0ad/source/simulation/EntityScriptInterface.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

906 lines
27 KiB
C++

#include "precompiled.h"
#include "graphics/GameView.h"
#include "graphics/Model.h"
#include "graphics/Sprite.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "maths/MathUtil.h"
#include "maths/scripting/JSInterface_Vector3D.h"
#include "ps/Game.h"
#include "ps/Interact.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "scripting/ScriptableComplex.inl"
#include "ps/scripting/JSCollection.h"
#include "Aura.h"
#include "Collision.h"
#include "Entity.h"
#include "EntityFormation.h"
#include "EntityManager.h"
#include "EntityTemplate.h"
#include "EntityTemplateCollection.h"
#include "EventHandlers.h"
#include "Formation.h"
#include "FormationManager.h"
#include "PathfindEngine.h"
#include "ProductionQueue.h"
#include "TechnologyCollection.h"
#include "TerritoryManager.h"
#include "Simulation.h"
#include "Stance.h"
#include <algorithm>
extern int g_xres, g_yres;
/*
Scripting interface
*/
// Scripting initialization
void CEntity::ScriptingInit()
{
// TODO: lots of these return jsval when they should return proper types
// and make use of automatic type conversion
AddMethod<jsval_t, &CEntity::ToString>( "toString", 0 );
AddMethod<bool, &CEntity::OrderSingle>( "order", 1 );
AddMethod<bool, &CEntity::OrderQueued>( "orderQueued", 1 );
AddMethod<bool, &CEntity::OrderFromTriggers>( "orderFromTriggers", 1 );
AddMethod<jsval_t, &CEntity::TerminateOrder>( "terminateOrder", 1 );
AddMethod<bool, &CEntity::Kill>( "kill", 0 );
AddMethod<bool, &CEntity::IsIdle>( "isIdle", 0 );
AddMethod<bool, &CEntity::HasClass>( "hasClass", 1 );
AddMethod<jsval_t, &CEntity::GetSpawnPoint>( "getSpawnPoint", 1 );
AddMethod<jsval_t, &CEntity::AddAura>( "addAura", 3 );
AddMethod<jsval_t, &CEntity::RemoveAura>( "removeAura", 1 );
AddMethod<jsval_t, &CEntity::SetActionParams>( "setActionParams", 5 );
AddMethod<int, &CEntity::GetCurrentRequest>( "getCurrentRequest", 0 );
AddMethod<bool, &CEntity::ForceCheckListeners>( "forceCheckListeners", 2 );
AddMethod<bool, &CEntity::RequestNotification>( "requestNotification", 4 );
AddMethod<jsval_t, &CEntity::DestroyNotifier>( "destroyNotifier", 1 );
AddMethod<jsval_t, &CEntity::DestroyAllNotifiers>( "destroyAllNotifiers", 0 );
AddMethod<jsval_t, &CEntity::TriggerRun>( "triggerRun", 1 );
AddMethod<jsval_t, &CEntity::SetRun>( "setRun", 1 );
AddMethod<jsval_t, &CEntity::GetRunState>( "getRunState", 0 );
AddMethod<bool, &CEntity::IsInFormation>( "isInFormation", 0 );
AddMethod<jsval_t, &CEntity::GetFormationBonus>( "getFormationBonus", 0 );
AddMethod<jsval_t, &CEntity::GetFormationBonusType>( "getFormationBonusType", 0 );
AddMethod<jsval_t, &CEntity::GetFormationBonusVal>( "getFormationBonusVal", 0 );
AddMethod<jsval_t, &CEntity::GetFormationPenalty>( "getFormationPenalty", 0 );
AddMethod<jsval_t, &CEntity::GetFormationPenaltyType>( "getFormationPenaltyType", 0 );
AddMethod<jsval_t, &CEntity::GetFormationPenaltyVal>( "getFormationPenaltyVal", 0 );
AddMethod<jsval_t, &CEntity::RegisterDamage>( "registerDamage", 0 );
AddMethod<jsval_t, &CEntity::RegisterOrderChange>( "registerOrderChange", 0 );
AddMethod<jsval_t, &CEntity::GetAttackDirections>( "getAttackDirections", 0 );
AddMethod<jsval_t, &CEntity::FindSector>( "findSector", 4);
AddMethod<jsval_t, &CEntity::GetHeight>( "getHeight", 0 );
AddMethod<jsval_t, &CEntity::HasRallyPoint>( "hasRallyPoint", 0 );
AddMethod<jsval_t, &CEntity::SetRallyPoint>( "setRallyPoint", 0 );
AddMethod<jsval_t, &CEntity::GetRallyPoint>( "getRallyPoint", 0 );
