1
1
forked from 0ad/0ad
0ad/source/ps/Interact.cpp
Matei fce69aaa7f # - Housekeeping
# - Territory restriction rules for buildings.

This was SVN commit r4206.
2006-08-08 03:45:13 +00:00

1518 lines
38 KiB
C++

#include "precompiled.h"
#include "Interact.h"
#include "ps/CConsole.h"
#include "ps/Game.h"
#include "ps/Hotkey.h"
#include "graphics/GameView.h"
#include "graphics/HFTracer.h"
#include "graphics/Model.h"
#include "graphics/ModelDef.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "gui/CGUI.h"
#include "gui/MiniMap.h"
#include "lib/input.h"
#include "lib/res/graphics/unifont.h"
#include "lib/timer.h"
#include "maths/MathUtil.h"
#include "ps/Globals.h"
#include "ps/Network/NetMessage.h"
#include "ps/Player.h"
#include "ps/VFSUtil.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "scripting/GameEvents.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/BoundingObjects.h"
#include "simulation/Collision.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityManager.h"
#include "simulation/FormationManager.h"
#include "simulation/TerritoryManager.h"
#include "simulation/Simulation.h"
#include "ps/CLogger.h"
#define LOG_CATEGORY "world"
extern CConsole* g_Console;
extern CStr g_CursorName;
extern float g_xres, g_yres;
static const double SELECT_DBLCLICK_RATE = 0.5;
const int ORDER_DELAY = 5;
bool customSelectionMode=false;
void CSelectedEntities::addSelection( HEntity entity )
{
m_group = -1;
debug_assert( !isSelected( entity ) );
m_selected.push_back( entity );
entity->m_selected = true;
m_selectionChanged = true;
}
void CSelectedEntities::removeSelection( HEntity entity )
{
m_group = -1;
debug_assert( isSelected( entity ) );
entity->m_selected = false;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
{
m_selected.erase( it );
m_selectionChanged = true;
break;
}
}
}
void CSelectedEntities::renderSelectionOutlines()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderSelectionOutline();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderSelectionOutline( 0.5f );
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderBars();
/*if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderBars();
glDisable( GL_BLEND );
}*/
}
void CSelectedEntities::renderHealthBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderHealthBar();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderHealthBar();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderStaminaBars()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderStaminaBar();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderStaminaBar();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderBarBorders()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderBarBorders();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderBarBorders();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderRanks()
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderRank();
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderRank();
glDisable( GL_BLEND );
}
}
void CSelectedEntities::renderOverlays()
{
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
CCamera *pCamera=g_Game->GetView()->GetCamera();
glPushMatrix();
glEnable( GL_TEXTURE_2D );
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it)->m_grouped != -1 )
{
if( !(*it)->m_bounds ) continue;
glLoadIdentity();
float x, y;
CVector3D labelpos = (*it)->m_graphics_position - pCamera->m_Orientation.GetLeft() * (*it)->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) (*it)->m_grouped );
}
}
if( m_group_highlight != -1 )
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
{
if( !(*it)->m_bounds ) continue;
glLoadIdentity();
float x, y;
CVector3D labelpos = (*it)->m_graphics_position - pCamera->m_Orientation.GetLeft() * (*it)->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, 0.5f );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) (*it)->m_grouped );
}
glDisable( GL_BLEND );
}
/*
glLoadIdentity();
glTranslatef( (float)( g_mouse_x + 16 ), (float)( g_Renderer.GetHeight() - g_mouse_y - 8 ), 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glColor4f( 1.0f, 1.0f, 1.0f, 0.5f );
switch( m_contextOrder )
{
case CEntityOrder::ORDER_GOTO:
glwprintf( L"Go to" );
break;
case CEntityOrder::ORDER_PATROL:
glwprintf( L"Patrol to" );
break;
case CEntityOrder::ORDER_ATTACK_MELEE:
glwprintf( L"Attack" );
break;
case CEntityOrder::ORDER_GATHER:
glwprintf( L"Gather" );
break;
}
*/
glDisable( GL_TEXTURE_2D );
glPopMatrix();
}
void CSelectedEntities::renderRallyPoints()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->renderRallyPoint();
if( m_group_highlight != -1 )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[m_group_highlight].begin(); it < m_groups[m_group_highlight].end(); it++ )
(*it)->renderRallyPoint();
}
glDisable( GL_BLEND );
}
void CSelectedEntities::setSelection( HEntity entity )
{
m_group = -1;
clearSelection();
m_selected.push_back( entity );
}
void CSelectedEntities::clearSelection()
{
m_group = -1;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = false;
m_selected.clear();
m_selectionChanged = true;
}
void CSelectedEntities::removeAll( HEntity entity )
{
// Remove a reference to an entity from everywhere
// (for use when said entity is being destroyed)
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
{
m_selected.erase( it );
m_selectionChanged = true;
break;
}
}
for( u8 group = 0; group < MAX_GROUPS; group++ )
{
for( it = m_groups[group].begin(); it < m_groups[group].end(); it++ )
{
if( (*it) == entity )
{
m_groups[group].erase( it );
m_selectionChanged = true;
break;
}
}
}
}
CVector3D CSelectedEntities::getSelectionPosition()
{
CVector3D avg;
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
avg += (*it)->m_graphics_position;
return( avg * ( 1.0f / m_selected.size() ) );
}
void CSelectedEntities::saveGroup( i8 groupid )
{
std::vector<HEntity>::iterator it;
// Clear all entities in the group...
