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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpMinimap.cpp

242 lines
5.9 KiB
C++

/* Copyright (C) 2013 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpMinimap.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/MessageTypes.h"
#include "ps/Overlay.h"
class CCmpMinimap : public ICmpMinimap
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_MinimapPing);
}
DEFAULT_COMPONENT_ALLOCATOR(Minimap)
// Template state:
bool m_UsePlayerColour;
u8 m_R, m_G, m_B; // static template state if m_UsePlayerColour false; dynamic state if true
// Dynamic state:
bool m_Active;
entity_pos_t m_X, m_Z; // cache the latest position for more efficient rendering; only valid when m_Active true
// Not serialized (based on renderer timing):
// TODO: eventually ping state should be serialized and tied into simulation time, but currently lag causes too many problems
double m_PingEndTime;
bool m_IsPinging;
static std::string GetSchema()
{
return
"<element name='Type'>"
"<choice>"
"<value>food</value>"
"<value>wood</value>"
"<value>stone</value>"
"<value>metal</value>"
"<value>structure</value>"
"<value>settlement</value>"
"<value>unit</value>"
"<value>support</value>"
"<value>hero</value>"
"</choice>"
"</element>"
"<optional>"
"<element name='Colour'>"
"<attribute name='r'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"<attribute name='g'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"<attribute name='b'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"</element>"
"</optional>";
}
virtual void Init(const CParamNode& paramNode)
{
m_Active = true;
m_IsPinging = false;
m_PingEndTime = 0.0;
const CParamNode& colour = paramNode.GetChild("Colour");
if (colour.IsOk())
{
m_UsePlayerColour = false;
m_R = (u8)colour.GetChild("@r").ToInt();
m_G = (u8)colour.GetChild("@g").ToInt();
m_B = (u8)colour.GetChild("@b").ToInt();
}
else
{
m_UsePlayerColour = true;
// Choose a bogus colour which will get replaced once we have an owner
m_R = 255;
m_G = 0;
m_B = 255;
}
}
virtual void Deinit()
{
}
template<typename S>
void SerializeCommon(S& serialize)
{
if (m_UsePlayerColour)
{
serialize.NumberU8_Unbounded("r", m_R);
serialize.NumberU8_Unbounded("g", m_G);
serialize.NumberU8_Unbounded("b", m_B);
}
serialize.Bool("active", m_Active);
if (m_Active)
{
serialize.NumberFixed_Unbounded("x", m_X);
serialize.NumberFixed_Unbounded("z", m_Z);
}
}
virtual void Serialize(ISerializer& serialize)
{
SerializeCommon(serialize);
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(paramNode);
SerializeCommon(deserialize);
}
virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_PositionChanged:
{
const CMessagePositionChanged& data = static_cast<const CMessagePositionChanged&> (msg);
if (data.inWorld)
{
m_Active = true;
m_X = data.x;
m_Z = data.z;
}
else
{
m_Active = false;
}
break;
}
case MT_OwnershipChanged:
{
if (!m_UsePlayerColour)
break;
const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);
// If there's no new owner (e.g. the unit is dying) then don't try updating the colour
if (msgData.to == -1)
break;
// Find the new player's colour
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
break;
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(msgData.to));
if (!cmpPlayer)
break;
CColor colour = cmpPlayer->GetColour();
m_R = (u8)(colour.r*255.0);
m_G = (u8)(colour.g*255.0);
m_B = (u8)(colour.b*255.0);
// TODO: probably should avoid using floating-point here
break;
}
case MT_MinimapPing:
{
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId());
if (!cmpOwnership || cmpOwnership->GetOwner() != (player_id_t)GetSimContext().GetCurrentDisplayedPlayer())
break;
m_Active = true;
m_IsPinging = true;
m_PingEndTime = 0.0;
break;
}
}
}
virtual bool GetRenderData(u8& r, u8& g, u8& b, entity_pos_t& x, entity_pos_t& z)
{
if (!m_Active)
return false;
r = m_R;
g = m_G;
b = m_B;
x = m_X;
z = m_Z;
return true;
}
virtual bool CheckPing(double currentTime, double pingDuration)
{
if (!m_Active || !m_IsPinging)
return false;
// We're currently pinging
if (m_PingEndTime == 0.0)
m_PingEndTime = currentTime + pingDuration;
else if (currentTime > m_PingEndTime)
{
m_IsPinging = false;
m_PingEndTime = 0;
}
return m_IsPinging;
}
};
REGISTER_COMPONENT_TYPE(Minimap)