747 lines
19 KiB
C++
747 lines
19 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <cfloat>
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#include <map>
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "../SimState.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpPlayer.h"
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#include "simulation2/components/ICmpPlayerManager.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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#include "simulation2/helpers/Selection.h"
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namespace AtlasMessage {
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namespace
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{
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bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
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{
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return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
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}
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}
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QUERYHANDLER(GetObjectsList)
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{
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std::vector<sObjectsListItem> objects;
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CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (cmpTemplateManager)
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{
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std::vector<std::string> names = cmpTemplateManager->FindAllTemplates(true);
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for (std::vector<std::string>::iterator it = names.begin(); it != names.end(); ++it)
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{
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std::wstring name(it->begin(), it->end());
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sObjectsListItem e;
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e.id = name;
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if (name.substr(0, 6) == L"actor|")
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{
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e.name = name.substr(6);
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e.type = 1;
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}
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else
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{
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e.name = name;
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e.type = 0;
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}
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objects.push_back(e);
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}
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}
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std::sort(objects.begin(), objects.end(), SortObjectsList);
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msg->objects = objects;
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}
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static std::vector<entity_id_t> g_Selection;
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typedef std::map<player_id_t, CColor> PlayerColorMap;
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// Helper function to find color of player owning the given entity,
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// returns white if entity has no owner. Uses caching to avoid
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// expensive script calls.
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static CColor GetOwnerPlayerColor(PlayerColorMap& colourMap, entity_id_t id)
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{
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// Default color - white
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CColor color(1.0f, 1.0f, 1.0f, 1.0f);
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CSimulation2& sim = *g_Game->GetSimulation2();
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CmpPtr<ICmpOwnership> cmpOwnership(sim, id);
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if (cmpOwnership)
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{
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player_id_t owner = cmpOwnership->GetOwner();
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if (colourMap.find(owner) != colourMap.end())
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return colourMap[owner];
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else
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{
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CmpPtr<ICmpPlayerManager> cmpPlayerManager(sim, SYSTEM_ENTITY);
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entity_id_t playerEnt = cmpPlayerManager->GetPlayerByID(owner);
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CmpPtr<ICmpPlayer> cmpPlayer(sim, playerEnt);
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if (cmpPlayer)
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color = colourMap[owner] = cmpPlayer->GetColour();
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}
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}
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return color;
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}
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MESSAGEHANDLER(SetSelectionPreview)
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{
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CSimulation2& sim = *g_Game->GetSimulation2();
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// Cache player colours for performance
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PlayerColorMap playerColors;
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// Clear old selection rings
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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// We can't set only alpha here, because that won't trigger desaturation
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// so we set the complete color (not too evil since it's cached)
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CmpPtr<ICmpSelectable> cmpSelectable(sim, g_Selection[i]);
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if (cmpSelectable)
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{
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CColor color = GetOwnerPlayerColor(playerColors, g_Selection[i]);
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color.a = 0.0f;
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cmpSelectable->SetSelectionHighlight(color, false);
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}
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}
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g_Selection = *msg->ids;
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// Set new selection rings
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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CmpPtr<ICmpSelectable> cmpSelectable(sim, g_Selection[i]);
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if (cmpSelectable)
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cmpSelectable->SetSelectionHighlight(GetOwnerPlayerColor(playerColors, g_Selection[i]), true);
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}
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}
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QUERYHANDLER(GetObjectSettings)
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{
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AtlasView* view = AtlasView::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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sObjectSettings settings;
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settings.player = 0;
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CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
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if (cmpOwnership)
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{
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int32_t player = cmpOwnership->GetOwner();
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if (player != -1)
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settings.player = player;
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}
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// TODO: selections
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/*
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// Get the unit's possible variants and selected variants