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
(*it)->m_grouped = -1;
m_groups[groupid].clear();
// Remove selected entities from each group they're in, and flag them as
// members of the new group
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it)->m_grouped != -1 )
{
std::vector<HEntity>& group = m_groups[(*it)->m_grouped];
std::vector<HEntity>::iterator it2;
for( it2 = group.begin(); it2 < group.end(); it2++ )
{
if( (*it2) == &(**it) )
{
group.erase( it2 );
break;
}
}
}
(*it)->m_grouped = groupid;
}
// Copy the group across
m_groups[groupid] = m_selected;
// Set the group selection memory
m_group = groupid;
}
void CSelectedEntities::addToGroup( i8 groupid, HEntity entity )
{
std::vector<HEntity>::iterator it;
// Remove selected entities from each group they're in, and flag them as
// members of the new group
if( entity->m_grouped != -1 )
{
std::vector<HEntity>& group = m_groups[(*it)->m_grouped];
std::vector<HEntity>::iterator it2;
for( it2 = group.begin(); it2 < group.end(); it2++ )
{
if( (*it2) == entity )
{
group.erase( it2 );
break;
}
}
}
entity->m_grouped = groupid;
m_groups[groupid].push_back( entity );
}
void CSelectedEntities::loadGroup( i8 groupid )
{
if( m_group == groupid )
return;
if( groupid >= MAX_GROUPS )
{
debug_warn( "Invalid group id" );
return;
}
clearSelection();
m_selected = m_groups[groupid];
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = true;
m_group = groupid;
m_selectionChanged = true;
}
void CSelectedEntities::addGroup( i8 groupid )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
{
if( !isSelected( *it ) )
addSelection( *it );
}
for( it = m_selected.begin(); it < m_selected.end(); it++ )
(*it)->m_selected = true;
}
void CSelectedEntities::changeGroup( HEntity entity, i8 groupid )
{
// Remove from current group
i32 current = entity->m_grouped;
if( current != -1 )
{
std::vector<HEntity>::iterator it;
for( it = m_groups[current].begin(); it < m_groups[current].end(); it++ )
{
if( (*it) == entity )
{
m_groups[current].erase( it );
break;
}
}
}
if( groupid != -1 )
m_groups[groupid].push_back( entity );
entity->m_grouped = groupid;
}
bool CSelectedEntities::isSelected( HEntity entity )
{
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
if( (*it) == entity )
return( true );
}
return( false );
}
void CSelectedEntities::highlightGroup( i8 groupid )
{
if( m_group_highlight != -1 )
return;
if( !getGroupCount( groupid ) )
return;
m_group_highlight = groupid;
g_Game->GetView()->PushCameraTarget( getGroupPosition( groupid ) );
}
void CSelectedEntities::highlightNone()
{
if( m_group_highlight != -1 )
g_Game->GetView()->PopCameraTarget();
m_group_highlight = -1;
}
int CSelectedEntities::getGroupCount( i8 groupid )
{
return( (int)m_groups[groupid].size() );
}
CVector3D CSelectedEntities::getGroupPosition( i8 groupid )
{
CVector3D avg;
std::vector<HEntity>::iterator it;
for( it = m_groups[groupid].begin(); it < m_groups[groupid].end(); it++ )
avg += (*it)->m_graphics_position;
return( avg * ( 1.0f / m_groups[groupid].size() ) );
}
void CSelectedEntities::update()
{
static std::vector<HEntity> lastSelection;
// Drop out immediately if we're in some special interaction mode
if (customSelectionMode)
return;
if( !( m_selected == lastSelection ) )
{
g_JSGameEvents.FireSelectionChanged( m_selectionChanged );
lastSelection = m_selected;
}
if( m_selectionChanged || g_Mouseover.m_targetChanged )
{
// Can't order anything off the map
if( !g_Game->GetWorld()->GetTerrain()->isOnMap( g_Mouseover.m_worldposition ) )
{
m_defaultCommand = -1;
m_secondaryCommand = -1;
return;
}
// Quick count to see which is the modal default order.
