0ad/source/simulation/EntityManager.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

498 lines
12 KiB
C++

#include "precompiled.h"
#include "EntityManager.h"
#include "EntityTemplateCollection.h"
#include "EntityTemplate.h"
#include "ps/ConfigDB.h"
#include "ps/Player.h"
#include "ps/Profile.h"
#include "graphics/Terrain.h"
#include "ps/Game.h"
#include "maths/MathUtil.h"
#include "Entity.h"
#include "lib/timer.h"
#include "dcdt/se/se_dcdt.h"
#include "PathfindEngine.h"
#include "ps/GameSetup/Config.h"
int AURA_CIRCLE_POINTS;
int SELECTION_CIRCLE_POINTS;
int SELECTION_BOX_POINTS;
int SELECTION_SMOOTHNESS_UNIFIED = 9;
CEntityManager::CEntityManager()
: m_collisionPatches(0)
, m_screenshotMode(false)
, m_entities() // janwas: default-initialize entire array;
// CHandle ctor sets m_entity and m_refcount to 0
{
m_nextalloc = 0;
m_extant = true;
m_death = false;
// Also load a couple of global entity settings
CConfigValue* cfg = g_ConfigDB.GetValue( CFG_USER, "selection.outline.quality" );
if( cfg ) cfg->GetInt( SELECTION_SMOOTHNESS_UNIFIED );
if( SELECTION_SMOOTHNESS_UNIFIED < 0 ) SELECTION_SMOOTHNESS_UNIFIED = 0;
SELECTION_CIRCLE_POINTS = 7 + 2 * SELECTION_SMOOTHNESS_UNIFIED;
SELECTION_BOX_POINTS = 1 + SELECTION_SMOOTHNESS_UNIFIED;
AURA_CIRCLE_POINTS = 7 + 3 * SELECTION_SMOOTHNESS_UNIFIED;
}
void CEntityManager::DeleteAllHelper()
{
for( int i = 0; i < MAX_HANDLES; i++ )
{
if( m_entities[i].m_refcount )
{
delete( m_entities[i].m_entity );
m_entities[i].m_entity = 0;
m_entities[i].m_refcount = 0;
m_refd[i] = false;
}
}
}
CEntityManager::~CEntityManager()
{
m_extant = false;
DeleteAllHelper();
// Delete entities that were killed, but not yet reaped by a call to UpdateAll,
// to avoid memory leak warnings upon exiting
std::vector<CEntity*>::iterator it;
for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
delete( *it );
m_reaper.clear();
delete[] m_collisionPatches;
m_collisionPatches = NULL;
}
void CEntityManager::DeleteAll()
{
m_extant = false;
DeleteAllHelper();
m_nextalloc = 0;
delete[] m_collisionPatches;
m_collisionPatches = NULL;
m_extant = true;
}
void CEntityManager::updateObstacle( CEntity* tempHandle )
{
if(g_Pathfinder.dcdtInitialized)
{
SrPolygon poly;
poly.size(0);
CVector2D p, q;
CVector2D u, v;
q.x = tempHandle->m_position.X;
q.y = tempHandle->m_position.Z;
float d = ((CBoundingBox*)tempHandle->m_bounds)->m_d;
float w = ((CBoundingBox*)tempHandle->m_bounds)->m_w;
u.x = sin( tempHandle->m_graphics_orientation.Y );
u.y = cos( tempHandle->m_graphics_orientation.Y );
v.x = u.y;
v.y = -u.x;
CBoundingObject* m_bounds = tempHandle->m_bounds;
switch( m_bounds->m_type )
{
case CBoundingObject::BOUND_CIRCLE:
{
if(tempHandle->m_speed == 0)
{
poly.open(false);
w = 0.5;
d = 0.5;
p = q + u * d + v * w;
poly.push().set((float)(p.x), (float)(p.y));
p = q - u * d + v * w ;
poly.push().set((float)(p.x), (float)(p.y));
p = q - u * d - v * w;
poly.push().set((float)(p.x), (float)(p.y));
p = q + u * d - v * w;
poly.push().set((float)(p.x), (float)(p.y));
int dcdtId = g_Pathfinder.dcdtPathfinder.insert_polygon(poly);
tempHandle->m_dcdtId = dcdtId;
}
break;
}
case CBoundingObject::BOUND_OABB:
{
poly.open(false);
// Tighten the bound so the units will not get stuck near the buildings
//Note: the triangulation pathfinding code will not find a path for the unit if it is pushed into the bound of a unit.
