Matei
207d1367ec
- The server will no longer send a new turn until the previous one has been "acknowledged". (TODO: this may create lag between turns in its current form; investigate and possibly allow executing two turns while the third is being negotiated). - Mutexes are now being used in NetServer and NetClient to ensure commands go into the right batches. - Commented out some orders in the GUI code that should not be there and are not 100% working anyway (they were part of the follow/formation system). - Units that spawn or are created by scripts now have net-safe position and orientation. - Added a debug flag that can be turned on to print details about when commands are received and executed (DEBUG_SYNCHRONIZATION). This is especially useful if you diff the stdouts of two running games. There should be no differences if everything is in synch. This was SVN commit r5463.
906 lines
27 KiB
C++
906 lines
27 KiB
C++
#include "precompiled.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/Sprite.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "maths/scripting/JSInterface_Vector3D.h"
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#include "ps/Game.h"
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#include "ps/Interact.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "scripting/ScriptableComplex.inl"
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#include "ps/scripting/JSCollection.h"
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#include "Aura.h"
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#include "Collision.h"
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#include "Entity.h"
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#include "EntityFormation.h"
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#include "EntityManager.h"
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#include "EntityTemplate.h"
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#include "EntityTemplateCollection.h"
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#include "EventHandlers.h"
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#include "Formation.h"
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#include "FormationManager.h"
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#include "PathfindEngine.h"
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#include "ProductionQueue.h"
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#include "TechnologyCollection.h"
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#include "TerritoryManager.h"
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#include "Simulation.h"
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#include "Stance.h"
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#include <algorithm>
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extern int g_xres, g_yres;
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/*
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Scripting interface
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*/
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// Scripting initialization
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void CEntity::ScriptingInit()
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{
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// TODO: lots of these return jsval when they should return proper types
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// and make use of automatic type conversion
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AddMethod<jsval_t, &CEntity::ToString>( "toString", 0 );
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AddMethod<bool, &CEntity::OrderSingle>( "order", 1 );
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AddMethod<bool, &CEntity::OrderQueued>( "orderQueued", 1 );
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AddMethod<bool, &CEntity::OrderFromTriggers>( "orderFromTriggers", 1 );
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AddMethod<jsval_t, &CEntity::TerminateOrder>( "terminateOrder", 1 );
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AddMethod<bool, &CEntity::Kill>( "kill", 0 );
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AddMethod<bool, &CEntity::IsIdle>( "isIdle", 0 );
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AddMethod<bool, &CEntity::HasClass>( "hasClass", 1 );
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AddMethod<jsval_t, &CEntity::GetSpawnPoint>( "getSpawnPoint", 1 );
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AddMethod<jsval_t, &CEntity::AddAura>( "addAura", 3 );
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AddMethod<jsval_t, &CEntity::RemoveAura>( "removeAura", 1 );
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AddMethod<jsval_t, &CEntity::SetActionParams>( "setActionParams", 5 );
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AddMethod<int, &CEntity::GetCurrentRequest>( "getCurrentRequest", 0 );
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AddMethod<bool, &CEntity::ForceCheckListeners>( "forceCheckListeners", 2 );
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AddMethod<bool, &CEntity::RequestNotification>( "requestNotification", 4 );
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AddMethod<jsval_t, &CEntity::DestroyNotifier>( "destroyNotifier", 1 );
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AddMethod<jsval_t, &CEntity::DestroyAllNotifiers>( "destroyAllNotifiers", 0 );
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AddMethod<jsval_t, &CEntity::TriggerRun>( "triggerRun", 1 );
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AddMethod<jsval_t, &CEntity::SetRun>( "setRun", 1 );
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AddMethod<jsval_t, &CEntity::GetRunState>( "getRunState", 0 );
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AddMethod<bool, &CEntity::IsInFormation>( "isInFormation", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationBonus>( "getFormationBonus", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationBonusType>( "getFormationBonusType", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationBonusVal>( "getFormationBonusVal", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationPenalty>( "getFormationPenalty", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationPenaltyType>( "getFormationPenaltyType", 0 );
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AddMethod<jsval_t, &CEntity::GetFormationPenaltyVal>( "getFormationPenaltyVal", 0 );
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AddMethod<jsval_t, &CEntity::RegisterDamage>( "registerDamage", 0 );
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AddMethod<jsval_t, &CEntity::RegisterOrderChange>( "registerOrderChange", 0 );
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AddMethod<jsval_t, &CEntity::GetAttackDirections>( "getAttackDirections", 0 );
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AddMethod<jsval_t, &CEntity::FindSector>( "findSector", 4);
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AddMethod<jsval_t, &CEntity::GetHeight>( "getHeight", 0 );
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AddMethod<jsval_t, &CEntity::HasRallyPoint>( "hasRallyPoint", 0 );
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AddMethod<jsval_t, &CEntity::SetRallyPoint>( "setRallyPoint", 0 );
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AddMethod<jsval_t, &CEntity::GetRallyPoint>( "getRallyPoint", 0 );