const int numCommands=NMT_COMMAND_LAST - NMT_COMMAND_FIRST;
int defaultPoll[numCommands];
std::map<CStrW, int, CStrW_hash_compare> defaultCursor[numCommands];
std::map<int, int> defaultAction[numCommands];
int secondaryPoll[numCommands];
std::map<CStrW, int, CStrW_hash_compare> secondaryCursor[numCommands];
std::map<int, int> secondaryAction[numCommands];
int t, vote, secvote;
for( t = 0; t < numCommands; t++ )
{
defaultPoll[t] = 0;
secondaryPoll[t] = 0;
}
std::vector<HEntity>::iterator it;
for( it = m_selected.begin(); it < m_selected.end(); it++ )
{
CEventTargetChanged evt( g_Mouseover.m_target );
(*it)->DispatchEvent( &evt );
vote = evt.m_defaultOrder - NMT_COMMAND_FIRST;
secvote = evt.m_secondaryOrder - NMT_COMMAND_FIRST;
if( ( vote >= 0 ) && ( vote < numCommands ) )
{
defaultPoll[vote]++;
defaultCursor[vote][evt.m_defaultCursor]++;
defaultAction[vote][evt.m_defaultAction]++;
}
if( ( secvote >= 0 ) && ( secvote < numCommands ) )
{
secondaryPoll[secvote]++;
secondaryCursor[secvote][evt.m_secondaryCursor]++;
secondaryAction[secvote][evt.m_secondaryAction]++;
}
}
vote = -1;
secvote = -1;
for( t = 0; t < numCommands; t++ )
{
if( ( vote == -1 ) || ( defaultPoll[t] > defaultPoll[vote] ) )
vote = t;
if( ( secvote == -1 ) || ( secondaryPoll[t] > secondaryPoll[secvote] ) )
secvote = t;
}
std::map<CStrW, int, CStrW_hash_compare>::iterator itv;
std::map<int, int>::iterator iti;
m_defaultCommand = vote + NMT_COMMAND_FIRST;
m_secondaryCommand = secvote + NMT_COMMAND_FIRST;
// Now find the most appropriate cursor
t = 0;
for( itv = defaultCursor[vote].begin(); itv != defaultCursor[vote].end(); itv++ )
{
if( itv->second > t )
{
t = itv->second;
g_CursorName = itv->first;
}
}
/*
TODO: provide secondary cursor name?
t = 0;
for( itv = secondaryCursor[secvote].begin(); itv != secondaryCursor[secvote].end(); itv++ )
{
if( itv->second > t )
{
t = itv->second;
g_CursorName = itv->first;
}
}*/
// Find the most appropriate action parameter too
t = 0;
for( iti = defaultAction[vote].begin(); iti != defaultAction[vote].end(); iti++ )
{
if( iti->second > t )
{
t = iti->second;
m_defaultAction = iti->first;
}
}
t = 0;
for( iti = secondaryAction[secvote].begin(); iti != secondaryAction[secvote].end(); iti++ )
{
if( iti->second > t )
{
t = iti->second;
m_secondaryAction = iti->first;
}
}
m_selectionChanged = false;
g_Mouseover.m_targetChanged = false;
}
if( ( m_group_highlight != -1 ) && getGroupCount( m_group_highlight ) )
g_Game->GetView()->SetCameraTarget( getGroupPosition( m_group_highlight ) );
}
void CMouseoverEntities::update( float timestep )
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
//CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
CVector3D origin, dir;
pCamera->BuildCameraRay( origin, dir );
CUnit* hit = g_UnitMan.PickUnit( origin, dir );
m_worldposition = pCamera->GetWorldCoordinates();
if( hit && hit->GetEntity() && hit->GetEntity()->m_extant )
{
m_target = hit->GetEntity()->me;
}
else
m_target = HEntity();
if( m_target != m_lastTarget )
{
m_targetChanged = true;
m_lastTarget = m_target;
}
if( m_viewall )
{
// 'O' key. Show selection outlines for all player units on screen
// (as if bandboxing them all).
// These aren't selectable; clicking when 'O' is pressed won't select
// all units on screen.
m_mouseover.clear();
std::vector<HEntity>* onscreen = g_EntityManager.matches( isOnScreen );
std::vector<HEntity>::iterator it;
for( it = onscreen->begin(); it < onscreen->end(); it++ )
if( (*it)->m_extant && ( (*it)->GetPlayer() == g_Game->GetLocalPlayer() ) )
m_mouseover.push_back( SMouseoverFader( *it, m_fademaximum, false ) );
delete( onscreen );
}
else if( m_bandbox )
{
m_x2 = g_mouse_x;
m_y2 = g_mouse_y;
// Here's the fun bit:
// Get the screen-space coordinates of all onscreen entities
// then find the ones falling within the box.
