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0ad/source/simulation/EntityManager.h
Matei 2261231ffa # Housekeeping.
Jan and I implemented a number of changes:

- Converted SClassSet to vector.
- Refactored get/set ClassSet from string into methods in CClassSet.
- Turned pass-by-value string params in getCollisionObject, CEntity
constructor and CEntityManager into pointers.
- Simplified processChooseMovement.
- Merged CalculateRun and CalculateHealth into a single, simpler
CalculateRegen + helper functions.
- Changed the way regen works so the rates read in the XML act as rates
(before, they were the number of seconds until the entity will be fully
regenned, which is a bit counterintuitive).

This was SVN commit r4167.
2006-07-24 01:33:26 +00:00

108 lines
3.7 KiB
C++

// EntityManager.h
//
// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
//
// 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 )
// Get an STL vector container of all entities with a certain property with g_EntityManager.matches( predicate )
// 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 ENTITY_MANAGER_INCLUDED
#define ENTITY_MANAGER_INCLUDED
#include "ps/Singleton.h"
#include "EntityHandles.h"
#include "EntityPredicate.h"
#include "EntityMessage.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "ps/CStr.h"
#include "maths/Vector3D.h"
class CEntityTemplate;
#define MAX_HANDLES 4096
// 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 HEntity;
friend class CHandle;
CHandle m_entities[MAX_HANDLES];
std::vector<CEntity*> m_reaper;
int m_nextalloc;
static bool m_extant;
bool m_death;
void destroy( u16 handle );
int m_collisionPatchesPerSide;
std::vector<CEntity*>* m_collisionPatches;
bool isEntityRefd(int index);
void deleteAllHelper();
public:
CEntityManager();
~CEntityManager();
HEntity create( CEntityTemplate* base, CVector3D position, float orientation,
const std::set<CStrW>& 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( u16 index );
CHandle *getHandle( int index );
void updateAll( size_t 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; }
// 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 ) ); }
std::vector<HEntity>* matches( EntityPredicate predicate, void* userdata = NULL );
std::vector<HEntity>* getExtant();
void GetExtant( std::vector<CEntity*>& results ); // TODO: Switch most/all uses of getExtant() to this.
static inline bool extant() // 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 );
std::vector<CEntity*>* getCollisionPatch( CEntity* e );
};
#endif