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std::vector<std::vector<CStr> > groups = unit->GetObject().m_Base->GetVariantGroups();
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const std::set<CStr>& selections = unit->GetActorSelections();
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// Iterate over variant groups
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std::vector<std::vector<std::wstring> > variantgroups;
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std::set<std::wstring> selections_set;
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variantgroups.reserve(groups.size());
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for (size_t i = 0; i < groups.size(); ++i)
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{
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// Copy variants into output structure
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std::vector<std::wstring> group;
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group.reserve(groups[i].size());
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int choice = -1;
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for (size_t j = 0; j < groups[i].size(); ++j)
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{
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group.push_back(CStrW(groups[i][j]));
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// Find the first string in 'selections' that matches one of this
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// group's variants
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if (choice == -1)
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if (selections.find(groups[i][j]) != selections.end())
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choice = (int)j;
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}
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// Assuming one of the variants was selected (which it really ought
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// to be), remember that one's name
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if (choice != -1)
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selections_set.insert(CStrW(groups[i][choice]));
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variantgroups.push_back(group);
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}
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settings.variantgroups = variantgroups;
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settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
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*/
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msg->settings = settings;
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}
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BEGIN_COMMAND(SetObjectSettings)
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{
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player_id_t m_PlayerOld, m_PlayerNew;
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std::set<CStr> m_SelectionsOld, m_SelectionsNew;
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void Do()
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{
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sObjectSettings settings = msg->settings;
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AtlasView* view = AtlasView::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
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m_PlayerOld = 0;
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if (cmpOwnership)
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{
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int32_t player = cmpOwnership->GetOwner();
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if (player != -1)
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m_PlayerOld = player;
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}
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// TODO: selections
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// m_SelectionsOld = unit->GetActorSelections();
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m_PlayerNew = (player_id_t)settings.player;
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std::vector<std::wstring> selections = *settings.selections;
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for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
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{
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m_SelectionsNew.insert(CStrW(*it).ToUTF8());
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}
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Redo();
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}
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void Redo()
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{
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Set(m_PlayerNew, m_SelectionsNew);
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}
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void Undo()
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{
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Set(m_PlayerOld, m_SelectionsOld);
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}
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private:
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void Set(player_id_t player, const std::set<CStr>& UNUSED(selections))
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{
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AtlasView* view = AtlasView::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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CmpPtr<ICmpOwnership> cmpOwnership(*simulation, view->GetEntityId(msg->id));
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if (cmpOwnership)
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cmpOwnership->SetOwner(player);
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// TODO: selections
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// unit->SetActorSelections(selections);
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}
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};
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END_COMMAND(SetObjectSettings);
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//////////////////////////////////////////////////////////////////////////
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static CStrW g_PreviewUnitName;
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static entity_id_t g_PreviewEntityID = INVALID_ENTITY;
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static CVector3D GetUnitPos(const Position& pos, bool floating)
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{
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static CVector3D vec;
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vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
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// Clamp the position to the edges of the world:
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// Use 'clamp' with a value slightly less than the width, so that converting
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// to integer (rounding towards zero) will put it on the tile inside the edge
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// instead of just outside
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float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*TERRAIN_TILE_SIZE;
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float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
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float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
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float zOnMap = clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
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// Don't waste time with GetExactGroundLevel unless we've changed
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if (xOnMap != vec.X || zOnMap != vec.Z)
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{
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vec.X = xOnMap;
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vec.Z = zOnMap;
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vec.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(xOnMap, zOnMap);
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}
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return vec;
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}
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MESSAGEHANDLER(ObjectPreview)
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{
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// If the selection has changed...