//
// Fade in the ones in the box at (in+out) speed, then fade everything
// out at (out) speed.
std::vector<HEntity>* onscreen = g_EntityManager.matches( isOnScreen );
std::vector<HEntity>::iterator it;
// Reset active flags on everything...
std::vector<SMouseoverFader>::iterator it2;
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); it2++ )
it2->isActive = false;
for( it = onscreen->begin(); it < onscreen->end(); it++ )
{
if( !(*it)->m_extant )
continue;
// Can only bandbox units the local player controls.
if( (*it)->GetPlayer() != g_Game->GetLocalPlayer() )
continue;
CVector3D worldspace = (*it)->m_graphics_position;
float x, y;
pCamera->GetScreenCoordinates( worldspace, x, y );
bool inBox;
if( m_x1 < m_x2 )
{
inBox = ( x >= m_x1 ) && ( x < m_x2 );
}
else
{
inBox = ( x >= m_x2 ) && ( x < m_x1 );
}
if( m_y1 < m_y2 )
{
inBox &= ( y >= m_y1 ) && ( y < m_y2 );
}
else
{
inBox &= ( y >= m_y2 ) && ( y < m_y1 );
}
if( inBox )
{
bool found = false;
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); it2++ )
if( it2->entity == &(**it) )
{
found = true;
it2->fade += ( m_fadeinrate + m_fadeoutrate ) * timestep;
it2->isActive = true;
}
if( !found )
m_mouseover.push_back( SMouseoverFader( *it, ( m_fadeinrate + m_fadeoutrate ) * timestep ) );
}
}
delete( onscreen );
for( it2 = m_mouseover.begin(); it2 < m_mouseover.end(); )
{
it2->fade -= m_fadeoutrate * timestep;
if( it2->fade > m_fademaximum ) it2->fade = m_fademaximum;
if( it2->fade < 0.0f )
{
it2 = m_mouseover.erase( it2 );
}
else
it2++;
}
}
else
{
std::vector<SMouseoverFader>::iterator it;
bool found = false;
for( it = m_mouseover.begin(); it < m_mouseover.end(); )
{
if( it->entity == m_target )
{
found = true;
it->fade += m_fadeinrate * timestep;
if( it->fade > m_fademaximum ) it->fade = m_fademaximum;
it->isActive = true;
it++; continue;
}
else
{
it->fade -= m_fadeoutrate * timestep;
if( it->fade <= 0.0f )
{
it = m_mouseover.erase( it ); continue;
}
it++; continue;
}
}
if( !found && (bool)m_target )
{
float initial = m_fadeinrate * timestep;
if( initial > m_fademaximum ) initial = m_fademaximum;
m_mouseover.push_back( SMouseoverFader( m_target, initial ) );
}
}
}
void CMouseoverEntities::addSelection()
{
// Rules for shift-click selection:
// If selecting a non-allied unit, you can only select one. You can't
// select a mix of allied and non-allied units. Therefore:
// Forbid shift-click of enemy units unless the selection is empty
// Forbid shift-click of allied units if the selection contains one
// or more enemy units.
