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forked from 0ad/0ad
0ad/source/ps/Interact.cpp
Matei 2261231ffa # Housekeeping.
Jan and I implemented a number of changes:

- Converted SClassSet to vector.
- Refactored get/set ClassSet from string into methods in CClassSet.
- Turned pass-by-value string params in getCollisionObject, CEntity
constructor and CEntityManager into pointers.
- Simplified processChooseMovement.
- Merged CalculateRun and CalculateHealth into a single, simpler
CalculateRegen + helper functions.
- Changed the way regen works so the rates read in the XML act as rates
(before, they were the number of seconds until the entity will be fully
regenned, which is a bit counterintuitive).

This was SVN commit r4167.
2006-07-24 01:33:26 +00:00

1501 lines
37 KiB
C++

#include "precompiled.h"
#include "Interact.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "graphics/GameView.h"
#include "graphics/HFTracer.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "gui/CGUI.h"
#include "gui/MiniMap.h"
#include "lib/input.h"
#include "lib/res/graphics/unifont.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/Globals.h"
#include "ps/Network/NetMessage.h"
#include "ps/Player.h"
#include "ps/VFSUtil.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "scripting/GameEvents.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/BoundingObjects.h"
#include "simulation/Collision.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityManager.h"
#include "simulation/FormationManager.h"
#include "simulation/Simulation.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "world"
extern CConsole* g_Console;
extern CStr g_CursorName;
extern float g_xres, g_yres;
static const double SELECT_DBLCLICK_RATE = 0.5;
const int ORDER_DELAY = 5;
bool customSelectionMode=false;
void CSelectedEntities::addSelection( HEntity entity )
{
m_group = -1;
debug_assert( !isSelected( entity ) );
m_selected.push_back( entity );
entity->m_selected = true;
m_selectionChanged = true;
}
void CSelectedEntities::removeSelection( HEntity entity )
{
m_group = -1;
debug_assert( isSelected( entity ) );
entity->m_selected = false;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
{
m_selected.erase( it );
m_selectionChanged = true;
break;
}
}
}
void CSelectedEntities::renderSelectionOutlines()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderSelectionOutline();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderSelectionOutline( 0.5f );
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderBars();
/*if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderBars();
glDisable( GL_BLEND );
}*/
}
void CSelectedEntities::renderHealthBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderHealthBar();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderHealthBar();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderStaminaBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderStaminaBar();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderStaminaBar();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderBarBorders()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderBarBorders();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderBarBorders();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderRanks()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderRank();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderRank();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderOverlays()
{
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
CCamera *pCamera=g_Game->GetView()->GetCamera();
glPushMatrix();
glEnable( GL_TEXTURE_2D );
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it)->m_grouped != -1 )
{
if( !(*it)->m_bounds ) continue;
glLoadIdentity();
float x, y;
CVector3D labelpos = (*it)->m_graphics_position - pCamera->m_Orientation.GetLeft() * (*it)->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) (*it)->m_grouped );
}
}
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
{
if( !(*it)->m_bounds ) continue;
glLoadIdentity();
float x, y;
CVector3D labelpos = (*it)->m_graphics_position - pCamera->m_Orientation.GetLeft() * (*it)->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, 0.5f );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) (*it)->m_grouped );
}
glDisable( GL_BLEND );
}
/*
glLoadIdentity();
glTranslatef( (float)( g_mouse_x + 16 ), (float)( g_Renderer.GetHeight() - g_mouse_y - 8 ), 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glColor4f( 1.0f, 1.0f, 1.0f, 0.5f );
switch( m_contextOrder )
{
case CEntityOrder::ORDER_GOTO:
glwprintf( L"Go to" );
break;
case CEntityOrder::ORDER_PATROL:
glwprintf( L"Patrol to" );
break;
case CEntityOrder::ORDER_ATTACK_MELEE:
glwprintf( L"Attack" );
break;
case CEntityOrder::ORDER_GATHER:
glwprintf( L"Gather" );
break;
}
*/
glDisable( GL_TEXTURE_2D );
glPopMatrix();
}
void CSelectedEntities::renderRallyPoints()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderRallyPoint();
if( m_group_highlight != -1 )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderRallyPoint();
}
glDisable( GL_BLEND );
}
void CSelectedEntities::setSelection( HEntity entity )
{
m_group = -1;
clearSelection();
m_selected.push_back( entity );
}
void CSelectedEntities::clearSelection()
{
m_group = -1;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = false;
m_selected.clear();
m_selectionChanged = true;
}
void CSelectedEntities::removeAll( HEntity entity )
{
// Remove a reference to an entity from everywhere
// (for use when said entity is being destroyed)
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
{
m_selected.erase( it );
m_selectionChanged = true;
break;
}
}
for( u8 group = 0; group < MAX_GROUPS; group++ )
{
for( it = m_groups[group].begin(); it < m_groups[group].end(); it++ )
{
if( (*it) == entity )
{
m_groups[group].erase( it );
m_selectionChanged = true;
break;
}
}
}
}
CVector3D CSelectedEntities::getSelectionPosition()
{
CVector3D avg;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
avg += (*it)->m_graphics_position;
return( avg * ( 1.0f / m_selected.size() ) );
}
void CSelectedEntities::saveGroup( i8 groupid )
{
std::vector<HEntity>::iterator it;
// Clear all entities in the group...