//
w = w * 0.8;
d = d * 0.8;
p = q + u * d + v * w;
poly.push().set((float)(p.x), (float)(p.y));
p = q - u * d + v * w ;
poly.push().set((float)(p.x), (float)(p.y));
p = q - u * d - v * w;
poly.push().set((float)(p.x), (float)(p.y));
p = q + u * d - v * w;
poly.push().set((float)(p.x), (float)(p.y));
int dcdtId = g_Pathfinder.dcdtPathfinder.insert_polygon(poly);
tempHandle->m_dcdtId = dcdtId;
break;
}
}//end switch
g_Pathfinder.dcdtPathfinder.DeleteAbstraction();
g_Pathfinder.dcdtPathfinder.Abstract();
if(g_ShowPathfindingOverlay)
{
g_Pathfinder.drawTriangulation();
}
}
}
HEntity CEntityManager::Create(CEntityTemplate* base, CVector3D position, float orientation,
const std::set<CStr>& actorSelections, const CStrW* building)
{
debug_assert( base );
if( !base )
return HEntity();
// Find an unused handle for the unit
int pos = 0;
while( m_entities[m_nextalloc].m_refcount )
{
m_nextalloc++;
if(m_nextalloc >= MAX_HANDLES)
{
debug_warn("Ran out of entity handles!");
return HEntity();
}
}
pos = m_nextalloc;
m_nextalloc++;
m_entities[pos].m_entity = new CEntity( base, position, orientation, actorSelections, building );
if( m_collisionPatches)
m_entities[pos].m_entity->UpdateCollisionPatch();
m_entities[pos].m_entity->me = HEntity( pos );
//Kai: invoking triangulation update for new objects
updateObstacle(m_entities[pos].m_entity);
return( HEntity( pos ) );
}
void CEntityManager::AddEntityClassData(const HEntity& handle)
{
//Add data for this particular entity and player
size_t playerID = handle->GetPlayer()->GetPlayerID();
CStrW className, classList = handle->m_classes.GetMemberList();
while ( (className = classList.BeforeFirst(L" ")) != classList )
{
if ( m_entityClassData[playerID].find(className) == m_entityClassData[playerID].end() )
m_entityClassData[playerID][className] = 0;
++m_entityClassData[playerID][className];
classList = classList.AfterFirst(L" ");
}
//For last element
if ( m_entityClassData[playerID].find(className) == m_entityClassData[playerID].end() )
m_entityClassData[playerID][className] = 0;
++m_entityClassData[playerID][className];
}
HEntity CEntityManager::Create( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation, const CStrW* building )
{
CEntityTemplate* base = g_EntityTemplateCollection.GetTemplate( templateName, player );
debug_assert( base );
if( !base )
return HEntity();
std::set<CStr> selections;
HEntity ret = Create( base, position, orientation, selections, building );
AddEntityClassData(ret);
return ret;
}
HEntity CEntityManager::CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation )
{
CEntityTemplate* base = g_EntityTemplateCollection.GetTemplate( templateName, player );
debug_assert( base );
if( !base )
return HEntity();
std::set<CStr> selections;
if( base->m_foundation == L"" )
return Create( base, position, orientation, selections ); // Entity has no foundation, so just create it
// Else, place the foundation object, telling it to convert into the right template when built.
CEntityTemplate* foundation = g_EntityTemplateCollection.GetTemplate( base->m_foundation );
return Create( foundation, position, orientation, selections, &templateName );
}
HEntity* CEntityManager::GetByHandle( u16 index )
{
if( index >= MAX_HANDLES ) return( NULL );
if( !m_entities[index].m_refcount ) return( NULL );
return( new HEntity( index ) );
}
CHandle *CEntityManager::GetHandle( int index )
{
if (!m_entities[index].m_refcount )
return NULL;
return &m_entities[index];
}
void CEntityManager::GetMatchingAsHandles(std::vector<HEntity>& matchlist, EntityPredicate predicate, void* userdata)
{
matchlist.clear();
for( int i = 0; i < MAX_HANDLES; i++ )
{
if( IsEntityRefd(i) )
if( predicate( m_entities[i].m_entity, userdata ) )
matchlist.push_back( HEntity( i ) );
}
}
void CEntityManager::GetExtantAsHandles( std::vector<HEntity>& results )
{
results.clear();
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) )
results.push_back( HEntity( i ) );
}
void CEntityManager::GetExtant( std::vector<CEntity*>& results )
{
results.clear();
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) && m_entities[i].m_entity->m_extant )
results.push_back( m_entities[i].m_entity );
}
void CEntityManager::GetInRange( float x, float z, float radius, std::vector<CEntity*>& results )
{
results.clear();
float radiusSq = radius * radius;
int cx = (int) ( x / COLLISION_PATCH_SIZE );