if( ( m_mouseover.size() != 0 ) &&
( m_mouseover.front().entity->GetPlayer() != g_Game->GetLocalPlayer() ) &&
( g_Selection.m_selected.size() != 0 ) )
return;
if( ( g_Selection.m_selected.size() != 0 ) &&
( g_Selection.m_selected.front()->GetPlayer() != g_Game->GetLocalPlayer() ) )
return;
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
if( it->isActive && !g_Selection.isSelected( it->entity ) )
g_Selection.addSelection( it->entity );
}
void CMouseoverEntities::removeSelection()
{
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
if( it->isActive && g_Selection.isSelected( it->entity ) )
g_Selection.removeSelection( it->entity );
}
void CMouseoverEntities::setSelection()
{
g_Selection.clearSelection();
addSelection();
}
void CMouseoverEntities::expandAcrossScreen()
{
std::vector<HEntity>* activeset = g_EntityManager.matches(
CEntityManager::EntityPredicateLogicalAnd<isMouseoverType,isOnScreen> );
m_mouseover.clear();
std::vector<HEntity>::iterator it;
for( it = activeset->begin(); it < activeset->end(); it++ )
if( (*it)->m_extant )
m_mouseover.push_back( SMouseoverFader( *it ) );
delete( activeset );
}
void CMouseoverEntities::expandAcrossWorld()
{
std::vector<HEntity>* activeset = g_EntityManager.matches( isMouseoverType );
m_mouseover.clear();
std::vector<HEntity>::iterator it;
for( it = activeset->begin(); it < activeset->end(); it++ )
if( (*it)->m_extant )
m_mouseover.push_back( SMouseoverFader( *it ) );
delete( activeset );
}
void CMouseoverEntities::renderSelectionOutlines()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderSelectionOutline( it->fade );
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderBars()
{
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderBars();
}
void CMouseoverEntities::renderHealthBars()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderHealthBar();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderStaminaBars()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderStaminaBar();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderRanks()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderRank();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderBarBorders()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderBarBorders();
glDisable( GL_BLEND );
}
void CMouseoverEntities::renderRallyPoints()
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
it->entity->renderRallyPoint();
glDisable( GL_BLEND );
}
// Helper function for CSelectedEntities::loadUnitUITextures
static void LoadUnitUIThunk( const char* path, const DirEnt* UNUSED(ent), void* context )
{
std::map<CStr, Handle>* textures = (std::map<CStr, Handle>*) context;
CStr name(path);
if ( !tex_is_known_extension(path) )
return;
Handle tmp = ogl_tex_load(path);
if (tmp <= 0)
{
LOG(ERROR, LOG_CATEGORY, "Rank Textures", "loadRankTextures failed on \"%s\"", path);
return;
}
name.Remove("art/textures/ui/session/icons/"); //Names are relative to this directory
(*textures)[name] = tmp;
ogl_tex_upload(tmp);
}
int CSelectedEntities::loadUnitUITextures()
{
THROW_ERR( vfs_dir_enum( "art/textures/ui/session/icons/", VFS_DIR_RECURSIVE,
NULL, LoadUnitUIThunk, &m_unitUITextures ) );
return 0;
}
void CSelectedEntities::destroyUnitUITextures()
{
for ( std::map<CStr, Handle>::iterator it=m_unitUITextures.begin(); it != m_unitUITextures.end(); it++ )
{
ogl_tex_free(it->second);
it->second = 0;
}
}
void CMouseoverEntities::renderOverlays()
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
glLoadIdentity();
glDisable( GL_TEXTURE_2D );
if( m_bandbox )
{
//glPushMatrix();
glColor3f( 1.0f, 1.0f, 1.0f );
glBegin( GL_LINE_LOOP );
glVertex2i( m_x1, g_Renderer.GetHeight() - m_y1 );
glVertex2i( m_x2, g_Renderer.GetHeight() - m_y1 );
glVertex2i( m_x2, g_Renderer.GetHeight() - m_y2 );
glVertex2i( m_x1, g_Renderer.GetHeight() - m_y2 );
glEnd();
//glPopMatrix();
}
glEnable( GL_TEXTURE_2D );
std::vector<SMouseoverFader>::iterator it;
for( it = m_mouseover.begin(); it < m_mouseover.end(); it++ )
{
if( it->entity->m_grouped != -1 )
{
if( !it->entity->m_bounds ) continue;
glPushMatrix();
glEnable( GL_TEXTURE_2D );
glLoadIdentity();
float x, y;
CVector3D labelpos = it->entity->m_graphics_position - pCamera->m_Orientation.GetLeft() * it->entity->m_bounds->m_radius;
#ifdef SELECTION_TERRAIN_CONFORMANCE
labelpos.Y = pTerrain->getExactGroundLevel( labelpos.X, labelpos.Z );
#endif
pCamera->GetScreenCoordinates( labelpos, x, y );
glColor4f( 1.0f, 1.0f, 1.0f, it->fade );
glTranslatef( x, g_Renderer.GetHeight() - y, 0.0f );
glScalef( 1.0f, -1.0f, 1.0f );
glwprintf( L"%d", (i32) it->entity->m_grouped );
glDisable( GL_TEXTURE_2D );
glPopMatrix();
}
}
}
void CMouseoverEntities::startBandbox( u16 x, u16 y )
{
m_bandbox = true;
m_x1 = x; m_y1 = y;
}
void CMouseoverEntities::stopBandbox()
{
m_bandbox = false;
}
void FireWorldClickEvent(uint button, int clicks)
{
//debug_printf("FireWorldClickEvent: button %d, clicks %d\n", button, clicks);