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
(*it)->m_grouped = -1;
m_groups[groupid].clear();
// Remove selected entities from each group they're in, and flag them as
// members of the new group
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it)->m_grouped != -1 )
{
std::vector<HEntity>& group = m_groups[(*it)->m_grouped];
std::vector<HEntity>::iterator it2;
for( it2 = group.begin(); it2 < group.end(); it2++ )
{
if( (*it2) == &(**it) )
{
group.erase( it2 );
break;
}
}
}
(*it)->m_grouped = groupid;
}
// Copy the group across
m_groups[groupid] = m_selected;
// Set the group selection memory
m_group = groupid;
}
void CSelectedEntities::addToGroup( i8 groupid, HEntity entity )
{
std::vector<HEntity>::iterator it;
// Remove selected entities from each group they're in, and flag them as
// members of the new group
if( entity->m_grouped != -1 )
{
std::vector<HEntity>& group = m_groups[(*it)->m_grouped];
std::vector<HEntity>::iterator it2;
for( it2 = group.begin(); it2 < group.end(); it2++ )
{
if( (*it2) == entity )
{
group.erase( it2 );
break;
}
}
}
entity->m_grouped = groupid;
m_groups[groupid].push_back( entity );
}
void CSelectedEntities::loadGroup( i8 groupid )
{
if( m_group == groupid )
return;
if( groupid >= MAX_GROUPS )
{
debug_warn( "Invalid group id" );
return;
}
clearSelection();
m_selected = m_groups[groupid];
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = true;
m_group = groupid;
m_selectionChanged = true;
}
void CSelectedEntities::addGroup( i8 groupid )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
{
if( !isSelected( *it ) )
addSelection( *it );
}
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = true;
}
void CSelectedEntities::changeGroup( HEntity entity, i8 groupid )
{
// Remove from current group
i32 current = entity->m_grouped;
if( current != -1 )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[current].begin(); it < m_groups[current].end(); it++ )
{
if( (*it) == entity )
{
m_groups[current].erase( it );
break;
}
}
}
if( groupid != -1 )
m_groups[groupid].push_back( entity );
entity->m_grouped = groupid;
}
bool CSelectedEntities::isSelected( HEntity entity )
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
return( true );
}
return( false );
}
void CSelectedEntities::highlightGroup( i8 groupid )
{
if( m_group_highlight != -1 )
return;
if( !getGroupCount( groupid ) )
return;
m_group_highlight = groupid;
g_Game->GetView()->PushCameraTarget( getGroupPosition( groupid ) );
}
void CSelectedEntities::highlightNone()
{
if( m_group_highlight != -1 )
g_Game->GetView()->PopCameraTarget();
m_group_highlight = -1;
}
int CSelectedEntities::getGroupCount( i8 groupid )
{
return( (int)m_groups[groupid].size() );
}
CVector3D CSelectedEntities::getGroupPosition( i8 groupid )
{
CVector3D avg;
std::vector<HEntity>::iterator it;
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
avg += (*it)->m_graphics_position;
return( avg * ( 1.0f / m_groups[groupid].size() ) );
}
void CSelectedEntities::update()
{
static std::vector<HEntity> lastSelection;
// Drop out immediately if we're in some special interaction mode
if (customSelectionMode)
return;
if( !( m_selected == lastSelection ) )
{
g_JSGameEvents.FireSelectionChanged( m_selectionChanged );
lastSelection = m_selected;
}
if( m_selectionChanged || g_Mouseover.m_targetChanged )
{
// Can't order anything off the map
if( !g_Game->GetWorld()->GetTerrain()->isOnMap( g_Mouseover.m_worldposition ) )
{
m_defaultCommand = -1;
m_secondaryCommand = -1;
return;
}
// Quick count to see which is the modal default order.