AddMethod<jsval_t, &CEntity::OnDamaged>( "onDamaged", 1 );
AddMethod<jsval_t, &CEntity::GetVisibleEntities>( "getVisibleEntities", 0 );
AddMethod<float, &CEntity::GetDistance>( "getDistance", 1 );
AddMethod<jsval_t, &CEntity::FlattenTerrain>( "flattenTerrain", 0 );
AddClassProperty( L"traits.id.classes", static_cast<GetFn>(&CEntity::GetClassSet), static_cast<SetFn>(&CEntity::SetClassSet) );
AddClassProperty( L"template", static_cast<CEntityTemplate* CEntity::*>(&CEntity::m_base), false, static_cast<NotifyFn>(&CEntity::LoadBase) );
/* Any inherited property MUST be added to EntityTemplate.cpp as well */
AddClassProperty( L"actions.move.speed", &CEntity::m_speed );
AddClassProperty( L"actions.move.run.speed", &CEntity::m_runSpeed );
AddClassProperty( L"actions.move.run.rangeMin", &CEntity::m_runMinRange );
AddClassProperty( L"actions.move.run.range", &CEntity::m_runMaxRange );
AddClassProperty( L"actions.move.run.regenRate", &CEntity::m_runRegenRate );
AddClassProperty( L"actions.move.run.decayRate", &CEntity::m_runDecayRate );
AddClassProperty( L"selected", &CEntity::m_selected, false, static_cast<NotifyFn>(&CEntity::CheckSelection) );
AddClassProperty( L"group", &CEntity::m_grouped, false, static_cast<NotifyFn>(&CEntity::CheckGroup) );
AddClassProperty( L"traits.extant", &CEntity::m_extant );
AddClassProperty( L"actions.move.turningRadius", &CEntity::m_turningRadius );
AddClassProperty( L"position", &CEntity::m_position, false, static_cast<NotifyFn>(&CEntity::Teleport) );
AddClassProperty( L"orientation", &CEntity::m_orientation, false, static_cast<NotifyFn>(&CEntity::Reorient) );
AddClassProperty( L"player", static_cast<GetFn>(&CEntity::JSI_GetPlayer), static_cast<SetFn>(&CEntity::JSI_SetPlayer) );
AddClassProperty( L"traits.health.curr", &CEntity::m_healthCurr );
AddClassProperty( L"traits.health.max", &CEntity::m_healthMax );
AddClassProperty( L"traits.health.regenRate", &CEntity::m_healthRegenRate );
AddClassProperty( L"traits.health.regenStart", &CEntity::m_healthRegenStart );
AddClassProperty( L"traits.health.decayRate", &CEntity::m_healthDecayRate );
AddClassProperty( L"traits.stamina.curr", &CEntity::m_staminaCurr );
AddClassProperty( L"traits.stamina.max", &CEntity::m_staminaMax );
AddClassProperty( L"traits.rank.name", &CEntity::m_rankName );
AddClassProperty( L"traits.vision.los", &CEntity::m_los );
AddClassProperty( L"traits.ai.stance.curr", &CEntity::m_stanceName, false, static_cast<NotifyFn>(&CEntity::StanceChanged) );
AddClassProperty( L"lastCombatTime", &CEntity::m_lastCombatTime );
AddClassProperty( L"lastRunTime", &CEntity::m_lastRunTime );
AddClassProperty( L"building", &CEntity::m_building );
AddClassProperty( L"visible", &CEntity::m_visible );
AddClassProperty( L"productionQueue", &CEntity::m_productionQueue );
AddClassProperty( L"traits.creation.buildingLimitCategory", &CEntity::m_buildingLimitCategory );
CJSComplex<CEntity>::ScriptingInit( "Entity", Construct, 2 );
}
// Script constructor
JSBool CEntity::Construct( JSContext* cx, JSObject* UNUSED(obj), uintN argc, jsval* argv, jsval* rval )
{
debug_assert( argc >= 2 );
CVector3D position;
float orientation = g_Game->GetSimulation()->RandFloat() * 2 * PI;
JSObject* jsEntityTemplate = JSVAL_TO_OBJECT( argv[0] );
CStrW templateName;
CPlayer* player = g_Game->GetPlayer( 0 );
CEntityTemplate* baseEntity = NULL;
if( JSVAL_IS_OBJECT( argv[0] ) ) // only set baseEntity if jsEntityTemplate is a valid object
baseEntity = ToNative<CEntityTemplate>( cx, jsEntityTemplate );
if( !baseEntity )
{
try
{