//If we're clicking on the minimap, use its world click handler
if ( g_Selection.m_mouseOverMM )
return;
g_JSGameEvents.FireWorldClick(
button,
clicks,
g_Selection.m_defaultCommand,
g_Selection.m_defaultAction,
g_Selection.m_secondaryCommand, // FIXME Secondary order, depends entity scripts etc
g_Selection.m_secondaryAction, // FIXME Secondary action, depends entity scripts etc
g_Mouseover.m_target,
(uint)g_Mouseover.m_worldposition.x,
(uint)g_Mouseover.m_worldposition.y);
//Reset duplication flag- after this, it isn't the same order
std::vector<HEntity>::iterator it=g_Selection.m_selected.begin();
for ( ; it != g_Selection.m_selected.end(); it++ )
{
if ( (*it)->m_formation >= 0)
(*it)->GetFormation()->SetDuplication(false);
}
}
void MouseButtonUpHandler(const SDL_Event *ev, int clicks)
{
FireWorldClickEvent(ev->button.button, clicks);
switch( ev->button.button )
{
case SDL_BUTTON_LEFT:
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.mouseReleased();
break;
}
if (customSelectionMode)
break;
if( g_Mouseover.m_viewall )
break;
if( clicks == 2 )
{
// Double click
g_Mouseover.expandAcrossScreen();
}
else if( clicks == 3 )
{
// Triple click
g_Mouseover.expandAcrossWorld();
}
g_Mouseover.stopBandbox();
if( hotkeys[HOTKEY_SELECTION_ADD] )
{
g_Mouseover.addSelection();
}
else if( hotkeys[HOTKEY_SELECTION_REMOVE] )
{
g_Mouseover.removeSelection();
}
else
g_Mouseover.setSelection();
break;
case SDL_BUTTON_RIGHT:
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.deactivate();
break;
}
}
}
InReaction interactInputHandler( const SDL_Event* ev )
{
if (!g_app_has_focus || !g_Game)
return IN_PASS;
CGameView *pView=g_Game->GetView();
//CCamera *pCamera=pView->GetCamera();
//CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
// One entry for each mouse button
// note: to store these in an array, we make assumptions as to the
// SDL_BUTTON_* values; these are verified at compile time.
cassert(SDL_BUTTON_LEFT == 1 && SDL_BUTTON_MIDDLE == 2 && SDL_BUTTON_RIGHT == 3 && \
SDL_BUTTON_WHEELUP == 4 && SDL_BUTTON_WHEELDOWN == 5);
const uint SDL_BUTTON_INDEX_COUNT = 6;
static double lastclicktime[SDL_BUTTON_INDEX_COUNT];
static HEntity lastclickobject[SDL_BUTTON_INDEX_COUNT];
static u8 clicks[SDL_BUTTON_INDEX_COUNT];
ONCE(
for (int i=0;i<SDL_BUTTON_INDEX_COUNT;i++)
{
lastclicktime[i] = 0.0f;
clicks[i] = 0;
});
// These refer to the left mouse button
static u16 button_down_x, button_down_y;
static double button_down_time;
static bool button_down = false;
static bool right_button_down = false;
if (customSelectionMode && ev->type != SDL_MOUSEBUTTONUP)
return IN_PASS;
switch( ev->type )
{
case SDL_HOTKEYDOWN:
switch( ev->user.code )
{
case HOTKEY_HIGHLIGHTALL:
g_Mouseover.m_viewall = true;
break;
case HOTKEY_SELECTION_SNAP:
if( g_Selection.m_selected.size() )
pView->SetCameraTarget( g_Selection.getSelectionPosition() );
break;
case HOTKEY_CAMERA_UNIT_VIEW:
{
if ( pView->IsAttached() )
break; //Should only exit unit view through unit view hotkey
if ( pView->IsUnitView() )
{
//If already in unit view, exit it
pView->ToUnitView( NULL, NULL );
break;
}
if ( g_Selection.m_selected.empty() )
break;
std::vector<CModel::Prop>& Props = g_Selection.m_selected.front()->m_actor->GetModel()->GetProps();
for (size_t x=0; x<Props.size(); x++)
{
if( Props[x].m_Point->m_Name == "head" )
{
pView->ToUnitView( g_Selection.m_selected.front(), Props[x].m_Model);
break;
}
}
break;
}
case HOTKEY_CAMERA_UNIT_ATTACH:
{
if ( pView->IsUnitView() )
break; //Should only exit unit view through unit view hotkey
if ( pView->IsAttached() )
{
//If already in unit view, exit it
pView->AttachToUnit( NULL );
break;
}
if ( g_Selection.m_selected.empty() )
break;
pView->AttachToUnit( g_Selection.m_selected.front() );
break;
}
default:
if( ( ev->user.code >= HOTKEY_SELECTION_GROUP_0 ) && ( ev->user.code <= HOTKEY_SELECTION_GROUP_19 ) )
{
// The above test limits it to 20 groups, so don't worry about overflowing
i8 id = (i8)( ev->user.code - HOTKEY_SELECTION_GROUP_0 );
if( hotkeys[HOTKEY_SELECTION_GROUP_ADD] )
{
g_Selection.addGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SAVE] )
{
g_Selection.saveGroup( id );
}
else if( hotkeys[HOTKEY_SELECTION_GROUP_SNAP] )
{
g_Selection.highlightGroup( id );
}
else
{
if( ( g_Selection.m_group == id ) && g_Selection.getGroupCount( id ) )
{
pView->SetCameraTarget( g_Selection.getGroupPosition( id ) );
}
else
g_Selection.loadGroup( id );
}
return( IN_HANDLED );
}
return( IN_PASS );
}
return( IN_HANDLED );
case SDL_HOTKEYUP:
switch( ev->user.code )
{
case HOTKEY_SELECTION_GROUP_SNAP:
if( g_Selection.m_group_highlight != -1 )
g_Selection.highlightNone();
break;
case HOTKEY_HIGHLIGHTALL:
g_Mouseover.m_viewall = false;
break;
default:
return( IN_PASS );
}
return( IN_HANDLED );
case SDL_MOUSEBUTTONUP:
{
int button = ev->button.button;
// Only process buttons within the range for which we have button state
// arrays above.