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AddMethod<jsval_t, &CEntity::OnDamaged>( "onDamaged", 1 );
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AddMethod<jsval_t, &CEntity::GetVisibleEntities>( "getVisibleEntities", 0 );
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AddMethod<float, &CEntity::GetDistance>( "getDistance", 1 );
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AddMethod<jsval_t, &CEntity::FlattenTerrain>( "flattenTerrain", 0 );
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AddClassProperty( L"traits.id.classes", static_cast<GetFn>(&CEntity::GetClassSet), static_cast<SetFn>(&CEntity::SetClassSet) );
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AddClassProperty( L"template", static_cast<CEntityTemplate* CEntity::*>(&CEntity::m_base), false, static_cast<NotifyFn>(&CEntity::LoadBase) );
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/* Any inherited property MUST be added to EntityTemplate.cpp as well */
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AddClassProperty( L"actions.move.speed", &CEntity::m_speed );
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AddClassProperty( L"actions.move.run.speed", &CEntity::m_runSpeed );
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AddClassProperty( L"actions.move.run.rangeMin", &CEntity::m_runMinRange );
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AddClassProperty( L"actions.move.run.range", &CEntity::m_runMaxRange );
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AddClassProperty( L"actions.move.run.regenRate", &CEntity::m_runRegenRate );
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AddClassProperty( L"actions.move.run.decayRate", &CEntity::m_runDecayRate );
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AddClassProperty( L"selected", &CEntity::m_selected, false, static_cast<NotifyFn>(&CEntity::CheckSelection) );
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AddClassProperty( L"group", &CEntity::m_grouped, false, static_cast<NotifyFn>(&CEntity::CheckGroup) );
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AddClassProperty( L"traits.extant", &CEntity::m_extant );
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AddClassProperty( L"actions.move.turningRadius", &CEntity::m_turningRadius );
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AddClassProperty( L"position", &CEntity::m_position, false, static_cast<NotifyFn>(&CEntity::Teleport) );
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AddClassProperty( L"orientation", &CEntity::m_orientation, false, static_cast<NotifyFn>(&CEntity::Reorient) );
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AddClassProperty( L"player", static_cast<GetFn>(&CEntity::JSI_GetPlayer), static_cast<SetFn>(&CEntity::JSI_SetPlayer) );
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AddClassProperty( L"traits.health.curr", &CEntity::m_healthCurr );
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AddClassProperty( L"traits.health.max", &CEntity::m_healthMax );
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AddClassProperty( L"traits.health.regenRate", &CEntity::m_healthRegenRate );
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AddClassProperty( L"traits.health.regenStart", &CEntity::m_healthRegenStart );
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AddClassProperty( L"traits.health.decayRate", &CEntity::m_healthDecayRate );
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AddClassProperty( L"traits.stamina.curr", &CEntity::m_staminaCurr );
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AddClassProperty( L"traits.stamina.max", &CEntity::m_staminaMax );
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AddClassProperty( L"traits.rank.name", &CEntity::m_rankName );
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AddClassProperty( L"traits.vision.los", &CEntity::m_los );
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AddClassProperty( L"traits.ai.stance.curr", &CEntity::m_stanceName, false, static_cast<NotifyFn>(&CEntity::StanceChanged) );
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AddClassProperty( L"lastCombatTime", &CEntity::m_lastCombatTime );
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AddClassProperty( L"lastRunTime", &CEntity::m_lastRunTime );
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AddClassProperty( L"building", &CEntity::m_building );
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AddClassProperty( L"visible", &CEntity::m_visible );
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AddClassProperty( L"productionQueue", &CEntity::m_productionQueue );
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AddClassProperty( L"traits.creation.buildingLimitCategory", &CEntity::m_buildingLimitCategory );
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CJSComplex<CEntity>::ScriptingInit( "Entity", Construct, 2 );
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}
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// Script constructor
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JSBool CEntity::Construct( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval )
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{
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debug_assert( argc >= 2 );
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CVector3D position;
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float orientation = g_Game->GetSimulation()->RandFloat() * 2 * PI;
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JSObject* jsEntityTemplate = JSVAL_TO_OBJECT( argv[0] );
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CStrW templateName;
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CPlayer* player = g_Game->GetPlayer( 0 );
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CEntityTemplate* baseEntity = NULL;
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if( JSVAL_IS_OBJECT( argv[0] ) ) // only set baseEntity if jsEntityTemplate is a valid object
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baseEntity = ToNative<CEntityTemplate>( cx, jsEntityTemplate );
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if( !baseEntity )
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{
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try
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{
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templateName = g_ScriptingHost.ValueToUCString( argv[0] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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*rval = JSVAL_NULL;
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JS_ReportError( cx, "Invalid template identifier" );
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return( JS_TRUE );
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}
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baseEntity = g_EntityTemplateCollection.GetTemplate( templateName );
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}
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if( !baseEntity )
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{
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*rval = JSVAL_NULL;
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JS_ReportError( cx, "No such template: %s", CStr8(templateName).c_str() );
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return( JS_TRUE );
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}
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JSI_Vector3D::Vector3D_Info* jsVector3D = NULL;
