2010-01-09 20:20:14 +01:00
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/* Copyright (C) 2010 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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#include "precompiled.h"
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#include "simulation2/system/Component.h"
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#include "ICmpUnitMotion.h"
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#include "ICmpPosition.h"
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#include "simulation2/MessageTypes.h"
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class CCmpUnitMotion : public ICmpUnitMotion
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{
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public:
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static void ClassInit(CComponentManager& componentManager)
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{
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2010-01-22 21:03:14 +01:00
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componentManager.SubscribeToMessageType(MT_Update);
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2010-01-09 20:20:14 +01:00
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}
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DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
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// Template state:
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CFixed_23_8 m_Speed; // in units per second
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// Dynamic state:
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bool m_HasTarget;
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entity_pos_t m_TargetX, m_TargetZ; // these values contain undefined junk if !HasTarget
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virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
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{
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m_Speed = CFixed_23_8::FromInt(4);
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m_HasTarget = false;
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}
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virtual void Deinit(const CSimContext& UNUSED(context))
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{
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}
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virtual void Serialize(ISerializer& serialize)
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{
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serialize.Bool("has target", m_HasTarget);
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if (m_HasTarget)
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{
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serialize.NumberFixed_Unbounded("target x", m_TargetX);
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serialize.NumberFixed_Unbounded("target z", m_TargetZ);
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}
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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{
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Init(context, paramNode);
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deserialize.Bool(m_HasTarget);
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if (m_HasTarget)
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{
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deserialize.NumberFixed_Unbounded(m_TargetX);
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deserialize.NumberFixed_Unbounded(m_TargetZ);
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}
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}
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2010-01-22 21:03:14 +01:00
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virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
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2010-01-09 20:20:14 +01:00
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{
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switch (msg.GetType())
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{
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case MT_Update:
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{
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CFixed_23_8 dt = static_cast<const CMessageUpdate&> (msg).turnLength;
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Move(context, dt);
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break;
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}
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}
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}
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virtual void MoveToPoint(entity_pos_t x, entity_pos_t z)
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{
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m_HasTarget = true;
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m_TargetX = x;
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m_TargetZ = z;
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}
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void Move(const CSimContext& context, CFixed_23_8 dt);
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};
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REGISTER_COMPONENT_TYPE(UnitMotion)
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void CCmpUnitMotion::Move(const CSimContext& context, CFixed_23_8 dt)
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{
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if (!m_HasTarget)
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return;
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CmpPtr<ICmpPosition> cmpPosition(context, GetEntityId());
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if (cmpPosition.null())
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return;
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CFixed_23_8 maxdist = m_Speed.Multiply(dt);
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CFixedVector3D pos = cmpPosition->GetPosition();
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pos.Y = CFixed_23_8::FromInt(0); // remove Y so it doesn't influence our distance calculations
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// We want to move (at most) m_Speed*dt units from pos towards m_Target[XZ]
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CFixedVector3D target(m_TargetX, CFixed_23_8::FromInt(0), m_TargetZ);
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CFixedVector3D offset = target - pos;
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// Face towards the target
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entity_angle_t angle = atan2_approx(offset.X, offset.Z);
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cmpPosition->SetYRotation(angle);
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// If it's close, we can move there directly
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if (offset.Length() <= maxdist)
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{
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cmpPosition->MoveTo(m_TargetX, m_TargetZ);
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m_HasTarget = false;
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return;
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}
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// Otherwise move in the right direction
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offset.Normalize(maxdist);
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pos += offset;
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cmpPosition->MoveTo(pos.X, pos.Z);
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}
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