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if (*msg->id != g_PreviewUnitName)
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{
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// Delete old entity
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if (g_PreviewEntityID != INVALID_ENTITY)
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g_Game->GetSimulation2()->DestroyEntity(g_PreviewEntityID);
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// Create the new entity
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if ((*msg->id).empty())
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g_PreviewEntityID = INVALID_ENTITY;
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else
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g_PreviewEntityID = g_Game->GetSimulation2()->AddLocalEntity(L"preview|" + *msg->id);
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g_PreviewUnitName = *msg->id;
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}
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if (g_PreviewEntityID != INVALID_ENTITY)
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{
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// Update the unit's position and orientation:
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), g_PreviewEntityID);
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if (cmpPosition)
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{
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CVector3D pos = GetUnitPos(msg->pos, cmpPosition->IsFloating());
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cmpPosition->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
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float angle;
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if (msg->usetarget)
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{
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// Aim from pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(pos.Y);
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angle = atan2(target.X-pos.X, target.Z-pos.Z);
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}
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else
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{
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angle = msg->angle;
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}
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cmpPosition->SetYRotation(entity_angle_t::FromFloat(angle));
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}
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// TODO: handle random variations somehow
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CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), g_PreviewEntityID);
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if (cmpOwnership)
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cmpOwnership->SetOwner((player_id_t)msg->settings->player);
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}
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}
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BEGIN_COMMAND(CreateObject)
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{
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CVector3D m_Pos;
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float m_Angle;
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size_t m_ID; // old simulation system
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player_id_t m_Player;
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entity_id_t m_EntityID; // new simulation system
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void Do()
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{
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// Calculate the position/orientation to create this unit with
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m_Pos = GetUnitPos(msg->pos, true); // don't really care about floating
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if (msg->usetarget)
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{
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// Aim from m_Pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
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m_Angle = atan2(target.X-m_Pos.X, target.Z-m_Pos.Z);
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}
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else
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{
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m_Angle = msg->angle;
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}
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// TODO: variations too
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m_Player = (player_id_t)msg->settings->player;
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Redo();
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}
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void Redo()
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{
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m_EntityID = g_Game->GetSimulation2()->AddEntity(*msg->id);
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if (m_EntityID == INVALID_ENTITY)
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return;
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), m_EntityID);
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if (cmpPosition)
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{
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cmpPosition->JumpTo(entity_pos_t::FromFloat(m_Pos.X), entity_pos_t::FromFloat(m_Pos.Z));
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cmpPosition->SetYRotation(entity_angle_t::FromFloat(m_Angle));
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}
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CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), m_EntityID);
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if (cmpOwnership)
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cmpOwnership->SetOwner(m_Player);
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// TODO: handle random variations somehow
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}
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void Undo()
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{
