0ad/source/simulation/EntityFormation.cpp
Matei 5e7baf3a43 # Bug fixes and cleanup of entity kill code.
Put all entity cleanup code in kill(), so the JS function Kill() can
just call kill(), and made the code more correct in both cases. Also
fixed a bug with auras (a unit kept around auras that had been deleted).
Also fixed up some notifier code that was causing crashes (although that
can still happen in some cases).

Fixes #176.

This was SVN commit r4810.
2007-01-25 07:00:31 +00:00

238 lines
5.5 KiB
C++

#include "precompiled.h"
#include "EntityFormation.h"
#include "Entity.h"
#include "FormationCollection.h"
#include "FormationManager.h"
#include "Simulation.h"
#include "ps/Game.h"
#include "ps/Interact.h"
#include "network/NetMessage.h"
CEntityFormation::CEntityFormation( CFormation*& base, size_t index )
{
if (!base)
return;
m_self = m_base = base;
m_numEntities=0;
m_speed=0.0f;
m_orientation = 0.0f;
m_position.x = m_position.y = -1.0f;
m_duplication=false;
m_entities.resize(m_base->m_numSlots);
m_index = (int)index;
}
CEntityFormation::~CEntityFormation()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] )
{
m_entities[i]->m_formation = -1;
m_entities[i]->m_formationSlot = -1;
m_entities[i] = NULL;
}
}
}
int CEntityFormation::GetSlotCount()
{
return m_base->m_numSlots;
}
void CEntityFormation::SwitchBase( CFormation*& base )
{
std::vector<CEntity*> copy;
copy.resize( m_base->m_numSlots );
for ( int i=0; i < m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
copy.push_back( m_entities[i] );
RemoveUnit( m_entities[i] );
}
m_self = m_base = base;
m_entities.resize(m_base->m_numSlots);
ResetAllEntities();
for ( std::vector<CEntity*>::iterator it=copy.begin(); it != copy.end(); it++ )
g_FormationManager.AddUnit(*it, m_index);
}
bool CEntityFormation::AddUnit( CEntity* entity )
{
debug_assert( entity );
//Add the unit to the most appropriate slot
for (int i=0; i<m_base->m_numSlots; ++i)
{
if ( IsBetterUnit( i, entity ) )
{
if ( m_entities[i] )
{
CEntity* prev = m_entities[i];
RemoveUnit( m_entities[i] );
m_entities[i] = entity;
AddUnit( prev );
}
m_entities[i] = entity;
++m_numEntities;
entity->m_formation = m_index;
entity->m_formationSlot = i;
return true;
}
}
return false;
}
void CEntityFormation::RemoveUnit( CEntity* entity )
{
if ( !(IsValidOrder(entity->m_formationSlot) && entity) )
return;
m_entities[entity->m_formationSlot] = NULL;
entity->m_formation = -1;
entity->m_formationSlot = -1;
--m_numEntities;
//UpdateFormation();
}
bool CEntityFormation::IsSlotAppropriate( int order, CEntity* entity )
{
debug_assert( entity );
if ( !IsValidOrder(order) )
return false;
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
CStr tmp( m_base->m_slots[order].category[idx] );
if ( entity->m_classes.IsMember( tmp ) )
return true;
}
return false;
}
bool CEntityFormation::IsBetterUnit( int order, CEntity* entity )
{
if ( !( IsValidOrder(order) && entity ) )
return false;
//Adding to an empty slot, check if we're elligible
if ( !m_entities[order] )
return IsSlotAppropriate(order, entity);
//Go through each category and check both units' classes. Must be done in order
//because categories are listed in order of importance
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
CStr cat = m_base->m_slots[order].category[idx];
bool current=false;
bool newEnt=false;
current = m_entities[order]->m_classes.IsMember( cat );
newEnt = entity->m_classes.IsMember( cat );
if ( current != newEnt )
return newEnt;
}
return false;
}
void CEntityFormation::UpdateFormation()
{
//Get the entities in the right order (as in, ordered correctly and in the right order/slot)
for ( int i=1; i<m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
//Go through slots with higher order
for ( int j=i-1; j > 0; --j )
{
if ( IsBetterUnit( j, m_entities[i] ) )
{
CEntity* temp = m_entities[j];
m_entities[j] = m_entities[i];
m_entities[i] = temp;
int tmpSlot = m_entities[i]->m_formationSlot;
m_entities[i]->m_formationSlot = m_entities[j]->m_formationSlot;
m_entities[j]->m_formationSlot = tmpSlot;
--i;
}
}
}
CEntityList entities = GetEntityList();
CNetMessage* msg = CNetMessage::CreatePositionMessage( entities, NMT_FormationGoto, m_position );
g_Game->GetSimulation()->QueueLocalCommand(msg);
}
void CEntityFormation::ResetAllEntities()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
m_entities[i] = NULL;
}
void CEntityFormation::ResetAngleDivs()
{
for ( int i=0; i<m_base->m_anglePenaltyDivs; ++i )
m_angleDivs[i] = false;
}
void CEntityFormation::SelectAllUnits()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] && !g_Selection.isSelected(m_entities[i]->me) )
g_Selection.addSelection( m_entities[i]->me );
}
}
CEntityList CEntityFormation::GetEntityList()
{
CEntityList ret;
for ( int i=0; i<m_base->m_numSlots; i++ )
{
if ( m_entities[i] )
ret.push_back( m_entities[i]->me);
}
return ret;
}
CVector2D CEntityFormation::GetSlotPosition( int order )
{
if ( IsValidOrder(order) )
return CVector2D ( m_base->m_slots[order].rankOff, m_base->m_slots[order].fileOff );
return CVector2D(-1, -1);
}
void CEntityFormation::BaseToMovement()
{
CFormation* tmp = m_self;
CFormation* move = g_EntityFormationCollection.getTemplate( m_base->m_movement );
if (!move)
return;
SwitchBase( move );
//SwitchBase resets m_self, so reset it so we can return to the correct base later
m_self = tmp;
}
void CEntityFormation::ResetIndex( size_t index )
{
m_index = (int)index;
for ( size_t i=0; i< m_entities.size(); ++i )
{
if ( m_entities[i] )
m_entities[i]->m_formation = m_index;
}
}
/*
inline void CEntityFormation::SetDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* argv )
{
m_duplication=ToPrimitive<bool>( argv[0] );
}
inline bool CEntityFormation::IsDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
return m_duplication;
}*/