templateName = g_ScriptingHost.ValueToUCString( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
*rval = JSVAL_NULL;
JS_ReportError( cx, "Invalid template identifier" );
return( JS_TRUE );
}
baseEntity = g_EntityTemplateCollection.GetTemplate( templateName );
}
if( !baseEntity )
{
*rval = JSVAL_NULL;
JS_ReportError( cx, "No such template: %s", CStr8(templateName).c_str() );
return( JS_TRUE );
}
JSI_Vector3D::Vector3D_Info* jsVector3D = NULL;
if( JSVAL_IS_OBJECT( argv[1] ) )
jsVector3D = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( cx, JSVAL_TO_OBJECT( argv[1] ), &JSI_Vector3D::JSI_class, NULL );
if( jsVector3D )
{
position = *( jsVector3D->vector );
}
if( argc >= 3 )
{
try
{
orientation = ToPrimitive<float>( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
// TODO: Net-safe random for this parameter.
orientation = 0.0f;
}
}
if( argc >= 4 )
{
try
{
player = ToPrimitive<CPlayer*>( argv[3] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
player = g_Game->GetPlayer( 0 );
}
}
std::set<CStr8> selections; // TODO: let scripts specify selections?
HEntity handle = g_EntityManager.Create( baseEntity, position, orientation, selections );
handle->m_actor->SetPlayerID( player->GetPlayerID() );
handle->Initialize();
*rval = ToJSVal<CEntity>( *handle );
return( JS_TRUE );
}
// Script-bound methods
jsval_t CEntity::ToString( JSContext* cx, uintN UNUSED(argc), jsval* UNUSED(argv) )
{
CStrW name( L"[object Entity: " + m_base->m_Tag + L"]" );
return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, name.utf16().c_str() ) ) );
}
jsval CEntity::JSI_GetPlayer()
{
return ToJSVal<CPlayer>( m_player );
}
void CEntity::JSI_SetPlayer( jsval val )
{
CPlayer* newPlayer = 0;
try
{
newPlayer = ToPrimitive<CPlayer*>( val );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( g_ScriptingHost.getContext(), "Invalid value given to entity.player - should be a Player object." );
return;
}
// Cancel all production to refund the old player
m_productionQueue->CancelAll();
// Exit all our auras so we can re-enter them as the new player
ExitAuras();
if( m_actor )
m_actor->SetPlayerID( newPlayer->GetPlayerID() ); // calls this->SetPlayer
else
SetPlayer(newPlayer);
}
bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued )
{
// This needs to be sorted (uses Scheduler rather than network messaging)
int orderCode;
debug_assert(argc >= 1);
try
{
orderCode = ToPrimitive<int>( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid order type" );
return( false );
}
CEntityOrder newOrder;
newOrder.m_source = source;
CEntity* target;
newOrder.m_type = (CEntityOrder::EOrderType)orderCode;
switch( orderCode )
{
case CEntityOrder::ORDER_GOTO:
case CEntityOrder::ORDER_RUN:
case CEntityOrder::ORDER_PATROL:
JSU_REQUIRE_PARAMS_CPP(3);
try
{
newOrder.m_target_location.x = ToPrimitive<float>( argv[1] );
newOrder.m_target_location.y = ToPrimitive<float>( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid location" );
return( false );
}
if ( orderCode == CEntityOrder::ORDER_RUN )
entf_set(ENTF_TRIGGER_RUN);
//It's not a notification order
if ( argc == 3 )
{
if ( entf_get(ENTF_DESTROY_NOTIFIERS) )
{
m_currentRequest=0;
DestroyAllNotifiers();
}
}
break;
case CEntityOrder::ORDER_GENERIC:
JSU_REQUIRE_PARAMS_CPP(3);
target = ToNative<CEntity>( argv[1] );
if( !target )
{
JS_ReportError( cx, "Invalid target" );
return( false );
}
newOrder.m_target_entity = target->me;
try
{
newOrder.m_action = ToPrimitive<int>( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid generic order type" );
return( false );
}
//It's not a notification order
if ( argc == 3 )
{