const int numCommands=NMT_COMMAND_LAST - NMT_COMMAND_FIRST;
int defaultPoll[numCommands];
std::map<CStrW, int, CStrW_hash_compare> defaultCursor[numCommands];
std::map<int, int> defaultAction[numCommands];
int secondaryPoll[numCommands];
std::map<CStrW, int, CStrW_hash_compare> secondaryCursor[numCommands];
std::map<int, int> secondaryAction[numCommands];
int t, vote, secvote;
for( t = 0; t < numCommands; t++ )
{
defaultPoll[t] = 0;
secondaryPoll[t] = 0;
}
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
CEventTargetChanged evt( g_Mouseover.m_target );
(*it)->DispatchEvent( &evt );
vote = evt.m_defaultOrder - NMT_COMMAND_FIRST;
secvote = evt.m_secondaryOrder - NMT_COMMAND_FIRST;
if( ( vote >= 0 ) && ( vote < numCommands ) )
{
defaultPoll[vote]++;
defaultCursor[vote][evt.m_defaultCursor]++;
defaultAction[vote][evt.m_defaultAction]++;
}
if( ( secvote >= 0 ) && ( secvote < numCommands ) )
{
secondaryPoll[secvote]++;
secondaryCursor[secvote][evt.m_secondaryCursor]++;
secondaryAction[secvote][evt.m_secondaryAction]++;
}
}
vote = -1;
secvote = -1;
for( t = 0; t < numCommands; t++ )
{
if( ( vote == -1 ) || ( defaultPoll[t] > defaultPoll[vote] ) )
vote = t;
if( ( secvote == -1 ) || ( secondaryPoll[t] > secondaryPoll[secvote] ) )
secvote = t;
}
std::map<CStrW, int, CStrW_hash_compare>::iterator itv;
std::map<int, int>::iterator iti;
m_defaultCommand = vote + NMT_COMMAND_FIRST;
m_secondaryCommand = secvote + NMT_COMMAND_FIRST;
// Now find the most appropriate cursor
t = 0;
for( itv = defaultCursor[vote].begin(); itv != defaultCursor[vote].end(); itv++ )
{
if( itv->second > t )
{
t = itv->second;
g_CursorName = itv->first;
}
}
/*
TODO: provide secondary cursor name?
t = 0;
for( itv = secondaryCursor[secvote].begin(); itv != secondaryCursor[secvote].end(); itv++ )
{
if( itv->second > t )
{
t = itv->second;
g_CursorName = itv->first;
}
}*/
// Find the most appropriate action parameter too
t = 0;
for( iti = defaultAction[vote].begin(); iti != defaultAction[vote].end(); iti++ )
{
if( iti->second > t )
{
t = iti->second;
m_defaultAction = iti->first;
}
}
t = 0;
for( iti = secondaryAction[secvote].begin(); iti != secondaryAction[secvote].end(); iti++ )
{
if( iti->second > t )
{
t = iti->second;
m_secondaryAction = iti->first;
}
}
m_selectionChanged = false;
g_Mouseover.m_targetChanged = false;
}
if( ( m_group_highlight != -1 ) && getGroupCount( m_group_highlight ) )
g_Game->GetView()->SetCameraTarget( getGroupPosition( m_group_highlight ) );
}
void CMouseoverEntities::update( float timestep )
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
//CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
CVector3D origin, dir;
pCamera->BuildCameraRay( origin, dir );
CUnit* hit = g_UnitMan.PickUnit( origin, dir );
m_worldposition = pCamera->GetWorldCoordinates();
if( hit && hit->GetEntity() && hit->GetEntity()->m_extant )
{
m_target = hit->GetEntity()->me;
}
else
m_target = HEntity();
if( m_target != m_lastTarget )
{
m_targetChanged = true;
m_lastTarget = m_target;
}
if( m_viewall )
{
// 'O' key. Show selection outlines for all player units on screen
// (as if bandboxing them all).
