screenshot Mode causes units to be initialized to Hold stance instead of Aggress and also forces LOS to be All Visible. Atlas turn on Screenshot Mode by default so units don't try to kill each other in there.) - Modified LOSManager to allow disabling fog of war. - Removed some debug message spam. - Enabled line antialiasing for aura rendering and fixed some bugs that caused strange effects (color was not set properly for the center point, and when a unit was both mouseover'ed and selected, the aura was drawn twice). - Modified Stand stance to allow retaliation on attacks (normally Stand will attack any enemy in LOS, but this is useful if a neutral unit is in LOS). - Modified pathfinder to not take into account terrain slope, which is an expensive calculation - we'll eventually take into account terrain type instead. This was SVN commit r4527.
334 lines
8.9 KiB
C++
334 lines
8.9 KiB
C++
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#include "precompiled.h"
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#include "EntityManager.h"
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#include "EntityTemplateCollection.h"
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#include "EntityTemplate.h"
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#include "ps/ConfigDB.h"
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#include "ps/Profile.h"
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#include "graphics/Terrain.h"
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#include "ps/Game.h"
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#include "maths/MathUtil.h"
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#include "Entity.h"
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int AURA_CIRCLE_POINTS;
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int SELECTION_CIRCLE_POINTS;
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int SELECTION_BOX_POINTS;
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int SELECTION_SMOOTHNESS_UNIFIED = 9;
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CEntityManager::CEntityManager()
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: m_collisionPatches(0)
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, m_screenshotMode(false)
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, m_entities() // janwas: default-initialize entire array;
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// CHandle ctor sets m_entity and m_refcount to 0
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{
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m_nextalloc = 0;
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m_extant = true;
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m_death = false;
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m_refd.resize( MAX_HANDLES );
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// Also load a couple of global entity settings
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CConfigValue* cfg = g_ConfigDB.GetValue( CFG_USER, "selection.outline.quality" );
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if( cfg ) cfg->GetInt( SELECTION_SMOOTHNESS_UNIFIED );
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if( SELECTION_SMOOTHNESS_UNIFIED < 0 ) SELECTION_SMOOTHNESS_UNIFIED = 0;
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SELECTION_CIRCLE_POINTS = 7 + 2 * SELECTION_SMOOTHNESS_UNIFIED;
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SELECTION_BOX_POINTS = 1 + SELECTION_SMOOTHNESS_UNIFIED;
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AURA_CIRCLE_POINTS = 7 + 3 * SELECTION_SMOOTHNESS_UNIFIED;
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}
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void CEntityManager::deleteAllHelper()
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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{
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if( m_entities[i].m_refcount )
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{
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delete( m_entities[i].m_entity );
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m_entities[i].m_entity = 0;
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m_entities[i].m_refcount = 0;
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}
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}
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}
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CEntityManager::~CEntityManager()
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{
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m_extant = false;
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deleteAllHelper();
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// Delete entities that were killed, but not yet reaped by a call to updateAll,
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// to avoid memory leak warnings upon exiting
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std::vector<CEntity*>::iterator it;
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for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
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delete( *it );
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m_reaper.clear();
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delete[] m_collisionPatches;
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m_collisionPatches = 0;
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}
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void CEntityManager::deleteAll()
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{
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m_extant = false;
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deleteAllHelper();
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m_nextalloc = 0;
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m_extant = true;
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}
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HEntity CEntityManager::create( CEntityTemplate* base, CVector3D position, float orientation, const std::set<CStr8>& actorSelections,
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const CStrW* building)
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{
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debug_assert( base );
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if( !base )
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return HEntity();
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while( m_entities[m_nextalloc].m_refcount )
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{
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m_nextalloc++;
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if(m_nextalloc >= MAX_HANDLES)
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{
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debug_warn("Ran out of entity handles!");
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return HEntity();
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}
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}
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m_entities[m_nextalloc].m_entity = new CEntity( base, position, orientation, actorSelections, building );
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if( m_collisionPatches)
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m_entities[m_nextalloc].m_entity->updateCollisionPatch();
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m_entities[m_nextalloc].m_entity->me = HEntity( m_nextalloc );
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return( HEntity( m_nextalloc++ ) );
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}
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HEntity CEntityManager::create( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation, const CStrW* building )
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{
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CEntityTemplate* base = g_EntityTemplateCollection.getTemplate( templateName, player );
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debug_assert( base );
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if( !base )
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return HEntity();
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std::set<CStr8> selections;
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return create( base, position, orientation, selections, building );
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}
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HEntity CEntityManager::createFoundation( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation )
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{
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CEntityTemplate* base = g_EntityTemplateCollection.getTemplate( templateName, player );
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debug_assert( base );
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if( !base )
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return HEntity();
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std::set<CStr8> selections;
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if( base->m_foundation == L"" )
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return create( base, position, orientation, selections ); // Entity has no foundation, so just create it
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// Else, place the foundation object, telling it to convert into the right template when built.