if ( entf_get(ENTF_DESTROY_NOTIFIERS) )
{
m_currentRequest=0;
DestroyAllNotifiers();
}
}
break;
case CEntityOrder::ORDER_PRODUCE:
JSU_REQUIRE_PARAMS_CPP(3);
try {
newOrder.m_produce_name = ToPrimitive<CStrW>(argv[2]);
newOrder.m_produce_type = ToPrimitive<int>(argv[1]);
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid parameter types" );
return( false );
}
break;
default:
JS_ReportError( cx, "Invalid order type" );
return( false );
}
if( !Queued )
ClearOrders();
PushOrder( newOrder );
return( true );
}
bool CEntity::Kill( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
CEventDeath evt;
DispatchEvent( &evt );
Kill(true);
return( true );
}
jsval_t CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
{
float spawn_clearance = 2.0f;
if( argc >= 1 )
{
CEntityTemplate* be = ToNative<CEntityTemplate>( argv[0] );
if( be )
{
switch( be->m_bound_type )
{
case CBoundingObject::BOUND_CIRCLE:
spawn_clearance = be->m_bound_circle->m_radius;
break;
case CBoundingObject::BOUND_OABB:
spawn_clearance = be->m_bound_box->m_radius;
break;
default:
debug_warn("No bounding information for spawned object!" );
}
}
else
spawn_clearance = ToPrimitive<float>( argv[0] );
}
else
debug_warn("No arguments to Entity::GetSpawnPoint()" );
// TODO: Make netsafe.
CBoundingCircle spawn( 0.0f, 0.0f, spawn_clearance, 0.0f );
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
{
CBoundingBox* oabb = (CBoundingBox*)m_bounds;
// Pick a start point
int edge = g_Game->GetSimulation()->RandInt( 4 );
int point;
double max_w = oabb->m_w + spawn_clearance + 1.0;
double max_d = oabb->m_d + spawn_clearance + 1.0;
int w_count = (int)( max_w * 2 );
int d_count = (int)( max_d * 2 );
CVector2D w_step = oabb->m_v * (float)( max_w / w_count );
CVector2D d_step = oabb->m_u * (float)( max_d / d_count );
CVector2D pos( m_position );
if( edge & 1 )
{
point = g_Game->GetSimulation()->RandInt( 2 * d_count ) - d_count;
pos += ( oabb->m_v * (float)max_w + d_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f );
}
else
{
point = g_Game->GetSimulation()->RandInt( 2 * w_count ) - w_count;
pos += ( oabb->m_u * (float)max_d + w_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f );
}
int start_edge = edge;
int start_point = point;
spawn.m_pos = pos;
// Then step around the edge (clockwise) until a free space is found, or
// we've gone all the way around.
while( GetCollisionObject( &spawn ) )
{
switch( edge )
{
case 0:
point++;
pos += w_step;
if( point >= w_count )
{
edge = 1;
point = -d_count;
}
break;
case 1:
point++;
pos -= d_step;
if( point >= d_count )
{
edge = 2;
point = w_count;
}
break;
case 2:
point--;
pos -= w_step;
if( point <= -w_count )
{
edge = 3;
point = d_count;
}
break;
case 3:
point--;
pos += d_step;
if( point <= -d_count )
{
edge = 0;
point = -w_count;
}
break;
}
if( ( point == start_point ) && ( edge == start_edge ) )
return( JSVAL_NULL );
spawn.m_pos = pos;
}
CVector3D rval( pos.x, GetAnchorLevel( pos.x, pos.y ), pos.y );
return( ToJSVal( rval ) );
}
else if( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE )
{
float ang;
ang = g_Game->GetSimulation()->RandFloat() * 2 * PI;
float radius = m_bounds->m_radius + 1.0f + spawn_clearance;
float d_ang = spawn_clearance / ( 2.0f * radius );
float ang_end = ang + 2.0f * PI;
float x = 0.0f, y = 0.0f; // make sure they're initialized
for( ; ang < ang_end; ang += d_ang )
{
x = m_position.X + radius * cos( ang );
y = m_position.Z + radius * sin( ang );
spawn.SetPosition( x, y );
if( !GetCollisionObject( &spawn ) )
break;
}
if( ang < ang_end )
{
// Found a satisfactory position...