int cz = (int) ( z / COLLISION_PATCH_SIZE );
int r = (int) ( radius / COLLISION_PATCH_SIZE + 1 );
int minX = std::max(cx-r, 0);
int minZ = std::max(cz-r, 0);
int maxX = std::min(cx+r, m_collisionPatchesPerSide-1);
int maxZ = std::min(cz+r, m_collisionPatchesPerSide-1);
for( int px = minX; px <= maxX; px++ )
{
for( int pz = minZ; pz <= maxZ; pz++ )
{
std::vector<CEntity*>& vec = m_collisionPatches[ px * m_collisionPatchesPerSide + pz ];
for( size_t i=0; i<vec.size(); i++ )
{
CEntity* e = vec[i];
debug_assert(e != 0);
float dx = x - e->m_position.X;
float dz = z - e->m_position.Z;
if( dx*dx + dz*dz <= radiusSq )
{
results.push_back( e );
}
}
}
}
}
void CEntityManager::GetInLOS( CEntity* entity, std::vector<CEntity*>& results )
{
GetInRange( entity->m_position.X, entity->m_position.Z, entity->m_los*CELL_SIZE, results );
}
/*
void CEntityManager::dispatchAll( CMessage* msg )
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && m_entities[i].m_entity->m_extant )
m_entities[i].m_entity->dispatch( msg );
}
*/
TIMER_ADD_CLIENT(tc_1);
TIMER_ADD_CLIENT(tc_2);
void CEntityManager::InitializeAll()
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
int unitsPerSide = CELL_SIZE * ( terrain->GetVerticesPerSide() - 1 );
m_collisionPatchesPerSide = unitsPerSide / COLLISION_PATCH_SIZE + 1;
debug_assert(! m_collisionPatches);
m_collisionPatches = new std::vector<CEntity*>[m_collisionPatchesPerSide * m_collisionPatchesPerSide];
for( int i = 0; i < MAX_HANDLES; i++ )
{
if( IsEntityRefd(i) )
{
// [2006-06-26 2780ms total]
CEntity* e = m_entities[i].m_entity;
e->Initialize();
// [2006-06-26 8ms total]
e->UpdateCollisionPatch();
}
}
}
/*
void CEntityManager::TickAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) && m_entities[i].m_entity->m_extant )
m_entities[i].m_entity->Tick();
}
*/
void CEntityManager::UpdateAll( int timestep )
{
PROFILE_START( "reaper" );
std::vector<CEntity*>::iterator it;
for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
delete( *it );
m_reaper.clear();
PROFILE_END( "reaper" );
// PT: TickAll (which sends the 'Tick' event to all entities) has been
// disabled, because:
// * it's very slow (particularly when there are thousands of entities, e.g. trees);
// * no entity currently responds to tick events;
// * nobody can think of a situation where ticks would be required in the future;
// * if they ever are needed, they can be done more efficiently (e.g. by
// adding a per-entity 'wants tick' flag);
// * it's very slow.
/*
PROFILE_START( "tick all" );
TickAll();
PROFILE_END( "tick all" );
*/
PROFILE_START( "update all" );
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) )
m_entities[i].m_entity->Update( timestep );
PROFILE_END( "update all" );
}
void CEntityManager::InterpolateAll( float relativeoffset )
{
for( int i = 0; i < MAX_HANDLES; i++ )
// This needs to handle all entities, including destroyed/non-extant ones
// (mainly dead bodies), so it can't use IsEntityRefd
if( m_entities[i].m_refcount )
m_entities[i].m_entity->Interpolate( relativeoffset );
}
void CEntityManager::RenderAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) )
m_entities[i].m_entity->Render();
}
void CEntityManager::ConformAll()
{
PROFILE_START("conform all");
for ( int i=0; i < MAX_HANDLES; i++ )
{
if( IsEntityRefd(i) )
{
m_entities[i].m_entity->UpdateXZOrientation();
m_entities[i].m_entity->UpdateActorTransforms();
}
}
PROFILE_END("conform all");
}
void CEntityManager::InvalidateAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( IsEntityRefd(i) )
m_entities[i].m_entity->InvalidateActor();
}
void CEntityManager::RemoveUnitCount(CEntity* ent)
{
size_t playerID = ent->GetPlayer()->GetPlayerID();
CStrW className, classList = ent->m_classes.GetMemberList();
while ( (className = classList.BeforeFirst(L" ")) != classList )
{
--m_entityClassData[playerID][className];
classList = classList.AfterFirst(L" ");
}
--m_entityClassData[playerID][className];
}
void CEntityManager::Destroy( u16 handle )
{
m_reaper.push_back( m_entities[handle].m_entity );
}
bool CEntityManager::m_extant = false;
std::vector<CEntity*>* CEntityManager::GetCollisionPatch( CEntity* e )
{
if( !e->m_extant )
{
return 0;
}
int ix = (int) ( e->m_position.X / COLLISION_PATCH_SIZE );
int iz = (int) ( e->m_position.Z / COLLISION_PATCH_SIZE );
return &m_collisionPatches[ ix * m_collisionPatchesPerSide + iz ];
}