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0ad/source/simulation/Entity.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

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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/>.
*/
// Entity.h
//
// Entity class.
//
// Usage: Do not attempt to instantiate this class directly. (See EntityManager.h)
// Most of the members are trivially obvious; some highlights are:
//
// HEntity me: is a reference to this entity. See EntityHandles.h
//
// Destroying entities: An entity is destroyed when all references to it expire.
// It is somewhat unfunny if this happens while a method from this
// class is still executing. If you need to kill an entity,
// use CEntity::Kill(). If Kill() releases the final handle,
// the entity is placed in the reaper queue and is deleted immediately
// prior to its next update cycle.
//
// CUnit* m_actor: is the visible representation of this entity.
//
// SnapToGround(): Called every frame, this will ensure the entity never takes flight.
// UpdateActorTransforms(): Must be called every time the position of this entity changes.
// Also remember to update the collision object if you alter the position directly.
//
#ifndef INCLUDED_ENTITY
#define INCLUDED_ENTITY
#include <deque>
#include "scripting/ScriptableComplex.h"
#include "ps/Vector2D.h"
#include "maths/Vector3D.h"
#include "EntityOrders.h"
#include "EntityHandles.h"
#include "ScriptObject.h"
#include "EntitySupport.h"
#include "scripting/DOMEvent.h"
#include "scripting/ScriptCustomTypes.h"
#include "ps/scripting/JSCollection.h"
class CAura;
class CEntityTemplate;
class CBoundingObject;
class CPlayer;
class CProductionQueue;
class CSkeletonAnim;
class CUnit;
class CTerritory;
class CEntityFormation;
class CStance;
//
enum EntityFlags
{
// If this unit has been removed from the gameworld but has still
// has references.
ENTF_DESTROYED = 0x0001,
// State transition in the FSM (animations should be reset)
ENTF_TRANSITION = 0x0002,
ENTF_HAS_RALLY_POINT = 0x0004,
ENTF_HEALTH_DECAY = 0x0008,
// if set, we destroy them; otherwise, the script does.
ENTF_DESTROY_NOTIFIERS = 0x0010,
// is it actually running
ENTF_IS_RUNNING = 0x0020,
// if run was issued, it will remain true until it is stopped
ENTF_SHOULD_RUN = 0x0040,
// used in SetRun, corrects 1 frame stamina imbalance
ENTF_TRIGGER_RUN = 0x0080
};
// TODO MT: Put this is /some/ sort of order...
class CEntity : public CJSComplex<CEntity>, public IEventTarget
{
NONCOPYABLE(CEntity);
friend class CEntityManager;
friend class CUnit;
typedef STL_HASH_MAP<CStrW, CAura*, CStrW_hash_compare> AuraTable;
typedef STL_HASH_MAP<int, SEntityAction> ActionTable;
typedef std::set<CAura*> AuraSet;
public:
// Intrinsic properties
CEntityTemplate* m_base;
// The class types this entity has
CClassSet m_classes;
// Production queue
CProductionQueue* m_productionQueue;
// Unit AI stance
CStance* m_stance;
// Movement properties
float m_speed;
float m_turningRadius;
float m_runSpeed;
float m_runRegenRate;
float m_runDecayRate;
float m_maxActorPitch;
float m_minActorPitch;
float m_healthRegenRate;
float m_healthRegenStart;
float m_healthDecayRate;
float m_runMaxRange;
float m_runMinRange;
ActionTable m_actions;
bool m_selected;
ssize_t m_grouped; // group index or -1 if not grouped
ssize_t m_formation; // Index of which formation we're in or -1
ssize_t m_formationSlot; // The slot of the above formation
int ent_flags;
bool entf_get(int desired_flag) const { return (ent_flags & desired_flag) != 0; }
void entf_set(int desired_flag) { ent_flags |= desired_flag; }
void entf_clear(int desired_flag) { ent_flags &= ~desired_flag; }
void entf_set_to(int desired_flag, bool value)
{
ent_flags &= ~desired_flag;
const int mask = value? ~0u : 0;
ent_flags |= desired_flag & mask;
}
// If this unit is still active in the gameworld - i.e. not a corpse.