CVector3D pos( x, 0, y );
pos.Y = GetAnchorLevel( x, y );
return( ToJSVal( pos ) );
}
else
return( JSVAL_NULL );
}
return( JSVAL_NULL );
}
jsval_t CEntity::AddAura( JSContext* cx, uintN argc, jsval* argv )
{
debug_assert( argc >= 8 );
debug_assert( JSVAL_IS_OBJECT(argv[7]) );
CStrW name = ToPrimitive<CStrW>( argv[0] );
float radius = ToPrimitive<float>( argv[1] );
int tickRate = std::max( 0, ToPrimitive<int>( argv[2] ) ); // since it's a size_t we don't want it to be negative
float r = ToPrimitive<float>( argv[3] );
float g = ToPrimitive<float>( argv[4] );
float b = ToPrimitive<float>( argv[5] );
float a = ToPrimitive<float>( argv[6] );
CVector4D color(r, g, b, a);
JSObject* handler = JSVAL_TO_OBJECT( argv[7] );
if( m_auras[name] )
{
delete m_auras[name];
}
m_auras[name] = new CAura( cx, this, name, radius, tickRate, color, handler );
initAuraData();
return JSVAL_VOID;
}
jsval_t CEntity::RemoveAura( JSContext* UNUSED(cx), uintN argc, jsval* argv )
{
debug_assert( argc >= 1 );
CStrW name = ToPrimitive<CStrW>( argv[0] );
if( m_auras[name] )
{
delete m_auras[name];
m_auras.erase(name);
}
initAuraData();
return JSVAL_VOID;
}
jsval_t CEntity::SetActionParams( JSContext* UNUSED(cx), uintN argc, jsval* argv )
{
debug_assert( argc == 5 );
int id = ToPrimitive<int>( argv[0] );
float minRange = ToPrimitive<int>( argv[1] );
float maxRange = ToPrimitive<int>( argv[2] );
int speed = ToPrimitive<int>( argv[3] );
CStr8 animation = ToPrimitive<CStr8>( argv[4] );
m_actions[id] = SEntityAction( id, minRange, maxRange, speed, animation );
return JSVAL_VOID;
}
bool CEntity::RequestNotification( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(4);
CEntityListener notify;
CEntity *target = ToNative<CEntity>( argv[0] );
notify.m_type = (CEntityListener::EType)ToPrimitive<int>( argv[1] );
bool tmpDestroyNotifiers = ToPrimitive<bool>( argv[2] );
entf_set_to(ENTF_DESTROY_NOTIFIERS, !ToPrimitive<bool>( argv[3] ));
if (target == this)
return false;
notify.m_sender = this;
//Clean up old requests
if ( tmpDestroyNotifiers )
DestroyAllNotifiers();
//If new request is not the same and we're destroy notifiers, reset
else if ( !(notify.m_type & m_currentRequest) && entf_get(ENTF_DESTROY_NOTIFIERS))
DestroyAllNotifiers();
m_currentRequest = notify.m_type;
m_notifiers.push_back( target );
int result = target->m_currentNotification & notify.m_type;
//If our target isn't stationary and it's doing something we want to follow, send notification
if ( result && !target->m_orderQueue.empty() )
{
CEntityOrder order = target->m_orderQueue.front();
switch( result )
{
case CEntityListener::NOTIFY_GOTO:
case CEntityListener::NOTIFY_RUN:
DispatchNotification( order, result );
break;
case CEntityListener::NOTIFY_HEAL:
case CEntityListener::NOTIFY_ATTACK:
case CEntityListener::NOTIFY_GATHER:
case CEntityListener::NOTIFY_DAMAGE:
DispatchNotification( order, result );
break;
default:
JS_ReportError( cx, "Invalid order type" );
break;
}
target->m_listeners.push_back( notify );
return true;
}
target->m_listeners.push_back( notify );
return false;
}
int CEntity::GetCurrentRequest( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return m_currentRequest;
}
bool CEntity::ForceCheckListeners( JSContext *cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(2);
int type = ToPrimitive<int>( argv[0] ); //notify code
m_currentNotification = type;
CEntity *target = ToNative<CEntity>( argv[1] );
if ( target->m_orderQueue.empty() )
return false;
CEntityOrder order = target->m_orderQueue.front();
for (size_t i=0; i<m_listeners.size(); i++)
{
int result = m_listeners[i].m_type & type;
if ( result )
{
switch( result )
