0ad/source/simulation/FormationManager.cpp
janwas c0ed950657 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 18:48:32 +00:00

146 lines
3.8 KiB
C++

#include "precompiled.h"
#include "FormationManager.h"
#include "FormationCollection.h"
#include "Entity.h"
#include "ps/CStr.h"
#include "Formation.h"
#include "EntityFormation.h"
#include "EventHandlers.h"
#include "ps/Vector2D.h"
CFormationManager::~CFormationManager()
{
for ( size_t i=0; i<m_formations.size(); i++ )
delete m_formations[i];
}
void CFormationManager::CreateFormation( CEntityList& entities, CStrW& name )
{
if ( entities.empty() )
{
debug_warn("Attempting to create a formation with no entities");
return;
}
CFormation* base = g_EntityFormationCollection.GetTemplate(name);
if (!base)
return;
if ( entities.size() < (size_t)base->m_required )
return;
CEntityFormation* tmp = new CEntityFormation( base, m_formations.size() );
m_formations.push_back( tmp );
CEntityList accepted = AddUnitList( entities, (int)m_formations.size()-1 );
//Find average position
CVector3D average( 0.0f, 0.0f, 0.0f );
for ( CEntityList::iterator it=accepted.begin(); it != accepted.end(); it++ )
average += (*it)->m_position;
average = average * ( 1.0f / (float)entities.size() );
CVector2D average2D(average.X, average.Z);
m_formations.back()->m_position = average2D;
m_formations.back()->UpdateFormation();
if ( accepted.size() < (size_t)base->m_required )
DestroyFormation( m_formations.size()-1 );
}
void CFormationManager::DestroyFormation( size_t form )
{
if ( form >= m_formations.size())
{
debug_warn("CFormationManager::DestroyFormation--invalid entity");
return;
}
FormIterator it=m_formations.begin() + form;
CEntityList entities = (*it)->GetEntityList();
//Notify the script that we've "left" the formation
for ( size_t i=0; i<entities.size(); i++ )
{
CEntity* entity = entities[i];
entity->DispatchFormationEvent( CFormationEvent::FORMATION_LEAVE );
(*it)->RemoveUnit(entity);
}
delete *it;
*it = NULL;
m_formations.erase( it );
UpdateIndexes( form );
}
bool CFormationManager::AddUnit( CEntity* entity, size_t& form )
{
if ( !IsValidFormation(form) )
return false;
if ( entity->m_formation > -1 )
{
if ( !RemoveUnit( entity ) )
--form;
}
FormIterator it = m_formations.begin() + form;
//Adding too many?
if ( (*it)->m_numEntities == (*it)->m_base->m_numSlots )
{
CFormation* next = g_EntityFormationCollection.GetTemplate((*it)->m_base->m_next);
if (next)
(*it)->SwitchBase( next );
}
if ( (*it)->AddUnit(entity) ) //This unit might be better
{
entity->DispatchFormationEvent( CFormationEvent::FORMATION_ENTER );
return true;
}
return false;
}
CEntityList CFormationManager::AddUnitList( CEntityList& entities, size_t form )
{
CEntityList accepted;
for ( CEntityList::iterator it=entities.begin(); it != entities.end(); it++ )
{
CEntity* entity = *it;
if ( AddUnit( entity, form ) )
accepted.push_back( *it );
}
return accepted;
}
bool CFormationManager::RemoveUnit( CEntity* entity )
{
if ( !IsValidFormation(entity->m_formation) )
return true;
FormIterator it = m_formations.begin() + entity->m_formation;
if ( (*it)->m_numEntities == (*it)->m_base->m_required )
{
CFormation* prior = g_EntityFormationCollection.GetTemplate((*it)->m_base->m_prior);
//Disband formation
if (!prior)
{
DestroyFormation( entity->m_formation );
return false;
}
}
entity->DispatchFormationEvent( CFormationEvent::FORMATION_LEAVE );
(*it)->RemoveUnit( entity );
return true;
}
bool CFormationManager::RemoveUnitList( CEntityList& entities )
{
for ( CEntityList::iterator it=entities.begin(); it != entities.end(); it++ )
{
CEntity* entity = *it;
if ( !RemoveUnit(entity) )
return false;
}
return true;
}
CEntityFormation* CFormationManager::GetFormation(size_t form)
{
if ( IsValidFormation(form) )
return m_formations[form];
return NULL;
}
void CFormationManager::UpdateIndexes( size_t update )
{
for ( ; update < m_formations.size(); update++ )
m_formations[update]->ResetIndex( update );
}