if (button >= 0 && button < SDL_BUTTON_INDEX_COUNT)
{
double time = get_time();
// Reset clicks counter if too slow or if the cursor's
// hovering over something else now.
if( time - lastclicktime[button] >= SELECT_DBLCLICK_RATE )
clicks[button] = 0;
if( g_Mouseover.m_target != lastclickobject[button] )
clicks[button] = 0;
clicks[button]++;
lastclicktime[button] = time;
lastclickobject[button] = g_Mouseover.m_target;
if(ev->button.button == SDL_BUTTON_LEFT )
button_down = false;
if(ev->button.button == SDL_BUTTON_RIGHT )
right_button_down = false;
MouseButtonUpHandler(ev, clicks[button]);
}
break;
}
case SDL_MOUSEBUTTONDOWN:
switch( ev->button.button )
{
case SDL_BUTTON_LEFT:
button_down = true;
button_down_x = ev->button.x;
button_down_y = ev->button.y;
button_down_time = get_time();
if( g_BuildingPlacer.m_active )
{
g_BuildingPlacer.mousePressed();
}
break;
case SDL_BUTTON_RIGHT:
right_button_down = true;
}
break;
case SDL_MOUSEMOTION:
if( !g_Mouseover.isBandbox() && button_down && !g_BuildingPlacer.m_active && !right_button_down )
{
int deltax = ev->motion.x - button_down_x;
int deltay = ev->motion.y - button_down_y;
if( ABS( deltax ) > 2 || ABS( deltay ) > 2 )
g_Mouseover.startBandbox( button_down_x, button_down_y );
}
break;
}
return( IN_PASS );
}
bool isOnScreen( CEntity* ev, void* UNUSED(userdata) )
{
CCamera *pCamera=g_Game->GetView()->GetCamera();
CFrustum frustum = pCamera->GetFrustum();
if( ev->m_actor )
return( frustum.IsBoxVisible( CVector3D(), ev->m_actor->GetModel()->GetBounds() ) );
else
// If there's no actor, just treat the entity as a point
return( frustum.IsBoxVisible( ev->m_graphics_position, CBound() ) );
}
bool isMouseoverType( CEntity* ev, void* UNUSED(userdata) )
{
std::vector<SMouseoverFader>::iterator it;
for( it = g_Mouseover.m_mouseover.begin(); it < g_Mouseover.m_mouseover.end(); it++ )
{
if( it->isActive && ( (CEntityTemplate*)it->entity->m_base == (CEntityTemplate*)ev->m_base )
&& ( it->entity->GetPlayer() == ev->GetPlayer() ) )
return( true );
}
return( false );
}
void StartCustomSelection()
{
customSelectionMode = true;
}
void ResetInteraction()
{
customSelectionMode = false;
}
bool CBuildingPlacer::activate(CStrW& templateName)
{
if(m_active)
{
return false;
}
m_templateName = templateName;
m_active = true;
m_clicked = false;
m_dragged = false;
m_angle = 0;
m_timeSinceClick = 0;
m_totalTime = 0;
m_valid = false;
m_template = g_EntityTemplateCollection.getTemplate( m_templateName );
if( !m_template )
{
deactivate();
return false;
}
// m_actor
CStr actorName ( m_template->m_actorName ); // convert CStrW->CStr8
std::set<CStr8> selections;
m_actor = g_UnitMan.CreateUnit( actorName, 0, selections );
m_actor->SetPlayerID( g_Game->GetLocalPlayer()->GetPlayerID() );
// m_bounds
if( m_template->m_bound_type == CBoundingObject::BOUND_CIRCLE )
{
m_bounds = new CBoundingCircle( 0, 0, m_template->m_bound_circle );
}
else if( m_template->m_bound_type == CBoundingObject::BOUND_OABB )
{
m_bounds = new CBoundingBox( 0, 0, CVector2D(1, 0), m_template->m_bound_box );
}
return true;
}
void CBuildingPlacer::mousePressed()
{
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
if( m_template->m_socket == L"" )
clickPos = g_Camera.GetWorldCoordinates();
m_clicked = true;
}
void CBuildingPlacer::mouseReleased()
{
deactivate(); // do it first in case we fail for any reason
if( m_valid )
{