{
case CEntityListener::NOTIFY_GOTO:
case CEntityListener::NOTIFY_RUN:
case CEntityListener::NOTIFY_HEAL:
case CEntityListener::NOTIFY_ATTACK:
case CEntityListener::NOTIFY_GATHER:
case CEntityListener::NOTIFY_DAMAGE:
case CEntityListener::NOTIFY_IDLE: //target should be 'this'
m_listeners[i].m_sender->DispatchNotification( order, result );
break;
default:
JS_ReportError( cx, "Invalid order type" );
break;
}
}
}
return true;
}
void CEntity::CheckListeners( int type, CEntity *target)
{
m_currentNotification = type;
debug_assert(target);
if ( target->m_orderQueue.empty() )
return;
CEntityOrder order = target->m_orderQueue.front();
for (size_t i=0; i<m_listeners.size(); i++)
{
int result = m_listeners[i].m_type & type;
if ( result )
{
switch( result )
{
case CEntityListener::NOTIFY_GOTO:
case CEntityListener::NOTIFY_RUN:
case CEntityListener::NOTIFY_HEAL:
case CEntityListener::NOTIFY_ATTACK:
case CEntityListener::NOTIFY_GATHER:
case CEntityListener::NOTIFY_DAMAGE:
m_listeners[i].m_sender->DispatchNotification( order, result );
break;
default:
debug_warn("Invalid notification: CheckListeners()");
continue;
}
}
}
}
jsval_t CEntity::DestroyAllNotifiers( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
DestroyAllNotifiers();
return JS_TRUE;
}
jsval_t CEntity::DestroyNotifier( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
DestroyNotifier( ToNative<CEntity>( argv[0] ) );
return JS_TRUE;
}
jsval_t CEntity::TriggerRun( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
entf_set(ENTF_TRIGGER_RUN);
return JSVAL_VOID;
}
jsval_t CEntity::SetRun( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
bool should_run = ToPrimitive<bool> ( argv[0] );
entf_set_to(ENTF_SHOULD_RUN, should_run);
entf_set_to(ENTF_IS_RUNNING, should_run);
return JSVAL_VOID;
}
jsval_t CEntity::GetRunState( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return BOOLEAN_TO_JSVAL( entf_get(ENTF_SHOULD_RUN) );
}
jsval_t CEntity::GetFormationPenalty( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetPenalty() );
}
jsval_t CEntity::GetFormationPenaltyBase( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetPenaltyBase() );
}
jsval_t CEntity::GetFormationPenaltyType( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetPenaltyType() );
}
jsval_t CEntity::GetFormationPenaltyVal( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetPenaltyVal() );
}
jsval_t CEntity::GetFormationBonus( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetBonus() );
}
jsval_t CEntity::GetFormationBonusBase( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetBonusBase() );
}
jsval_t CEntity::GetFormationBonusType( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetBonusType() );
}
jsval_t CEntity::GetFormationBonusVal( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( GetFormation()->GetBase()->GetBonusVal() );
}
jsval_t CEntity::RegisterDamage( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
CEntity* inflictor = ToNative<CEntity>( argv[0] );
CVector2D up(1.0f, 0.0f);
CVector2D pos = CVector2D( inflictor->m_position.X, inflictor->m_position.Z );
CVector2D posDelta = (pos - m_position).Normalize();
float angle = acosf( up.Dot(posDelta) );
//Find what section it is between and "activate" it
int sector = FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f))-1;
m_sectorValues[sector]=true;
return JS_TRUE;
}
jsval_t CEntity::RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
CEntity* idleEntity = ToNative<CEntity>( argv[0] );
CVector2D up(1.0f, 0.0f);
CVector2D pos = CVector2D( idleEntity->m_position.X, idleEntity->m_position.Z );
CVector2D posDelta = (pos - m_position).Normalize();
