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forked from 0ad/0ad
0ad/source/simulation/EntityFormation.cpp
pyrolink 3408b078b7 #Unit formations and rank textures
-Added functionality for "casting" and creating net messages (without
JS)
-Rank textures-specified in XML
-Formations-currently don't attack correctly (i.e. travel like mobs) and
don't switch to their movement formations when tasked to go somewhere
(the pathfinder doesn't give any heads up about destination reached, so
there's no way to change back to the original).  Also, base switching is
untested so no garuntees for next and prior formation things.

This was SVN commit r3710.
2006-03-31 03:30:34 +00:00

221 lines
5.5 KiB
C++

#include "precompiled.h"
#include "EntityFormation.h"
#include "BaseFormationCollection.h"
#include "FormationManager.h"
#include "Simulation.h"
#include "ps\Game.h"
#include "ps\Interact.h"
#include "ps\Network\NetMessage.h"
CEntityFormation::CEntityFormation( CBaseFormation*& base, size_t index )
{
if (!base)
return;
m_self = m_base = base;
m_numEntities=0;
m_speed=0.0f;
m_orientation = 0.0f;
m_position.x = m_position.y = -1.0f;
m_duplication=false;
m_entities.resize(m_base->m_numSlots);
m_index = (int)index;
}
CEntityFormation::~CEntityFormation()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] )
{
m_entities[i]->m_formation = -1;
m_entities[i]->m_formationSlot = -1;
m_entities[i] = NULL;
}
}
}
void CEntityFormation::SwitchBase( CBaseFormation*& base )
{
std::vector<CEntity*> copy;
copy.resize( m_base->m_numSlots );
for ( int i=0; i < m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
copy.push_back( m_entities[i] );
RemoveUnit( m_entities[i] );
}
m_self = m_base = base;
m_entities.resize(m_base->m_numSlots);
ResetAllEntities();
for ( std::vector<CEntity*>::iterator it=copy.begin(); it != copy.end(); it++ )
g_FormationManager.AddUnit(*it, m_index);
}
bool CEntityFormation::AddUnit( CEntity*& entity )
{
debug_assert( entity );
//Add the unit to the most appropriate slot
for (int i=0; i<m_base->m_numSlots; ++i)
{
if ( IsBetterUnit( i, entity ) )
{
if ( m_entities[i] )
{
CEntity* prev = m_entities[i];
RemoveUnit( m_entities[i] );
m_entities[i] = entity;
AddUnit( prev );
}
m_entities[i] = entity;
++m_numEntities;
entity->m_formation = m_index;
entity->m_formationSlot = i;
return true;
}
}
return false;
}
void CEntityFormation::RemoveUnit( CEntity*& entity )
{
if ( !IsValidOrder(entity->m_formationSlot) || !entity )
return;
m_entities[entity->m_formationSlot] = NULL;
entity->m_formation = -1;
entity->m_formationSlot = -1;
--m_numEntities;
//UpdateFormation();
}
bool CEntityFormation::IsSlotAppropriate( int order, CEntity*& entity )
{
debug_assert( entity );
if ( !IsValidOrder(order) )
return false;
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
if ( entity->m_classes.IsMember( m_base->m_slots[order].category[idx] ) )
return true;
}
return false;
}
bool CEntityFormation::IsBetterUnit( int order, CEntity*& entity )
{
if ( !( IsValidOrder(order) || entity ) )
return false;
//Adding to an empty slot, check if we're elligible
if ( !m_entities[order] )
return IsSlotAppropriate(order, entity);
//Go through each category and check both units' classes. Must be done in order
//because categories are listed in order of importance
for ( size_t idx=0; idx < m_base->m_slots[order].category.size(); ++idx )
{
CStr cat = m_base->m_slots[order].category[idx];
bool current=false;
bool newEnt=false;
current = m_entities[order]->m_classes.IsMember( cat );
newEnt = entity->m_classes.IsMember( cat );
if ( current != newEnt )
return newEnt;
}
return false;
}
void CEntityFormation::UpdateFormation()
{
//Get the entities in the right order (as in, ordered correctly and in the right order/slot)
for ( int i=1; i<m_base->m_numSlots; ++i )
{
if ( !m_entities[i] )
continue;
//Go through slots with higher order
for ( int j=i-1; j > 0; --j )
{
if ( IsBetterUnit( j, m_entities[i] ) )
{
CEntity* temp = m_entities[j];
m_entities[j] = m_entities[i];
m_entities[i] = temp;
int tmpSlot = m_entities[i]->m_formationSlot;
m_entities[i]->m_formationSlot = m_entities[j]->m_formationSlot;
m_entities[j]->m_formationSlot = tmpSlot;
--i;
}
}
}
CEntityList entities = GetEntityList();
CNetMessage* msg = CNetMessage::CreatePositionMessage( entities, NMT_FormationGoto, m_position );
g_Game->GetSimulation()->QueueLocalCommand(msg);
}
void CEntityFormation::ResetAllEntities()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
m_entities[i] = NULL;
}
void CEntityFormation::SelectAllUnits()
{
for ( int i=0; i<m_base->m_numSlots; ++i )
{
if ( m_entities[i] && !g_Selection.isSelected(m_entities[i]->me) )
g_Selection.addSelection( m_entities[i]->me );
}
}
CEntityList CEntityFormation::GetEntityList()
{
CEntityList ret;
for ( int i=0; i<m_base->m_numSlots; i++ )
{
if ( m_entities[i] )
ret.push_back( m_entities[i]->me);
}
return ret;
}
CVector2D CEntityFormation::GetSlotPosition( int order )
{
if ( IsValidOrder(order) )
return CVector2D ( m_base->m_slots[order].rankOff, m_base->m_slots[order].fileOff );
return CVector2D(-1, -1);
}
void CEntityFormation::BaseToMovement()
{
CBaseFormation* tmp = m_self;
CBaseFormation* move = g_EntityFormationCollection.getTemplate( m_base->m_movement );
if (!move)
return;
SwitchBase( move );
//SwitchBase resets m_self, so reset it so we can return to the correct base later
m_self = tmp;
}
void CEntityFormation::ResetIndex( size_t index )
{
m_index = (int)index;
for ( size_t i=0; i< m_entities.size(); ++i )
{
if ( m_entities[i] )
m_entities[i]->m_formation = m_index;
}
}
/*
inline void CEntityFormation::SetDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* argv )
{
m_duplication=ToPrimitive<bool>( argv[0] );
}
inline bool CEntityFormation::IsDuplication( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv))
{
return m_duplication;
}*/