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forked from 0ad/0ad
0ad/source/graphics/UnitManager.cpp
Matei 7926b3d93c # Some groundwork for territories.
Entities with traits.is_territory_centre == true will act as territory
centres, and territory areas are calculated and displayed on the
minimap. It remains to display these areas in the game view and to make
Civ Centres "socketable" so you can build them on Settlements to claim
them.

This was SVN commit r4070.
2006-07-08 22:40:01 +00:00

158 lines
4.0 KiB
C++

///////////////////////////////////////////////////////////////////////////////
//
// Name: UnitManager.cpp
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#include "precompiled.h"
#include <float.h>
#include "lib/res/res.h"
#include "Model.h"
#include "UnitManager.h"
#include "Unit.h"
#include "ps/CConsole.h"
#include "ObjectManager.h"
#include "ObjectEntry.h"
#include "simulation/LOSManager.h"
#include "simulation/TerritoryManager.h"
extern CConsole* g_Console;
#include <algorithm>
///////////////////////////////////////////////////////////////////////////////
// CUnitManager constructor
CUnitManager::CUnitManager()
: m_NextID(0)
{
}
///////////////////////////////////////////////////////////////////////////////
// CUnitManager destructor
CUnitManager::~CUnitManager()
{
DeleteAll();
}
///////////////////////////////////////////////////////////////////////////////
// AddUnit: add given unit to world
void CUnitManager::AddUnit(CUnit* unit)
{
m_Units.push_back(unit);
}
///////////////////////////////////////////////////////////////////////////////
// RemoveUnit: remove given unit from world, but don't delete it
void CUnitManager::RemoveUnit(CUnit* unit)
{
// find entry in list
typedef std::vector<CUnit*>::iterator Iter;
Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
if (i!=m_Units.end()) {
m_Units.erase(i);
}
}
///////////////////////////////////////////////////////////////////////////////
// DeleteUnit: remove given unit from world and delete it
void CUnitManager::DeleteUnit(CUnit* unit)
{
RemoveUnit(unit);
delete unit;
}
///////////////////////////////////////////////////////////////////////////////
// DeleteAll: remove and delete all units
void CUnitManager::DeleteAll()
{
uint i;
for (i=0;i<m_Units.size();i++) {
delete m_Units[i];
}
m_Units.clear();
}
///////////////////////////////////////////////////////////////////////////////
// PickUnit: iterate through units testing given ray against bounds of each
// unit; return the closest unit, or null if everything missed
CUnit* CUnitManager::PickUnit(const CVector3D& origin, const CVector3D& dir) const
{
CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
// closest object found so far
CUnit* hit = 0;
// distance to closest object found so far
float dist = FLT_MAX;
// closest approach offset (easier to pick small stuff in forests than standard ScEd style selection)
float minrel = FLT_MAX;
for (uint i=0; i<m_Units.size(); i++) {
CUnit* unit = m_Units[i];
float tmin, tmax;
if (unit->GetModel()->GetBounds().RayIntersect(origin, dir, tmin, tmax)
&& losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
{
// Point of closest approach
CVector3D obj;
unit->GetModel()->GetBounds().GetCentre(obj);
CVector3D delta = obj - origin;
float distance = delta.Dot(dir);
CVector3D closest = origin + dir * distance;
CVector3D offset = obj - closest;
float rel = offset.GetLength();
if (rel < minrel) {
hit = unit;
dist = tmin;
minrel = rel;
}
}
}
return hit;
}
///////////////////////////////////////////////////////////////////////////////
// CreateUnit: create a new unit and add it to the world
CUnit* CUnitManager::CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStrW>& selections)
{
CObjectBase* base = g_ObjMan.FindObjectBase(actorName);
if (! base)
return NULL;
std::set<CStrW> actorSelections = base->CalculateRandomVariation(selections);
std::vector<std::set<CStrW> > selectionsVec;
selectionsVec.push_back(actorSelections);
CObjectEntry* obj = g_ObjMan.FindObjectVariation(base, selectionsVec);
if (! obj)
return NULL;
CUnit* unit = new CUnit(obj, entity, actorSelections);
AddUnit(unit);
return unit;
}
///////////////////////////////////////////////////////////////////////////////
// FindByID
CUnit* CUnitManager::FindByID(int id) const
{
if (id < 0)
return NULL;
for (size_t i = 0; i < m_Units.size(); ++i)
if (m_Units[i]->GetID() == id)
return m_Units[i];
return NULL;
}