bool m_extant;
// If this is false, the unit will not be drawn and cannot be interacted with using the mouse.
bool m_visible;
int m_frameCheck; //counts the frame
double m_lastCombatTime;
double m_lastRunTime;
// Building to convert to if this is a foundation, or "" otherwise
CStrW m_building;
//SP properties
float m_staminaCurr;
float m_staminaMax;
// HP properties
float m_healthCurr;
float m_healthMax;
// Rank properties
CStr m_rankName;
// Stance name
CStr m_stanceName;
// LOS distance/range
ssize_t m_los;
// If the object is a territory centre, this points to its territory
CTerritory* m_associatedTerritory;
// Territorial limit
CStrW m_buildingLimitCategory;
// Auras
AuraTable m_auras;
AuraSet m_aurasInfluencingMe;
//-- Interpolated property
CVector3D m_position;
CVector3D m_position_previous;
CVector3D m_graphics_position;
CBoundingObject* m_bounds;
float m_targetorientation;
CVector2D m_ahead;
//-- Interpolated property
CVector3D m_orientation;
CVector3D m_orientation_smoothed; // used for slow graphical-only rotation - tends towards m_orientation
CVector3D m_orientation_previous; // previous smoothed value
CVector3D m_graphics_orientation;
CVector2D m_orientation_unclamped;
CVector2D m_rallyPoint; // valid iff ENT_HAS_RALLY_POINT
// If the actor's current transform data is valid (i.e. the entity hasn't
// moved since it was last calculated, and the terrain hasn't been changed).
bool m_actor_transform_valid;
// Our current collision patch in CEntityManager
std::vector<CEntity*>* m_collisionPatch;
//-- Scripts
// Get script execution contexts - always run in the context of the entity that fired it.
JSObject* GetScriptExecContext( IEventTarget* target ) { return( ((CEntity*)target)->GetScript() ); }
CScriptObject m_EventHandlers[EVENT_LAST];
CUnit* m_actor;
std::set<CStr8> m_actorSelections;
int m_lastState; // used in animation FSM
// Position in the current state's cycle
static const int NOT_IN_CYCLE = -1;
int m_fsm_cyclepos; // -cycle_length....cycle_length
CEntityOrders m_orderQueue;
std::deque<CEntityListener> m_listeners;
std::vector<CEntity*> m_notifiers;
int m_currentNotification; //Current order in the form of a notification code
int m_currentRequest; //Notification we our notifiers are sending
std::vector<bool> m_sectorValues;
//Slight optimization for aura rendering
std::vector< std::vector<CVector2D> > m_unsnappedPoints;
//Kai: add id to identify the entity in the polygon soup
// needed for update/remove entities in the triangulation.
int m_dcdtId;
void removeObstacle();
private:
CEntity( CEntityTemplate* base, CVector3D position, float orientation, const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
// (returns EGotoSituation, but we don't want to expose that)
int ProcessGotoHelper( CEntityOrder* current, int timestep_millis, HEntity& collide, float& timeLeft );
bool ProcessContactAction( CEntityOrder* current, int timestep_millis, bool repath_if_needed );
bool ProcessContactActionNoPathing( CEntityOrder* current, int timestep_millis );
bool ProcessProduce( CEntityOrder* order );
bool ProcessGotoNoPathing( CEntityOrder* current, int timestep_millis );
bool ProcessGotoNoPathingContact( CEntityOrder* current, int timestep_millis );
bool ProcessGoto( CEntityOrder* current, int timestep_millis );
bool ProcessGotoWaypoint( CEntityOrder* current, int timestep_millis, bool contact );
bool ProcessPatrol( CEntityOrder* current, int timestep_millis );
float ChooseMovementSpeed( float distance );
bool ShouldRun( float distance ); // Given our distance to a target, can we be running?
void UpdateOrders( int timestep_millis );
public:
~CEntity();
// Handle-to-self.
HEntity me;
// Updates gameplay information for the specified timestep
void Update( int timestep_millis );
// Updates graphical information for a point between the last and current
// simulation frame; should be 0 <= relativeoffset <= 1 (else it'll be
// clamped)
void Interpolate( float relativeoffset );
// Forces update of actor information during next call to 'interpolate'.