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if (m_EntityID != INVALID_ENTITY)
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{
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g_Game->GetSimulation2()->DestroyEntity(m_EntityID);
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m_EntityID = INVALID_ENTITY;
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}
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}
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};
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END_COMMAND(CreateObject)
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QUERYHANDLER(PickObject)
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{
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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// Normally this function would be called with a player ID to check LOS,
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// but in Atlas the entire map is revealed, so just pass INVALID_PLAYER
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std::vector<entity_id_t> ents = EntitySelection::PickEntitiesAtPoint(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x, y, INVALID_PLAYER, msg->selectActors);
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// Multiple entities may have been picked, but they are sorted by distance,
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// so only take the first one
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if (!ents.empty())
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{
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msg->id = ents[0];
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// Calculate offset of object from original mouse click position
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// so it gets moved by that offset
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)ents[0]);
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if (!cmpPosition || !cmpPosition->IsInWorld())
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{
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// error
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msg->offsetx = msg->offsety = 0;
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}
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else
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{
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CFixedVector3D fixed = cmpPosition->GetPosition();
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CVector3D centre = CVector3D(fixed.X.ToFloat(), fixed.Y.ToFloat(), fixed.Z.ToFloat());
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float cx, cy;
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g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
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msg->offsetx = (int)(cx - x);
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msg->offsety = (int)(cy - y);
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}
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}
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else
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{
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// No entity picked
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msg->id = INVALID_ENTITY;
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}
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}
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QUERYHANDLER(PickObjectsInRect)
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{
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float x0, y0, x1, y1;
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msg->start->GetScreenSpace(x0, y0);
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msg->end->GetScreenSpace(x1, y1);
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// Since owner selections are meaningless in Atlas, use INVALID_PLAYER
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msg->ids = EntitySelection::PickEntitiesInRect(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), x0, y0, x1, y1, INVALID_PLAYER, msg->selectActors);
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}
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QUERYHANDLER(PickSimilarObjects)
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{
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CmpPtr<ICmpTemplateManager> cmpTemplateManager(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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ENSURE(cmpTemplateManager);
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entity_id_t ent = msg->id;
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std::string templateName = cmpTemplateManager->GetCurrentTemplateName(ent);
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// If unit has ownership, only pick units from the same player
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player_id_t owner = INVALID_PLAYER;
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CmpPtr<ICmpOwnership> cmpOwnership(*g_Game->GetSimulation2(), ent);
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if (cmpOwnership)
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owner = cmpOwnership->GetOwner();
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msg->ids = EntitySelection::PickSimilarEntities(*g_Game->GetSimulation2(), *g_Game->GetView()->GetCamera(), templateName, owner, false, true, true, false);
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}
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BEGIN_COMMAND(MoveObjects)
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{
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// Mapping from object to position
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typedef std::map<entity_id_t, CVector3D> ObjectPositionMap;
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ObjectPositionMap m_PosOld, m_PosNew;
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void Do()
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{
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std::vector<entity_id_t> ids = *msg->ids;
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// All selected objects move relative to a pivot object,
