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forked from 0ad/0ad
0ad/source/simulation/FormationManager.cpp
janwas 8a52113e60 huge cleanup and conversion of most string handling (especially paths) to unicode
please note: format strings must be %hs for char* arguments and %ls for
wchar_t*

This was SVN commit r7161.
2009-11-03 21:46:35 +00:00

163 lines
4.5 KiB
C++

/* Copyright (C) 2009 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 "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(L"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(L"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 );
}