// These aren't selectable; clicking when 'O' is pressed won't select
// all units on screen.
m_mouseover.clear();
std::vector<HEntity>* onscreen = g_EntityManager.matches( isOnScreen );
std::vector<HEntity>::iterator it;
for( it = onscreen->begin(); it < onscreen->end(); it++ )
if( (*it)->m_extant && ( (*it)->GetPlayer() == g_Game->GetLocalPlayer() ) )
m_mouseover.push_back( SMouseoverFader( *it, m_fademaximum, false ) );
delete( onscreen );
}
else if( m_bandbox )
{
m_x2 = g_mouse_x;
m_y2 = g_mouse_y;
// Here's the fun bit:
// Get the screen-space coordinates of all onscreen entities
// then find the ones falling within the box.
//
// Fade in the ones in the box at (in+out) speed, then fade everything
// out at (out) speed.
std::vector<HEntity>* onscreen = g_EntityManager.matches( isOnScreen );
std::vector<HEntity>::iterator it;
// Reset active flags on everything...
std::vector<SMouseoverFader>::iterator it2;
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); it2++ )
it2->isActive = false;
for( it = onscreen->begin(); it < onscreen->end(); it++ )
{
if( !(*it)->m_extant )
continue;
// Can only bandbox units the local player controls.
if( (*it)->GetPlayer() != g_Game->GetLocalPlayer() )
continue;
CVector3D worldspace = (*it)->m_graphics_position;
float x, y;
pCamera->GetScreenCoordinates( worldspace, x, y );
bool inBox;
if( m_x1 < m_x2 )
{
inBox = ( x >= m_x1 ) && ( x < m_x2 );
}
else
{
inBox = ( x >= m_x2 ) && ( x < m_x1 );
}
if( m_y1 < m_y2 )
{
inBox &= ( y >= m_y1 ) && ( y < m_y2 );
}
else
{
inBox &= ( y >= m_y2 ) && ( y < m_y1 );
}
if( inBox )
{
bool found = false;
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); it2++ )
if( it2->entity == &(**it) )
{
found = true;
it2->fade += ( m_fadeinrate + m_fadeoutrate ) * timestep;
it2->isActive = true;
}
if( !found )
m_mouseover.push_back( SMouseoverFader( *it, ( m_fadeinrate + m_fadeoutrate ) * timestep ) );
}
}
delete( onscreen );
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); )
{
it2->fade -= m_fadeoutrate * timestep;
if( it2->fade > m_fademaximum ) it2->fade = m_fademaximum;
if( it2->fade < 0.0f )
{
it2 = m_mouseover.erase( it2 );
}
else
it2++;
}
}
else
{
std::vector<SMouseoverFader>::iterator it;
bool found = false;
for( it = m_mouseover.begin(); it < m_mouseover.end(); )
{
if( it->entity == m_target )
{
found = true;
it->fade += m_fadeinrate * timestep;
if( it->fade > m_fademaximum ) it->fade = m_fademaximum;
it->isActive = true;
it++; continue;
}
else
{
it->fade -= m_fadeoutrate * timestep;
if( it->fade <= 0.0f )
{
it = m_mouseover.erase( it ); continue;
}
it++; continue;
}
}
if( !found && (bool)m_target )
{
float initial = m_fadeinrate * timestep;
if( initial > m_fademaximum ) initial = m_fademaximum;
m_mouseover.push_back( SMouseoverFader( m_target, initial ) );
}
}
}
void CMouseoverEntities::addSelection()
{
// Rules for shift-click selection:
// If selecting a non-allied unit, you can only select one. You can't
// select a mix of allied and non-allied units. Therefore:
// Forbid shift-click of enemy units unless the selection is empty
// Forbid shift-click of allied units if the selection contains one
// or more enemy units.
