2007-05-07 18:33:24 +02:00
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/**
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* =========================================================================
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* File : UnitManager.cpp
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* Project : 0 A.D.
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* Description : Container that owns all units
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* =========================================================================
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*/
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2004-05-30 02:46:58 +02:00
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2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2005-12-17 23:00:54 +01:00
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#include <float.h>
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2005-08-12 19:06:53 +02:00
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#include "lib/res/res.h"
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2004-05-30 02:46:58 +02:00
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#include "Model.h"
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#include "UnitManager.h"
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2004-12-12 20:43:55 +01:00
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#include "Unit.h"
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2005-03-19 12:55:27 +01:00
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#include "ObjectManager.h"
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2005-03-23 00:31:30 +01:00
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#include "ObjectEntry.h"
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2007-01-13 23:44:42 +01:00
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#include "ps/Game.h"
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#include "ps/World.h"
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2006-07-10 01:12:37 +02:00
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#include "simulation/Entity.h"
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2006-06-02 04:10:27 +02:00
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#include "simulation/LOSManager.h"
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2005-01-23 22:56:00 +01:00
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2004-05-30 02:46:58 +02:00
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager()
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2005-12-09 04:15:00 +01:00
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: m_NextID(0)
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2004-05-30 02:46:58 +02:00
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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2004-10-06 20:45:59 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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2005-05-10 09:13:25 +02:00
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uint i;
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for (i=0;i<m_Units.size();i++) {
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2004-05-30 02:46:58 +02:00
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delete m_Units[i];
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}
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m_Units.clear();
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}
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2005-05-10 09:13:25 +02:00
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2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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// PickUnit: iterate through units testing given ray against bounds of each
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// unit; return the closest unit, or null if everything missed
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2006-12-20 06:41:54 +01:00
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CUnit* CUnitManager::PickUnit(const CVector3D& origin, const CVector3D& dir, bool entitiesOnly) const
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2004-05-30 02:46:58 +02:00
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{
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2005-10-09 05:43:03 +02:00
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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2004-05-30 02:46:58 +02:00
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// closest object found so far
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2004-07-20 21:30:35 +02:00
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CUnit* hit = 0;
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2004-05-30 02:46:58 +02:00
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// distance to closest object found so far
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2005-12-09 04:15:00 +01:00
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float dist = FLT_MAX;
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2004-07-20 21:30:35 +02:00
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// closest approach offset (easier to pick small stuff in forests than standard ScEd style selection)
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2005-12-09 04:15:00 +01:00
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float minrel = FLT_MAX;
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2004-07-20 21:30:35 +02:00
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2005-12-09 04:15:00 +01:00
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for (uint i=0; i<m_Units.size(); i++) {
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CUnit* unit = m_Units[i];
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float tmin, tmax;
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2004-07-20 21:30:35 +02:00
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2006-07-10 01:12:37 +02:00
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CEntity* ent = unit->GetEntity();
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2006-12-20 06:41:54 +01:00
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if( entitiesOnly && !ent )
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continue;
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2006-07-10 01:12:37 +02:00
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if( ent && !ent->m_visible )
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continue;
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2005-12-09 04:15:00 +01:00
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if (unit->GetModel()->GetBounds().RayIntersect(origin, dir, tmin, tmax)
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2005-10-09 05:43:03 +02:00
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&& losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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2004-07-20 21:30:35 +02:00
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{
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// Point of closest approach
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CVector3D obj;
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2005-12-09 04:15:00 +01:00
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unit->GetModel()->GetBounds().GetCentre(obj);
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2004-07-20 21:30:35 +02:00
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CVector3D delta = obj - origin;
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2005-12-09 04:15:00 +01:00
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float distance = delta.Dot(dir);
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2004-07-20 21:30:35 +02:00
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CVector3D closest = origin + dir * distance;
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CVector3D offset = obj - closest;
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2007-05-02 14:07:08 +02:00
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float rel = offset.Length();
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2005-12-09 04:15:00 +01:00
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if (rel < minrel) {
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hit = unit;
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dist = tmin;
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2004-07-20 21:30:35 +02:00
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minrel = rel;
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2004-05-30 02:46:58 +02:00
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}
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}
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}
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return hit;
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}
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2005-03-19 12:55:27 +01:00
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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2007-01-17 04:25:20 +01:00
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CUnit* CUnitManager::CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStr>& selections)
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2005-03-19 12:55:27 +01:00
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{
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2007-01-08 02:56:46 +01:00
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if (! m_ObjectManager)
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return NULL;
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CUnit* unit = CUnit::Create(actorName, entity, selections, *m_ObjectManager);
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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if (unit)
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AddUnit(unit);
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2005-03-19 12:55:27 +01:00
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return unit;
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2005-10-07 17:24:29 +02:00
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}
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2005-12-09 04:15:00 +01:00
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///////////////////////////////////////////////////////////////////////////////
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// FindByID
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CUnit* CUnitManager::FindByID(int id) const
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{
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if (id < 0)
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return NULL;
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for (size_t i = 0; i < m_Units.size(); ++i)
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if (m_Units[i]->GetID() == id)
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return m_Units[i];
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return NULL;
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}
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