// issue a place object command accross the network
CPlaceObject *msg = new CPlaceObject();
msg->m_Entities = g_Selection.m_selected;
msg->m_Template = m_templateName;
msg->m_X = (u32) (clickPos.X * 1000);
msg->m_Y = (u32) (clickPos.Y * 1000);
msg->m_Z = (u32) (clickPos.Z * 1000);
msg->m_Angle = (u32) (m_angle * 1000);
g_Game->GetSimulation()->QueueLocalCommand(msg);
}
}
void CBuildingPlacer::deactivate()
{
m_active = false;
g_UnitMan.RemoveUnit( m_actor );
delete m_actor;
m_actor = 0;
delete m_bounds;
m_bounds = 0;
}
void CBuildingPlacer::update( float timeStep )
{
if(!m_active)
return;
m_totalTime += timeStep;
if( m_clicked && m_template->m_socket == L"" )
{
// Rotate object
m_timeSinceClick += timeStep;
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
CVector3D mousePos = g_Camera.GetWorldCoordinates();
CVector3D dif = mousePos - clickPos;
float x = dif.X, z = dif.Z;
if(x*x + z*z < 3*3) {
if(m_dragged || m_timeSinceClick > 0.2f)
{
m_angle += timeStep * PI;
}
}
else
{
m_dragged = true;
m_angle = atan2(x, z);
}
}
CVector3D pos;
if( m_clicked )
{
pos = clickPos;
}
else
{
CCamera &g_Camera=*g_Game->GetView()->GetCamera();
pos = g_Camera.GetWorldCoordinates();
}
bool onSocket = false;
if( m_template->m_socket != L"" )
{
// If we're on a socket of our type, remember that and snap ourselves to it
m_bounds->setPosition(pos.X, pos.Z); // first, move bounds to mouse pos
CEntity* ent = getCollisionEntity( m_bounds, 0 ); // now, check what we intersect
if( ent && ent->m_classes.IsMember( m_template->m_socket ) ) // if it's a socket, snap to it
{
onSocket = true;
m_angle = atan2f( ent->m_ahead.x, ent->m_ahead.y );
pos = ent->m_position;
clickPos = ent->m_position;
}
}
// Set position and angle to the location we decided on
CMatrix3D m;
float s = sin( m_angle );
float c = cos( m_angle );
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
m_actor->GetModel()->SetTransform( m );
m_bounds->setPosition(pos.X, pos.Z);
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
{
CBoundingBox* box = (CBoundingBox*) m_bounds;
box->setOrientation( m_angle );
}
// It's valid to place the object here if the position is on the map and it's
// unobstructed by anything except possibly our socket (which we find out by
// by passing an ignoreClass to getCollisionObject); also, if we are a
// socketted object, we check that we are in fact on a socket, using onSocket.
CTerrain *pTerrain=g_Game->GetWorld()->GetTerrain();
if( pTerrain->isOnMap( pos.X, pos.Z ) )
{
m_valid = ( m_template->m_socket == L"" || onSocket )
&& ( getCollisionObject( m_bounds, 0, &m_template->m_socket ) == 0 );
// Check that we are being placed in a valid territory; currently, m_territoryRestriction
// can be either "Allied" for placing in allied territories, or nothing. Since there's no
// diplomacy yet, "allied" just means "owned by us" for now.
CTerritory* territory = g_Game->GetWorld()->GetTerritoryManager()->GetTerritory( pos.X, pos.Z );
if( m_template->m_territoryRestriction == L"Allied" && territory->owner != g_Game->GetLocalPlayer() )
{
m_valid = false;
}
}
else
{
m_valid = false;
}
// Flash our actor red if the position is invalid.
CColor col;
if( m_valid )
{
col = CColor(1.0f, 1.0f, 1.0f, 1.0f);
}
else
{
float add = ( sin(4*PI*m_totalTime) + 1.0f ) * 0.08f;
col = CColor( 1.4f+add, 0.4f+add, 0.4f+add, 1.0f );
}
m_actor->GetModel()->SetShadingColor( col );
}