if( ( m_mouseover.size() != 0 ) &&
( m_mouseover.front().entity->GetPlayer() != g_Game->GetLocalPlayer() ) &&
( g_Selection.m_selected.size() != 0 ) )
return;
if( ( g_Selection.m_selected.size() != 0 ) &&
( g_Selection.m_selected.front()->GetPlayer() != g_Game->GetLocalPlayer() ) )
return;
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
if( it->isActive && !g_Selection.isSelected( it->entity ) )
g_Selection.addSelection( it->entity );
}
void CMouseoverEntities::removeSelection()
{
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
if( it->isActive && g_Selection.isSelected( it->entity ) )
g_Selection.removeSelection( it->entity );
}
void CMouseoverEntities::setSelection()
{
g_Selection.clearSelection();
addSelection();
}
void CMouseoverEntities::expandAcrossScreen()
{
std::vector<HEntity>* activeset = g_EntityManager.matches(
CEntityManager::EntityPredicateLogicalAnd<isMouseoverType,isOnScreen> );
m_mouseover.clear();
std::vector<HEntity>::iterator it;
for( it = activeset->begin(); it < activeset->end(); it++ )
if( (*it)->m_extant )
m_mouseover.push_back( SMouseoverFader( *it ) );
delete( activeset );
}
void CMouseoverEntities::expandAcrossWorld()
{
std::vector<HEntity>* activeset = g_EntityManager.matches( isMouseoverType );
m_mouseover.clear();
std::vector<HEntity>::iterator it;
for( it = activeset->begin(); it < activeset->end(); it++ )
if( (*it)->m_extant )
m_mouseover.push_back( SMouseoverFader( *it ) );
delete( activeset );
}
void CMouseoverEntities::renderSelectionOutlines()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderSelectionOutline( it->fade );
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderBars()
{
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderBars();
}
void CMouseoverEntities::renderHealthBars()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderHealthBar();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderStaminaBars()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderStaminaBar();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderRanks()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderRank();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderBarBorders()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderBarBorders();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderRallyPoints()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderRallyPoint();
glDisable( GL_BLEND );
}
// Helper function for CSelectedEntities::loadUnitUITextures
static void LoadUnitUIThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
{
std::map<CStr, Handle>* textures = (std::map<CStr, Handle>*) context;
CStr name(path);
if ( !tex_is_known_extension(path) )
return;
Handle tmp = ogl_tex_load(path);
if (tmp <= 0)
{
LOG(ERROR, LOG_CATEGORY, "Rank Textures", "loadRankTextures failed on \"%s\"", path);
return;
}
name.Remove("art/textures/ui/session/icons/"); //Names are relative to this directory
(*textures)[name] = tmp;
ogl_tex_upload(tmp);
}
int CSelectedEntities::loadUnitUITextures()
{
THROW_ERR( vfs_dir_enum( "art/textures/ui/session/icons/", VFS_DIR_RECURSIVE,
NULL, LoadUnitUIThunk, &m_unitUITextures ) );
return 0;
}
void CSelectedEntities::destroyUnitUITextures()
{
for ( std::map<CStr, Handle>::iterator it=m_unitUITextures.begin(); it != m_unitUITextures.end(); it++ )
{
ogl_tex_free(it->second);
it->second = 0;
}
}
void CMouseoverEntities::renderOverlays()
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
glLoadIdentity();
glDisable( GL_TEXTURE_2D );
if( m_bandbox )
{
//glPushMatrix();
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_LINE_LOOP );
glVertex2i( m_x1, g_Renderer.GetHeight() - m_y1 );
glVertex2i( m_x2, g_Renderer.GetHeight() - m_y1 );
glVertex2i( m_x2, g_Renderer.GetHeight() - m_y2 );
glVertex2i( m_x1, g_Renderer.GetHeight() - m_y2 );
glEnd();
//glPopMatrix();
}
glEnable( GL_TEXTURE_2D );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
{
if( it->entity->m_grouped != -1 )
{
