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forked from 0ad/0ad
0ad/source/ps/Player.cpp
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

180 lines
5.5 KiB
C++

#include "precompiled.h"
#include "Player.h"
#include "network/NetMessage.h"
#include "simulation/Entity.h"
#include "simulation/EntityManager.h"
#include "ps/scripting/JSCollection.h"
#include "simulation/LOSManager.h"
CPlayer::CPlayer(size_t playerID):
m_PlayerID(playerID),
m_Name(CStrW(L"Player #")+CStrW((unsigned)playerID)),
m_Civilization(L""),
m_Colour(0.7f, 0.7f, 0.7f),
m_UpdateCB(0)
{
m_LOSToken = LOS_GetTokenFor(playerID);
// Initialize diplomacy: we need to be neutral to Gaia and enemy to everyone else;
// however, if we are Gaia, we'll just be neutral to everyone; finally, everyone
// will be allied with themselves.
m_DiplomaticStance[0] = DIPLOMACY_NEUTRAL;
for(int i=1; i<=PS_MAX_PLAYERS; i++)
{
m_DiplomaticStance[i] = (m_PlayerID==0 ? DIPLOMACY_NEUTRAL : DIPLOMACY_ENEMY);
}
m_DiplomaticStance[m_PlayerID] = DIPLOMACY_ALLIED;
AddSynchedProperty( L"name", &m_Name );
AddSynchedProperty( L"civilization", &m_Civilization );
// HACK - since we have to use setColour to update this, we don't want to
// expose a colour property. Meanwhile, we want to have a property "colour"
// available to be able to use the update/sync system.
// So, this is only added to the SynchedProperties list and not also passed
// to CJSObject's list
ISynchedJSProperty *prop=new CSynchedJSProperty<SPlayerColour>(L"colour", &m_Colour, this);
m_SynchedProperties[L"colour"]=prop;
// HACK - maintain diplomacy synced in the same way, by adding a dummy property for each stance
for(int i=0; i<=PS_MAX_PLAYERS; i++)
{
CStrW name = CStrW(L"diplomaticStance_") + CStrW(i);
ISynchedJSProperty *prop=new CSynchedJSProperty<int>(name, &m_DiplomaticStance[i], this);
m_SynchedProperties[name]=prop;
}
}
CPlayer::~CPlayer()
{
// Side-effect of HACKs - since these properties are not passed to CJSObject's list,
// they don't get freed automatically
delete m_SynchedProperties[L"colour"];
for(int i=0; i<=PS_MAX_PLAYERS; i++)
{
CStrW name = CStrW(L"diplomaticStance_") + CStrW(i);
delete m_SynchedProperties[name];
}
}
void CPlayer::ScriptingInit()
{
g_ScriptingHost.DefineConstant("DIPLOMACY_ENEMY", DIPLOMACY_ENEMY);
g_ScriptingHost.DefineConstant("DIPLOMACY_NEUTRAL", DIPLOMACY_NEUTRAL);
g_ScriptingHost.DefineConstant("DIPLOMACY_ALLIED", DIPLOMACY_ALLIED);
AddMethod<CStrW, &CPlayer::JSI_ToString>("toString", 0);
AddMethod<void, &CPlayer::JSI_SetColour>("setColour", 1);
AddMethod<jsval_t, &CPlayer::JSI_GetColour>("getColour", 0);
AddMethod<void, &CPlayer::JSI_SetDiplomaticStance>("setDiplomaticStance", 2);
AddMethod<jsval_t, &CPlayer::JSI_GetDiplomaticStance>("getDiplomaticStance", 1);
AddProperty( L"id", &CPlayer::m_PlayerID, true );
// MT: Work out how this fits with the Synched stuff...
// AddClassProperty( L"name", &CPlayer::m_Name );
// AddClassProperty( L"colour", &CPlayer::m_Colour );
AddProperty( L"controlled", &CPlayer::JSI_GetControlledEntities );
CJSObject<CPlayer>::ScriptingInit( "Player" );
}
void CPlayer::Update(const CStrW& name, ISynchedJSProperty *prop)
{
if (m_UpdateCB)
m_UpdateCB(name, prop->ToString(), this, m_UpdateCBData);
}
void CPlayer::SetValue(const CStrW& name, const CStrW& value)
{
ISynchedJSProperty *prop=GetSynchedProperty(name);
if (prop)
{
prop->FromString(value);
}
}
bool CPlayer::ValidateCommand(CNetMessage* UNUSED(pMsg))
{
return true;
}
static bool ControllerPredicate( CEntity* entity, void* userdata )
{
return( entity->GetPlayer() == userdata );
}
void CPlayer::GetControlledEntities(std::vector<HEntity>& controlled_entities)
{
g_EntityManager.GetMatchingAsHandles( controlled_entities, ControllerPredicate, this );
}
CStrW CPlayer::JSI_ToString( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
return L"[object Player: " + m_Name + L"]";
}
jsval CPlayer::JSI_GetControlledEntities(JSContext* UNUSED(cx))
{
std::vector<HEntity> controlledSet;
GetControlledEntities(controlledSet);
jsval vp = OBJECT_TO_JSVAL( EntityCollection::Create( controlledSet ) );
return( vp );
}
void CPlayer::JSI_SetColour( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* argv )
{
m_Colour=*( ToNative<SPlayerColour>(argv[0]) );
ISynchedJSProperty *prop=GetSynchedProperty(L"colour");
Update(L"colour", prop);
}
jsval_t CPlayer::JSI_GetColour( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
{
//ISynchedJSProperty *prop=GetSynchedProperty(L"colour");
//return prop->Get(cx, this);
SPlayerColour* col = &m_Colour;
return ToJSVal(col);
}
void CPlayer::JSI_SetDiplomaticStance(JSContext *cx, uintN UNUSED(argc), jsval *argv)
{
try
{
CPlayer* player = ToPrimitive<CPlayer*>( argv[0] );
int stance = ToPrimitive<int>( argv[1] );
if (! (stance==DIPLOMACY_ENEMY || stance==DIPLOMACY_NEUTRAL || stance==DIPLOMACY_ALLIED))
{
JS_ReportError(cx, "Argument 2 must be a valid stance ID");
return;
}
m_DiplomaticStance[player->m_PlayerID] = (EDiplomaticStance) stance;
CStrW name = CStrW(L"diplomaticStance_") + CStrW((unsigned)player->m_PlayerID);
ISynchedJSProperty *prop=GetSynchedProperty(name);
Update(name, prop);
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Could not convert argument 1 to a Player object" );
}
}
jsval_t CPlayer::JSI_GetDiplomaticStance(JSContext *cx, uintN UNUSED(argc), jsval *argv)
{
try
{
CPlayer* player = ToPrimitive<CPlayer*>( argv[0] );
return ToJSVal( (int) m_DiplomaticStance[player->m_PlayerID] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Could not convert argument 1 to a Player object" );
return JSVAL_VOID;
}
}