// (Necessary when terrain might move underneath the actor.)
void InvalidateActor();
// Updates auras
void UpdateAuras( int timestep_millis );
// Exit auras we're currently in (useful for example when we change state)
void ExitAuras();
// Removes entity from the gameworld and deallocates it, but not necessarily immediately.
// The keepActor parameter specifies whether to remove the unit's actor immediately (for
// units we want removed immediately, e.g. in Alkas) or to keep it and play the death
// animation (for units that die of "natural causes").
void Kill(bool keepActor = false);
// Process initialization
bool Initialize();
void initAuraData();
// Process tick.
// void Tick(); // (see comment in CEntityManager::UpdateAll)
// Calculate distances along the terrain
float Distance2D( float x, float z )
{
float dx = x - m_position.X;
float dz = z - m_position.Z;
return sqrt( dx*dx + dz*dz );
}
float Distance2D( CEntity* other )
{
return Distance2D( other->m_position.X, other->m_position.Z );
}
float Distance2D( CVector2D p )
{
return Distance2D( p.x, p.y );
}
private:
// The player that owns this entity.
// (Player is set publicly via CUnit::SetPlayerID)
CPlayer* m_player;
void SetPlayer(CPlayer* player);
public:
// Retrieve the player associated with this entity.
CPlayer* GetPlayer() { return m_player; }
// Update collision patch (move ourselves to a new one if necessary)
void UpdateCollisionPatch();
float GetAnchorLevel( float x, float z );
void SnapToGround();
void UpdateActorTransforms();
void UpdateXZOrientation();
// Getter and setter for the class sets
jsval GetClassSet();
void SetClassSet( jsval value );
void RebuildClassSet();
// Things like selection circles and debug info - possibly move to gui if/when it becomes responsible for (and capable of) it.
void Render();
void RenderSelectionOutline( float alpha = 1.0f );
void RenderAuras();
void RenderBars();
void RenderBarBorders();
void RenderHealthBar();
void RenderStaminaBar();
void RenderRank();
void RenderRallyPoint();
// Utility functions for rendering:
// Draw rectangle around the given centre, aligned with the given axes
void DrawRect(CVector3D& centre, CVector3D& up, CVector3D& right, float x1, float y1, float x2, float y2);
void DrawBar(CVector3D& centre, CVector3D& up, CVector3D& right,
float x1, float y1, float x2, float y2,
SColour col1, SColour col2, float currVal, float maxVal);
CVector2D GetScreenCoords( float height );
// After a collision, recalc the path to the next fixed waypoint.
void Repath();
//Calculate stamina points
void CalculateRegen(float timestep);
// Reset properties after the entity-template we use changes.
void LoadBase();
static void InitAttributes(const CEntity* _this);
void Reorient(); // Orientation
void Teleport(); // Fixes things if the position is changed by something externally.
void StanceChanged(); // Sets m_stance to the right CStance object when our stance property is changed through scripts
void CheckSelection(); // In case anyone tries to select/deselect this through JavaScript.