if( !it->entity->m_bounds ) continue;
glPushMatrix();
glEnable( GL_TEXTURE_2D );
glLoadIdentity();
float x, y;
CVector3D labelpos = it->entity->m_graphics_position - pCamera->m_Orientation.GetLeft() * it->entity->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, it->fade );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) it->entity->m_grouped );
glDisable( GL_TEXTURE_2D );
glPopMatrix();
}
}
}
void CMouseoverEntities::startBandbox( u16 x, u16 y )
{
m_bandbox = true;
m_x1 = x; m_y1 = y;
}
void CMouseoverEntities::stopBandbox()
{
m_bandbox = false;
}
void FireWorldClickEvent(uint button, int clicks)
{
//debug_printf("FireWorldClickEvent: button %d, clicks %d\n", button, clicks);
//If we're clicking on the minimap, use its world click handler
if ( g_Selection.m_mouseOverMM )
return;
g_JSGameEvents.FireWorldClick(
button,
clicks,
g_Selection.m_defaultCommand,
g_Selection.m_defaultAction,
g_Selection.m_secondaryCommand, // FIXME Secondary order, depends entity scripts etc
g_Selection.m_secondaryAction, // FIXME Secondary action, depends entity scripts etc
g_Mouseover.m_target,
(uint)g_Mouseover.m_worldposition.x,
(uint)g_Mouseover.m_worldposition.y);
//Reset duplication flag- after this, it isn't the same order
std::vector<HEntity>::iterator it=g_Selection.m_selected.begin();
for ( ; it != g_Selection.m_selected.end(); it++ )
{
if ( (*it)->m_formation >= 0)
(*it)->GetFormation()->SetDuplication(false);
}
}
void MouseButtonUpHandler(const SDL_Event *ev, int clicks)
{
FireWorldClickEvent(ev->button.button, clicks);
switch( ev->button.button )
{
case SDL_BUTTON_LEFT:
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.mouseReleased();
break;
}
if (customSelectionMode)
break;
if( g_Mouseover.m_viewall )
break;
if( clicks == 2 )
{
// Double click
g_Mouseover.expandAcrossScreen();
}
else if( clicks == 3 )
{
// Triple click
g_Mouseover.expandAcrossWorld();
}
g_Mouseover.stopBandbox();
if( hotkeys[HOTKEY_SELECTION_ADD] )
{
g_Mouseover.addSelection();
}
else if( hotkeys[HOTKEY_SELECTION_REMOVE] )
{
g_Mouseover.removeSelection();
}
else
g_Mouseover.setSelection();
break;
case SDL_BUTTON_RIGHT:
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.deactivate();
break;
}
}
}
InReaction interactInputHandler( const SDL_Event* ev )
{
if (!g_app_has_focus || !g_Game)
return IN_PASS;
CGameView *pView=g_Game->GetView();
//CCamera *pCamera=pView->GetCamera();
//CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
// One entry for each mouse button
// note: to store these in an array, we make assumptions as to the
// SDL_BUTTON_* values; these are verified at compile time.
cassert(SDL_BUTTON_LEFT == 1 && SDL_BUTTON_MIDDLE == 2 && SDL_BUTTON_RIGHT == 3 && \
SDL_BUTTON_WHEELUP == 4 && SDL_BUTTON_WHEELDOWN == 5);
const uint SDL_BUTTON_INDEX_COUNT = 6;
static double lastclicktime[SDL_BUTTON_INDEX_COUNT];
static HEntity lastclickobject[SDL_BUTTON_INDEX_COUNT];
static u8 clicks[SDL_BUTTON_INDEX_COUNT];
ONCE(
for (int i=0;i<SDL_BUTTON_INDEX_COUNT;i++)
{
lastclicktime[i] = 0.0f;
clicks[i] = 0;
});
// These refer to the left mouse button
static u16 button_down_x, button_down_y;
static double button_down_time;
static bool button_down = false;
static bool right_button_down = false;
if (customSelectionMode && ev->type != SDL_MOUSEBUTTONUP)
return IN_PASS;
switch( ev->type )
{
case SDL_HOTKEYDOWN:
switch( ev->user.code )
{
case HOTKEY_HIGHLIGHTALL:
g_Mouseover.m_viewall = true;
break;
case HOTKEY_SELECTION_SNAP:
if( g_Selection.m_selected.size() )
pView->SetCameraTarget( g_Selection.getSelectionPosition() );
break;
case HOTKEY_CAMERA_UNIT_VIEW:
{
if ( pView->IsAttached() )
break; //Should only exit unit view through unit view hotkey
if ( pView->IsUnitView() )
{
//If already in unit view, exit it
pView->ToUnitView( NULL, NULL );
break;
}
if ( g_Selection.m_selected.empty() )
break;
std::vector<CModel::Prop>& Props = g_Selection.m_selected.front()->m_actor->GetModel()->GetProps();
for (size_t x=0; x<Props.size(); x++)
