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forked from 0ad/0ad
0ad/source/simulation/EntityManager.h
Ykkrosh 35e91718c5 # 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 17:36:42 +00:00

117 lines
3.9 KiB
C++

// EntityManager.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// Maintains entity id->object mappings. Does most of the work involved in creating an entity.
//
// Usage: Do not attempt to directly instantiate an entity class.
// HEntity bob = g_EntityManager.create( unit_class_name, position, orientation );
// or HEntity jim = g_EntityManager.create( pointer_to_unit_class, position, orientation );
//
// Perform updates on all world entities by g_EntityManager.updateAll( timestep )
// Dispatch an identical message to all world entities by g_EntityManager.dispatchAll( message_pointer )
// Get an STL vector container of all entities with a certain property with g_EntityManager.matches( predicate )
// or just get all entities with g_EntityManager.getExtant().
//
// Those last two functions - caller has responsibility for deleting the collection when you're done with it.
#ifndef ENTITY_MANAGER_INCLUDED
#define ENTITY_MANAGER_INCLUDED
#include "ps/Singleton.h"
#include "EntityHandles.h"
#include "EntityPredicate.h"
#include "EntityMessage.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "maths/Vector3D.h"
class CEntityTemplate;
class CPlayer;
class CStrW;
#define MAX_HANDLES 4096
// collision patch size, in graphics units, not tiles (1 tile = 4 units)
#define COLLISION_PATCH_SIZE 8
#define g_EntityManager (*(g_Game->GetWorld()->GetEntityManager()))
class CEntityManager
{
friend class CEntity;
friend class HEntity;
friend class CHandle;
CHandle m_entities[MAX_HANDLES];
std::vector<bool> m_refd;
std::vector<CEntity*> m_reaper;
std::vector<CEntity*>* m_collisionPatches;
int m_nextalloc;
static bool m_extant;
bool m_death;
int m_collisionPatchesPerSide;
void destroy( u16 handle );
void deleteAllHelper();
inline bool isEntityRefd( u16 index )
{
return m_refd[index];
//return m_entities[index].m_refcount && !m_entities[index].m_entity->entf_get(ENTF_DESTROYED);
}
public:
CEntityManager();
~CEntityManager();
HEntity create( CEntityTemplate* base, CVector3D position, float orientation,
const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
HEntity create( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation, const CStrW* building = 0 );
HEntity createFoundation( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation );
HEntity* getByHandle( u16 index );
CHandle *getHandle( int index );
void updateAll( size_t timestep );
void interpolateAll( float relativeoffset );
void InitializeAll();
void TickAll();
void renderAll();
void conformAll();
void invalidateAll();
void deleteAll();
bool GetDeath() { return m_death; }
void SetDeath(bool set) { m_death=set; }
// Predicate functions
typedef bool (*EntityPredicate)( CEntity* target, void* userdata );
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalOr( CEntity* target, void* userdata )
{ return( left( target, userdata ) || right( target, userdata ) ); }
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata )
{ return( left( target, userdata ) && right( target, userdata ) ); }
template<EntityPredicate operand> static bool EntityPredicateLogicalNot( CEntity* target, void* userdata )
{ return( !operand( target, userdata ) ); }
std::vector<HEntity>* matches( EntityPredicate predicate, void* userdata = NULL );
std::vector<HEntity>* getExtant();
void GetExtant( std::vector<CEntity*>& results ); // TODO: Switch most/all uses of getExtant() to this.
static inline bool extant() // True if the singleton is actively maintaining handles. When false, system is shutting down, handles are quietly dumped.
{
return( m_extant );
}
void GetInRange( float x, float z, float radius, std::vector<CEntity*>& results );
std::vector<CEntity*>* getCollisionPatch( CEntity* e );
};
#endif