void CheckGroup(); // Groups
void CheckExtant(); // Existence
void ClearOrders();
void PopOrder(); //Use this if an order has finished instead of m_orderQueue.pop_front()
void PushOrder( const CEntityOrder& order );
void DispatchNotification( const CEntityOrder& order, int type );
int DestroyNotifier( CEntity* target ); //Stop notifier from sending to us
void DestroyAllNotifiers();
int FindSector( int divs, float angle, float maxAngle, bool negative=true );
jsval_t FlattenTerrain( JSContext* cx, uintN argc, jsval* argv );
CEntityFormation* GetFormation();
jsval_t GetFormationPenalty( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationPenaltyBase( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationPenaltyType( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationPenaltyVal( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationBonus( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationBonusBase( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationBonusType( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetFormationBonusVal( JSContext* cx, uintN argc, jsval* argv );
void DispatchFormationEvent( int type );
jsval_t RegisterDamage( JSContext* cx, uintN argc, jsval* argv );
jsval_t RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetAttackDirections( JSContext* cx, uintN argc, jsval* argv );
jsval_t FindSector( JSContext* cx, uintN argc, jsval* argv );
// Script constructor
static JSBool Construct( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval );
// Script-bound functions
jsval_t ToString( JSContext* cx, uintN argc, jsval* argv );
bool Kill( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetSpawnPoint( JSContext* cx, uintN argc, jsval* argv );
jsval_t HasRallyPoint( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetRallyPoint( JSContext* cx, uintN argc, jsval* argv );
jsval_t SetRallyPointAtCursor( JSContext* cx, uintN argc, jsval* argv );
jsval_t AddAura( JSContext* cx, uintN argc, jsval* argv );
jsval_t RemoveAura( JSContext* cx, uintN argc, jsval* argv );
jsval_t SetActionParams( JSContext* cx, uintN argc, jsval* argv );
jsval_t TriggerRun( JSContext* cx, uintN argc, jsval* argv );
jsval_t SetRun( JSContext* cx, uintN argc, jsval* argv );
jsval_t IsRunning( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetRunState( JSContext* cx, uintN argc, jsval* argv );
jsval_t OnDamaged( JSContext* cx, uintN argc, jsval* argv );
jsval_t GetVisibleEntities( JSContext* cx, uintN argc, jsval* argv );
float GetDistance( JSContext* cx, uintN argc, jsval* argv );
bool RequestNotification( JSContext* cx, uintN argc, jsval* argv );
//Just in case we want to explicitly check the listeners without waiting for the order to be pushed
bool ForceCheckListeners( JSContext* cx, uintN argc, jsval* argv );
int GetCurrentRequest( JSContext* cx, uintN argc, jsval* argv );
void CheckListeners( int type, CEntity *target );
jsval_t DestroyAllNotifiers( JSContext* cx, uintN argc, jsval* argv );
jsval_t DestroyNotifier( JSContext* cx, uintN argc, jsval* argv );
jsval JSI_GetPlayer();
void JSI_SetPlayer(jsval val);
bool IsInFormation( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ( m_formation != 0 ? true : false );
}
bool Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued );
// TODO: Replace these variants of Order() with a single function, and update scripts accordingly.
inline bool OrderSingle( JSContext* cx, uintN argc, jsval* argv )
{
return( Order( cx, argc, argv, CEntityOrder::SOURCE_PLAYER, false ) );
}
inline bool OrderQueued( JSContext* cx, uintN argc, jsval* argv )
{
return( Order( cx, argc, argv, CEntityOrder::SOURCE_PLAYER, true ) );
}
inline bool OrderFromTriggers( JSContext* cx, uintN argc, jsval* argv )
{
return( Order( cx, argc, argv, CEntityOrder::SOURCE_TRIGGERS, true ) );
}
bool IsIdle( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return( m_orderQueue.empty() );
}
bool IsDestroyed( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return( entf_get(ENTF_DESTROYED) );
}
bool HasClass( JSContext* cx, uintN argc, jsval* argv )
{
debug_assert( argc >= 1 );
return( m_classes.IsMember( ToPrimitive<CStrW>( cx, argv[0] ) ) );
}
jsval_t TerminateOrder( JSContext* UNUSED(cx), uintN argc, jsval* argv )
{
debug_assert( argc >= 1);
if ( ToPrimitive<bool>( argv[0] ) )
m_orderQueue.clear();
else
m_orderQueue.pop_front();
return JSVAL_VOID;
}
jsval_t GetHeight( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return ToJSVal(m_position.Y);
}
static void ScriptingInit();
// Functions that call script code
int GetAttackAction( HEntity target );
};
typedef CJSCollection<HEntity, &CEntity::JSI_class> EntityCollection;
// General entity globals
// In its current incarnation, inefficient but pretty
#define SELECTION_TERRAIN_CONFORMANCE
extern int SELECTION_CIRCLE_POINTS;
extern int SELECTION_BOX_POINTS;
extern int SELECTION_SMOOTHNESS_UNIFIED;
extern int AURA_CIRCLE_POINTS;
#endif