{
if( Props[x].m_Point->m_Name == "head" )
{
pView->ToUnitView( g_Selection.m_selected.front(), Props[x].m_Model);
break;
}
}
break;
}
case HOTKEY_CAMERA_UNIT_ATTACH:
{
if ( pView->IsUnitView() )
break; //Should only exit unit view through unit view hotkey
if ( pView->IsAttached() )
{
//If already in unit view, exit it
pView->AttachToUnit( NULL );
break;
}
if ( g_Selection.m_selected.empty() )
break;
pView->AttachToUnit( g_Selection.m_selected.front() );
break;
}
default:
if( ( ev->user.code >= HOTKEY_SELECTION_GROUP_0 ) && ( ev->user.code <= HOTKEY_SELECTION_GROUP_19 ) )
{
// The above test limits it to 20 groups, so don't worry about overflowing
i8 id = (i8)( ev->user.code - HOTKEY_SELECTION_GROUP_0 );
if( hotkeys[HOTKEY_SELECTION_GROUP_ADD] )
{
g_Selection.addGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SAVE] )
{
g_Selection.saveGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SNAP] )
{
g_Selection.highlightGroup( id );
}
else
{
if( ( g_Selection.m_group == id ) && g_Selection.getGroupCount( id ) )
{
pView->SetCameraTarget( g_Selection.getGroupPosition( id ) );
}
else
g_Selection.loadGroup( id );
}
return( IN_HANDLED );
}
return( IN_PASS );
}
return( IN_HANDLED );
case SDL_HOTKEYUP:
switch( ev->user.code )
{
case HOTKEY_SELECTION_GROUP_SNAP:
if( g_Selection.m_group_highlight != -1 )
g_Selection.highlightNone();
break;
case HOTKEY_HIGHLIGHTALL:
g_Mouseover.m_viewall = false;
break;
default:
return( IN_PASS );
}
return( IN_HANDLED );
case SDL_MOUSEBUTTONUP:
{
int button = ev->button.button;
// Only process buttons within the range for which we have button state
// arrays above.
if (button >= 0 && button < SDL_BUTTON_INDEX_COUNT)
{
double time = get_time();
// Reset clicks counter if too slow or if the cursor's
// hovering over something else now.
if( time - lastclicktime[button] >= SELECT_DBLCLICK_RATE )
clicks[button] = 0;
if( g_Mouseover.m_target != lastclickobject[button] )
clicks[button] = 0;
clicks[button]++;
lastclicktime[button] = time;
lastclickobject[button] = g_Mouseover.m_target;
if(ev->button.button == SDL_BUTTON_LEFT )
button_down = false;
if(ev->button.button == SDL_BUTTON_RIGHT )
right_button_down = false;
MouseButtonUpHandler(ev, clicks[button]);
}
break;
}
case SDL_MOUSEBUTTONDOWN:
switch( ev->button.button )
{
case SDL_BUTTON_LEFT:
button_down = true;
button_down_x = ev->button.x;
button_down_y = ev->button.y;
button_down_time = get_time();
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.mousePressed();
}
break;
case SDL_BUTTON_RIGHT:
right_button_down = true;
}
break;
case SDL_MOUSEMOTION:
if( !g_Mouseover.isBandbox() && button_down && !g_BuildingPlacer.m_active && !right_button_down )
{
int deltax = ev->motion.x - button_down_x;
int deltay = ev->motion.y - button_down_y;
if( ABS( deltax ) > 2 || ABS( deltay ) > 2 )
g_Mouseover.startBandbox( button_down_x, button_down_y );
}
break;
}
return( IN_PASS );
}
bool isOnScreen( CEntity* ev, void* UNUSED(userdata) )
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
CFrustum frustum = pCamera->GetFrustum();
if( ev->m_actor )
return( frustum.IsBoxVisible( CVector3D(), ev->m_actor->GetModel()->GetBounds() ) );
else
// If there's no actor, just treat the entity as a point
return( frustum.IsBoxVisible( ev->m_graphics_position, CBound() ) );
}
bool isMouseoverType( CEntity* ev, void* UNUSED(userdata) )
{
std::vector<SMouseoverFader>::iterator it;
for( it = g_Mouseover.m_mouseover.begin(); it < g_Mouseover.m_mouseover.end(); it++ )
{
if( it->isActive && ( (CEntityTemplate*)it->entity->m_base == (CEntityTemplate*)ev->m_base )
&& ( it->entity->GetPlayer() == ev->GetPlayer() ) )
return( true );
}
return( false );
}
void StartCustomSelection()
{
customSelectionMode = true;
}
void ResetInteraction()
{
customSelectionMode = false;
}
bool CBuildingPlacer::activate(CStrW& templateName)
{
if(m_active)
{
return false;
}
m_templateName = templateName;
m_active = true;
m_clicked = false;
m_dragged = false;