float angle = acosf( up.Dot(posDelta) );
//Find what section it is between and "deactivate" it
int sector = std::max(0, FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f)));
m_sectorValues[sector]=false;
return JS_TRUE;
}
jsval_t CEntity::GetAttackDirections( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
int directions=0;
for ( std::vector<bool>::iterator it=m_sectorValues.begin(); it != m_sectorValues.end(); it++ )
{
if ( *it )
++directions;
}
return ToJSVal( directions );
}
jsval_t CEntity::FindSector( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(4);
try
{
int divs = ToPrimitive<int>( argv[0] );
float angle = ToPrimitive<float>( argv[1] );
float maxAngle = ToPrimitive<float>( argv[2] );
bool negative = ToPrimitive<bool>( argv[3] );
return ToJSVal( FindSector(divs, angle, maxAngle, negative) );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid parameters for FindSector" );
return 0;
}
}
jsval_t CEntity::HasRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( entf_get(ENTF_HAS_RALLY_POINT) );
}
jsval_t CEntity::GetRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal( m_rallyPoint );
}
jsval_t CEntity::SetRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
entf_set(ENTF_HAS_RALLY_POINT);
m_rallyPoint = g_Game->GetView()->GetCamera()->GetWorldCoordinates(true);
return JS_TRUE;
}
// Called by the script when the entity is damaged, to let it retaliate
jsval_t CEntity::OnDamaged( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
CEntity* damageSource = ToNative<CEntity>( argv[0] );
m_stance->OnDamaged( damageSource );
return JSVAL_VOID;
}
jsval_t CEntity::GetVisibleEntities( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
std::vector<CEntity*> pointers;
g_EntityManager.GetInLOS( this, pointers );
std::vector<HEntity> handles( pointers.size() );
for( size_t i=0; i<pointers.size(); i++ )
handles[i] = pointers[i]->me;
return OBJECT_TO_JSVAL( EntityCollection::Create( handles ) );
}
float CEntity::GetDistance( JSContext* cx, uintN argc, jsval* argv )
{
JSU_REQUIRE_PARAMS_CPP(1);
CEntity* target = ToNative<CEntity>( argv[0] );
if( !target )
return -1.0f;
return this->Distance2D( target );
}
/*
Methods that provide an interface from C++ to JavaScript functions.
*/
int CEntity::GetAttackAction( HEntity target )
{
jsval attackFunc;
if( GetProperty( g_ScriptingHost.GetContext(), L"getAttackAction", &attackFunc ) )
{
jsval arg = ToJSVal( target );
jsval rval;
if( JS_CallFunctionValue( g_ScriptingHost.GetContext(), GetScript(), attackFunc, 1, &arg, &rval ) == JS_TRUE )
{
return ToPrimitive<int>( rval );
}
}
// Default return value is an invalid action ID
return 0;
}
jsval_t CEntity::FlattenTerrain( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
float xDiff, yDiff;
CVector3D pos = m_position;
CVector2D pos2D(m_position.X, m_position.Z);
if ( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE )
xDiff = yDiff = m_bounds->m_radius;
else
{
CBoundingBox* box = static_cast<CBoundingBox*>( m_bounds );
xDiff = box->m_w;
yDiff = box->m_d;
}
//If we ever need to take rotated bounding boxes into account...
//CVector2D points[4] = { CVector2D(xDiff, yDiff), CVector2D(-xDiff, -yDiff),
//CVector2D(-xDiff, yDiff), CVector2D(xDiff, yDiff) };
//CVector3D circle = points[0].FindCircumCircle(points[1], points[2]);
//float cos = cosf(m_graphics_orientation.Y), sin = sinf(m_graphics_orientation.Y);
//for ( size_t i = 0; i<4; ++i )
//{
// points[i].x *= cos*circle.Z;
// points[i].y *= sin*circle.Z;
//}
g_Game->GetWorld()->GetTerrain()->FlattenArea(pos.X-xDiff, pos.X+xDiff, pos.Z-yDiff, pos.Z+yDiff);
SnapToGround();
return JS_TRUE;
}