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CEntityTemplate* foundation = g_EntityTemplateCollection.getTemplate( base->m_foundation );
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return create( foundation, position, orientation, selections, &templateName );
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}
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HEntity* CEntityManager::getByHandle( u16 index )
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{
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if( index >= MAX_HANDLES ) return( NULL );
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if( !m_entities[index].m_refcount ) return( NULL );
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return( new HEntity( index ) );
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}
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CHandle *CEntityManager::getHandle( int index )
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{
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if (!m_entities[index].m_refcount )
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return NULL;
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return &m_entities[index];
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}
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std::vector<HEntity>* CEntityManager::matches( EntityPredicate predicate, void* userdata )
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{
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std::vector<HEntity>* matchlist = new std::vector<HEntity>;
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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if( predicate( m_entities[i].m_entity, userdata ) )
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matchlist->push_back( HEntity( i ) );
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return( matchlist );
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}
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std::vector<HEntity>* CEntityManager::getExtant()
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{
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std::vector<HEntity>* activelist = new std::vector<HEntity>;
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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activelist->push_back( HEntity( i ) );
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return( activelist );
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}
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void CEntityManager::GetExtant( std::vector<CEntity*>& results )
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{
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results.clear();
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) && m_entities[i].m_entity->m_extant )
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results.push_back( m_entities[i].m_entity );
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}
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void CEntityManager::GetInRange( float x, float z, float radius, std::vector<CEntity*>& results )
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{
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results.clear();
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float radiusSq = radius * radius;
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int cx = (int) ( x / COLLISION_PATCH_SIZE );
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int cz = (int) ( z / COLLISION_PATCH_SIZE );
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int r = (int) ( radius / COLLISION_PATCH_SIZE + 1 );
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int minX = MAX(cx-r, 0);
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int minZ = MAX(cz-r, 0);
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int maxX = MIN(cx+r, m_collisionPatchesPerSide-1);
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int maxZ = MIN(cz+r, m_collisionPatchesPerSide-1);
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for( int px = minX; px <= maxX; px++ )
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{
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for( int pz = minZ; pz <= maxZ; pz++ )
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{
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std::vector<CEntity*>& vec = m_collisionPatches[ px * m_collisionPatchesPerSide + pz ];
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for( size_t i=0; i<vec.size(); i++ )
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{
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CEntity* e = vec[i];
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float dx = x - e->m_position.X;
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float dz = z - e->m_position.Z;
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if( dx*dx + dz*dz <= radiusSq )
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{
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results.push_back( e );
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}
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}
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}
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}
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}
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void CEntityManager::GetInLOS( CEntity* entity, std::vector<CEntity*>& results )
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{
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GetInRange( entity->m_position.X, entity->m_position.Z, entity->m_los*CELL_SIZE, results );
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}
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/*
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void CEntityManager::dispatchAll( CMessage* msg )
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( m_entities[i].m_refcount && m_entities[i].m_entity->m_extant )
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m_entities[i].m_entity->dispatch( msg );
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}
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*/
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TIMER_ADD_CLIENT(tc_1);
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TIMER_ADD_CLIENT(tc_2);
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void CEntityManager::InitializeAll()
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int unitsPerSide = CELL_SIZE * ( terrain->GetVerticesPerSide() - 1 );
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m_collisionPatchesPerSide = unitsPerSide / COLLISION_PATCH_SIZE + 1;
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m_collisionPatches = new std::vector<CEntity*>[m_collisionPatchesPerSide * m_collisionPatchesPerSide];
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for( int i = 0; i < MAX_HANDLES; i++ )
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{
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if( isEntityRefd(i) )
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{
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// [2006-06-26 2780ms total]
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CEntity* e = m_entities[i].m_entity;
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e->Initialize();
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// [2006-06-26 8ms total]
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e->updateCollisionPatch();
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}
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}
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}
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void CEntityManager::TickAll()
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) && m_entities[i].m_entity->m_extant )
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m_entities[i].m_entity->Tick();
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}
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void CEntityManager::updateAll( size_t timestep )
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{
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PROFILE_START( "reaper" );
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std::vector<CEntity*>::iterator it;
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for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
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delete( *it );
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m_reaper.clear();
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PROFILE_END( "reaper" );
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// PT: TickAll (which sends the 'Tick' event to all entities) has been
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// disabled, because:
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// * it's very slow (particularly when there are thousands of entities, e.g. trees);
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// * no entity currently responds to tick events;
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// * nobody can think of a situation where ticks would be required in the future;
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// * if they ever are needed, they can be done more efficiently (e.g. by
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// adding a per-entity 'wants tick' flag);
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// * it's very slow.
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/*
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PROFILE_START( "tick all" );
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TickAll();
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PROFILE_END( "tick all" );
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*/
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PROFILE_START( "update all" );
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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m_entities[i].m_entity->update( timestep );
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PROFILE_END( "update all" );
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}
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void CEntityManager::interpolateAll( float relativeoffset )
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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m_entities[i].m_entity->interpolate( relativeoffset );
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}
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void CEntityManager::renderAll()
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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m_entities[i].m_entity->render();
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}
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void CEntityManager::conformAll()
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{
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PROFILE_START("conform all");
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for ( int i=0; i < MAX_HANDLES; i++ )
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{
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if( isEntityRefd(i) )
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{
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m_entities[i].m_entity->updateXZOrientation();
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m_entities[i].m_entity->updateActorTransforms();
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}
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}
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PROFILE_END("conform all");
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}
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void CEntityManager::invalidateAll()
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{
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for( int i = 0; i < MAX_HANDLES; i++ )
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if( isEntityRefd(i) )
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m_entities[i].m_entity->invalidateActor();
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}
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void CEntityManager::destroy( u16 handle )
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{
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m_reaper.push_back( m_entities[handle].m_entity );
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m_entities[handle].m_entity->me.m_handle = INVALID_HANDLE;
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}
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bool CEntityManager::m_extant = false;
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std::vector<CEntity*>* CEntityManager::getCollisionPatch( CEntity* e )
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{
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if( !e->m_extant )
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{
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return 0;
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}
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int ix = (int) ( e->m_position.X / COLLISION_PATCH_SIZE );
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int iz = (int) ( e->m_position.Z / COLLISION_PATCH_SIZE );
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return &m_collisionPatches[ ix * m_collisionPatchesPerSide + iz ];
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}
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