m_angle = 0;
m_timeSinceClick = 0;
m_totalTime = 0;
m_valid = false;
m_template = g_EntityTemplateCollection.getTemplate( m_templateName );
if( !m_template )
{
deactivate();
return false;
}
// m_actor
CStr actorName ( m_template->m_actorName ); // convert CStrW->CStr8
std::set<CStrW> selections;
m_actor = g_UnitMan.CreateUnit( actorName, 0, selections );
m_actor->SetPlayerID(g_Game->GetLocalPlayer()->GetPlayerID());
// m_bounds
if( m_template->m_bound_type == CBoundingObject::BOUND_CIRCLE )
{
m_bounds = new CBoundingCircle( 0, 0, m_template->m_bound_circle );
}
else if( m_template->m_bound_type == CBoundingObject::BOUND_OABB )
{
m_bounds = new CBoundingBox( 0, 0, CVector2D(1, 0), m_template->m_bound_box );
}
return true;
}
void CBuildingPlacer::mousePressed()
{
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
if( m_template->m_socket == L"" )
clickPos = g_Camera.GetWorldCoordinates();
m_clicked = true;
}
void CBuildingPlacer::mouseReleased()
{
deactivate(); // do it first in case we fail for any reason
if( m_valid )
{
// issue a place object command accross the network
CPlaceObject *msg = new CPlaceObject();
msg->m_Entities = g_Selection.m_selected;
msg->m_Template = m_templateName;
msg->m_X = (u32) (clickPos.X * 1000);
msg->m_Y = (u32) (clickPos.Y * 1000);
msg->m_Z = (u32) (clickPos.Z * 1000);
msg->m_Angle = (u32) (m_angle * 1000);
g_Game->GetSimulation()->QueueLocalCommand(msg);
}
}
void CBuildingPlacer::deactivate()
{
m_active = false;
g_UnitMan.RemoveUnit( m_actor );
delete m_actor;
m_actor = 0;
delete m_bounds;
m_bounds = 0;
}
void CBuildingPlacer::update( float timeStep )
{
if(!m_active)
return;
m_totalTime += timeStep;
if( m_clicked && m_template->m_socket == L"" )
{
// Rotate object
m_timeSinceClick += timeStep;
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
CVector3D mousePos = g_Camera.GetWorldCoordinates();
CVector3D dif = mousePos - clickPos;
float x = dif.X, z = dif.Z;
if(x*x + z*z < 3*3) {
if(m_dragged || m_timeSinceClick > 0.2f)
{
m_angle += timeStep * PI;
}
}
else
{
m_dragged = true;
m_angle = atan2(x, z);
}
}
CVector3D pos;
if( m_clicked )
{
pos = clickPos;
}
else
{
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
pos = g_Camera.GetWorldCoordinates();
}
bool onSocket = false;
if( m_template->m_socket != L"" )
{
// If we're on a socket of our type, remember that and snap ourselves to it
m_bounds->setPosition(pos.X, pos.Z); // first, move bounds to mouse pos
CEntity* ent = getCollisionEntity( m_bounds, 0 ); // now, check what we intersect
if( ent && ent->m_classes.IsMember( m_template->m_socket ) ) // if it's a socket, snap to it
{
onSocket = true;
m_angle = atan2f( ent->m_ahead.x, ent->m_ahead.y );
pos = ent->m_position;
clickPos = ent->m_position;
}
}
// Set position and angle to the location we decided on
CMatrix3D m;
float s = sin( m_angle );
float c = cos( m_angle );
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
m_actor->GetModel()->SetTransform( m );
m_bounds->setPosition(pos.X, pos.Z);
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
{
CBoundingBox* box = (CBoundingBox*) m_bounds;
box->setOrientation( m_angle );
}
// It's valid to place the object here if the position is on the map and it's
// unobstructed by anything except possibly our socket (which we find out by
// by passing an ignoreClass to getCollisionObject); also, if we are a
// socketted object, we check that we are in fact on a socket, using onSocket.
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
m_valid = pTerrain->isOnMap( pos.X, pos.Z )
&& ( m_template->m_socket == L"" || onSocket )
&& ( getCollisionObject( m_bounds, 0, &m_template->m_socket ) == 0 );
// Flash our actor red if the position is invalid.
CColor col;
if( m_valid )
{
col = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else
{
float add = ( sin(4*PI*m_totalTime) + 1.0f ) * 0.08f;
col = CColor( 1.4f+add, 0.4f+add, 0.4f+add, 1.0f );
}
m_actor->GetModel()->SetShadingColor( col );
}