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// so get its position and whether it's floating
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CVector3D pivotPos(0, 0, 0);
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bool pivotFloating = false;
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)msg->pivot);
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if (cmpPosition && cmpPosition->IsInWorld())
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{
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pivotFloating = cmpPosition->IsFloating();
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|
CFixedVector3D pivotFixed = cmpPosition->GetPosition();
|
|
pivotPos = CVector3D(pivotFixed.X.ToFloat(), pivotFixed.Y.ToFloat(), pivotFixed.Z.ToFloat());
|
|
}
|
|
|
|
// Calculate directional vector of movement for pivot object,
|
|
// we apply the same movement to all objects
|
|
CVector3D targetPos = GetUnitPos(msg->pos, pivotFloating);
|
|
CVector3D dir = targetPos - pivotPos;
|
|
|
|
for (size_t i = 0; i < ids.size(); ++i)
|
|
{
|
|
entity_id_t id = (entity_id_t)ids[i];
|
|
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), id);
|
|
if (!cmpPosition || !cmpPosition->IsInWorld())
|
|
{
|
|
// error
|
|
m_PosOld[id] = m_PosNew[id] = CVector3D(0, 0, 0);
|
|
}
|
|
else
|
|
{
|
|
// Calculate this object's position
|
|
CFixedVector3D posFixed = cmpPosition->GetPosition();
|
|
CVector3D pos = CVector3D(posFixed.X.ToFloat(), posFixed.Y.ToFloat(), posFixed.Z.ToFloat());
|
|
m_PosNew[id] = pos + dir;
|
|
m_PosOld[id] = pos;
|
|
}
|
|
}
|
|
|
|
SetPos(m_PosNew);
|
|
}
|
|
|
|
void SetPos(ObjectPositionMap& map)
|
|
{
|
|
ObjectPositionMap::iterator it;
|
|
for (it = map.begin(); it != map.end(); ++it)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)it->first);
|
|
if (!cmpPosition)
|
|
return;
|
|
|
|
// Set 2D position, ignoring height
|
|
CVector3D pos = it->second;
|
|
cmpPosition->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
|
|
}
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
SetPos(m_PosNew);
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
SetPos(m_PosOld);
|
|
}
|
|
|
|
void MergeIntoPrevious(cMoveObjects* prev)
|
|
{
|
|
// TODO: do something valid if prev selection != this selection
|
|
ENSURE(*(prev->msg->ids) == *(msg->ids));
|
|
prev->m_PosNew = m_PosNew;
|
|
}
|
|
};
|
|
END_COMMAND(MoveObjects)
|
|
|
|
|
|
BEGIN_COMMAND(RotateObject)
|
|
{
|
|
float m_AngleOld, m_AngleNew;
|
|
|
|
void Do()
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
|
|
if (!cmpPosition)
|
|
return;
|
|
|
|
m_AngleOld = cmpPosition->GetRotation().Y.ToFloat();
|
|
if (msg->usetarget)
|
|
{
|
|
CMatrix3D transform = cmpPosition->GetInterpolatedTransform(0.f, false);
|
|
CVector3D pos = transform.GetTranslation();
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
|
m_AngleNew = atan2(target.X-pos.X, target.Z-pos.Z);
|
|
}
|
|
else
|
|
{
|
|
m_AngleNew = msg->angle;
|
|
}
|
|
|
|
SetAngle(m_AngleNew);
|
|
}
|
|
|
|
void SetAngle(float angle)
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
|
|
if (!cmpPosition)
|
|
return;
|
|
|
|
cmpPosition->SetYRotation(entity_angle_t::FromFloat(angle));
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
SetAngle(m_AngleNew);
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
SetAngle(m_AngleOld);
|
|
}
|
|
|
|
void MergeIntoPrevious(cRotateObject* prev)
|
|
{
|
|
// TODO: do something valid if prev unit != this unit
|
|
ENSURE(prev->msg->id == msg->id);
|
|
prev->m_AngleNew = m_AngleNew;
|
|
}
|
|
};
|
|
END_COMMAND(RotateObject)
|
|
|
|
|
|
BEGIN_COMMAND(DeleteObjects)
|
|
{
|
|
// Saved copy of the important aspects of a unit, to allow undo
|
|
struct OldObject
|
|
{
|
|
entity_id_t entityID;
|
|
CStr templateName;
|
|
int32_t owner;
|
|
CFixedVector3D pos;
|
|
CFixedVector3D rot;
|
|
};
|
|
|
|
std::vector<OldObject> oldObjects;
|
|
|
|
cDeleteObjects()
|
|
{
|
|
}
|
|
|
|
void Do()
|
|
{
|
|
Redo();
|
|
}
|
|
|
|
void Redo()
|
|
{
|
|
CSimulation2& sim = *g_Game->GetSimulation2();
|
|
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
|
|
ENSURE(cmpTemplateManager);
|
|
|
|
std::vector<entity_id_t> ids = *msg->ids;
|
|
for (size_t i = 0; i < ids.size(); ++i)
|
|
{
|
|
OldObject obj;
|
|
|
|
obj.entityID = (entity_id_t)ids[i];
|
|
obj.templateName = cmpTemplateManager->GetCurrentTemplateName(obj.entityID);
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, obj.entityID);
|
|
if (cmpOwnership)
|
|
obj.owner = cmpOwnership->GetOwner();
|
|
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, obj.entityID);
|
|
if (cmpPosition)
|
|
{
|
|
obj.pos = cmpPosition->GetPosition();
|
|
obj.rot = cmpPosition->GetRotation();
|
|
}
|
|
|
|
oldObjects.push_back(obj);
|
|
g_Game->GetSimulation2()->DestroyEntity(obj.entityID);
|
|
}
|
|
}
|
|
|
|
void Undo()
|
|
{
|
|
CSimulation2& sim = *g_Game->GetSimulation2();
|
|
|
|
for (size_t i = 0; i < oldObjects.size(); ++i)
|
|
{
|
|
entity_id_t ent = sim.AddEntity(oldObjects[i].templateName.FromUTF8(), oldObjects[i].entityID);
|
|
if (ent == INVALID_ENTITY)
|
|
{
|
|
LOGERROR(L"Failed to load entity template '%hs'", oldObjects[i].templateName.c_str());
|
|
}
|
|
else
|
|
{
|
|
CmpPtr<ICmpPosition> cmpPosition(sim, oldObjects[i].entityID);
|
|
if (cmpPosition)
|
|
{
|
|
cmpPosition->JumpTo(oldObjects[i].pos.X, oldObjects[i].pos.Z);
|
|
cmpPosition->SetXZRotation(oldObjects[i].rot.X, oldObjects[i].rot.Z);
|
|
cmpPosition->SetYRotation(oldObjects[i].rot.Y);
|
|
}
|
|
|
|
CmpPtr<ICmpOwnership> cmpOwnership(sim, oldObjects[i].entityID);
|
|
if (cmpOwnership)
|
|
cmpOwnership->SetOwner(oldObjects[i].owner);
|
|
}
|
|
}
|
|
|
|
oldObjects.clear();
|
|
}
|
|
};
|
|
END_COMMAND(DeleteObjects)
|
|
|
|
QUERYHANDLER(GetPlayerObjects)
|
|
{
|
|
std::vector<entity_id_t> ids;
|
|
player_id_t playerID = msg->player;
|
|
|
|
const CSimulation2::InterfaceListUnordered& cmps = g_Game->GetSimulation2()->GetEntitiesWithInterfaceUnordered(IID_Ownership);
|
|
for (CSimulation2::InterfaceListUnordered::const_iterator eit = cmps.begin(); eit != cmps.end(); ++eit)
|
|
{
|
|
if (static_cast<ICmpOwnership*>(eit->second)->GetOwner() == playerID)
|
|
{
|
|
ids.push_back(eit->first);
|
|
}
|
|
}
|
|
|
|
msg->ids = ids;
|
|
}
|
|
|
|
MESSAGEHANDLER(SetBandbox)
|
|
{
|
|
AtlasView::GetView_Game()->SetBandbox(msg->show, (float)msg->sx0, (float)msg->sy0, (float)msg->sx1, (float)msg->sy1);
|
|
}
|
|
|
|
}
|