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forked from 0ad/0ad
0ad/source/simulation/EntityManager.h
Ykkrosh cdfb58a62f Fix some more GCC warnings
This was SVN commit r7045.
2009-07-28 09:27:56 +00:00

155 lines
5.4 KiB
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/>.
*/
// EntityManager.h
//
// Maintains entity id->object mappings. Does most of the work involved in creating an entity.
//
// Usage: Do not attempt to directly instantiate an entity class.
// HEntity bob = g_EntityManager.Create( unit_class_name, position, orientation );
// or HEntity jim = g_EntityManager.Create( pointer_to_unit_class, position, orientation );
//
// Perform updates on all world entities by g_EntityManager.UpdateAll( timestep )
// Dispatch an identical message to all world entities by g_EntityManager.dispatchAll( message_pointer )
// Fill an STL vector container with all entities matching a certain predicate with g_EntityManager.GetMatchingAsHandles( container, predicate, data )
// or just get all entities with g_EntityManager.GetExtant().
//
// Those last two functions - caller has responsibility for deleting the collection when you're done with it.
#ifndef INCLUDED_ENTITYMANAGER
#define INCLUDED_ENTITYMANAGER
#include <set>
#include <bitset>
#include <map>
#include "EntityHandles.h"
#include "ps/Game.h"
#include "ps/World.h"
class CEntityTemplate;
class CPlayer;
class CStrW;
class CStr8;
class CVector3D;
const size_t MAX_HANDLES = 16384;
cassert(MAX_HANDLES < 0x10000);
// collision patch size, in graphics units, not tiles (1 tile = 4 units)
#define COLLISION_PATCH_SIZE 8
#define g_EntityManager g_Game->GetWorld()->GetEntityManager()
class CEntityManager
{
friend class CEntity;
friend class HEntity;
friend class CHandle;
CHandle m_entities[MAX_HANDLES];
std::bitset<MAX_HANDLES> m_refd;
std::vector<CEntity*> m_reaper;
std::vector<CEntity*>* m_collisionPatches;
size_t m_nextalloc;
static bool m_extant;
bool m_death;
int m_collisionPatchesPerSide;
//Optimized data for triggers. key = playerID, nested key = entity class, value = frequency
std::map<size_t, std::map<CStrW, int> > m_entityClassData;
void Destroy( size_t handle );
void DeleteAllHelper();
inline bool IsEntityRefd( size_t index )
{
if(!m_entities[index].m_entity)
return false;
return m_refd[index];
//return m_entities[index].m_refcount && !m_entities[index].m_entity->entf_get(ENTF_DESTROYED);
}
public:
bool m_screenshotMode;
CEntityManager();
~CEntityManager();
HEntity Create( CEntityTemplate* base, CVector3D position, float orientation,
const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
HEntity Create( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation, const CStrW* building = 0 );
HEntity CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation );
HEntity* GetByHandle( size_t index );
CHandle *GetHandle( size_t index );
inline int GetPlayerUnitCount( size_t player, const CStrW& name )
{
if ( m_entityClassData[player].find(name) == m_entityClassData[player].end() )
m_entityClassData[player][name] = 0;
return m_entityClassData[player][name];
}
void RemoveUnitCount(CEntity* ent); //Removes unit from population count
void AddEntityClassData(const HEntity& handle);
void UpdateAll( int timestep );
void InterpolateAll( float relativeoffset );
void InitializeAll();
// void TickAll();
void RenderAll();
void ConformAll();
void InvalidateAll();
void DeleteAll();
bool GetDeath() { return m_death; }
void SetDeath(bool set) { m_death=set; }
//Kai: added function to update the triangulation when entities are created
void updateObstacle(CEntity* tempHandle);
// Predicate functions
typedef bool (*EntityPredicate)( CEntity* target, void* userdata );
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalOr( CEntity* target, void* userdata )
{ return( left( target, userdata ) || right( target, userdata ) ); }
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata )
{ return( left( target, userdata ) && right( target, userdata ) ); }
template<EntityPredicate operand> static bool EntityPredicateLogicalNot( CEntity* target, void* userdata )
{ return( !operand( target, userdata ) ); }
void GetMatchingAsHandles( std::vector<HEntity>& matchlist, EntityPredicate predicate, void* userdata = 0 );
void GetExtantAsHandles( std::vector<HEntity>& results );
void GetExtant( std::vector<CEntity*>& results );
static inline bool IsExtant() // True if the singleton is actively maintaining handles. When false, system is shutting down, handles are quietly dumped.
{
return( m_extant );
}
void GetInRange( float x, float z, float radius, std::vector<CEntity*>& results );
void GetInLOS( CEntity* entity, std::vector<CEntity*>& results );
std::vector<CEntity*>* GetCollisionPatch( CEntity* e );
};
#endif