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if( JSVAL_IS_OBJECT( argv[1] ) )
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jsVector3D = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( cx, JSVAL_TO_OBJECT( argv[1] ), &JSI_Vector3D::JSI_class, NULL );
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if( jsVector3D )
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{
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position = *( jsVector3D->vector );
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}
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if( argc >= 3 )
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{
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try
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{
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orientation = ToPrimitive<float>( argv[2] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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// TODO: Net-safe random for this parameter.
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orientation = 0.0f;
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}
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}
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if( argc >= 4 )
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{
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try
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{
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player = ToPrimitive<CPlayer*>( argv[3] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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player = g_Game->GetPlayer( 0 );
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}
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}
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std::set<CStr8> selections; // TODO: let scripts specify selections?
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HEntity handle = g_EntityManager.Create( baseEntity, position, orientation, selections );
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handle->m_actor->SetPlayerID( player->GetPlayerID() );
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handle->Initialize();
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*rval = ToJSVal<CEntity>( *handle );
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return( JS_TRUE );
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}
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// Script-bound methods
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jsval_t CEntity::ToString( JSContext* cx, uintN UNUSED(argc), jsval* UNUSED(argv) )
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{
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CStrW name( L"[object Entity: " + m_base->m_Tag + L"]" );
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return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, name.utf16().c_str() ) ) );
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}
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jsval CEntity::JSI_GetPlayer()
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{
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return ToJSVal<CPlayer>( m_player );
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}
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void CEntity::JSI_SetPlayer( jsval val )
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{
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CPlayer* newPlayer = 0;
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try
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{
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newPlayer = ToPrimitive<CPlayer*>( val );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( g_ScriptingHost.getContext(), "Invalid value given to entity.player - should be a Player object." );
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return;
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}
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// Cancel all production to refund the old player
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m_productionQueue->CancelAll();
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// Exit all our auras so we can re-enter them as the new player
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ExitAuras();
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if( m_actor )
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m_actor->SetPlayerID( newPlayer->GetPlayerID() ); // calls this->SetPlayer
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else
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SetPlayer(newPlayer);
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}
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bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrderSource source, bool Queued )
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{
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// This needs to be sorted (uses Scheduler rather than network messaging)
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int orderCode;
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debug_assert(argc >= 1);
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try
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{
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orderCode = ToPrimitive<int>( argv[0] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid order type" );
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return( false );
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}
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CEntityOrder newOrder;
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newOrder.m_source = source;
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CEntity* target;
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newOrder.m_type = (CEntityOrder::EOrderType)orderCode;
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switch( orderCode )
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{
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case CEntityOrder::ORDER_GOTO:
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case CEntityOrder::ORDER_RUN:
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case CEntityOrder::ORDER_PATROL:
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JSU_REQUIRE_PARAMS_CPP(3);
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try
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{
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newOrder.m_target_location.x = ToPrimitive<float>( argv[1] );
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newOrder.m_target_location.y = ToPrimitive<float>( argv[2] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid location" );
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return( false );
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}
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if ( orderCode == CEntityOrder::ORDER_RUN )
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entf_set(ENTF_TRIGGER_RUN);
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//It's not a notification order
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if ( argc == 3 )
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{
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if ( entf_get(ENTF_DESTROY_NOTIFIERS) )
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{
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m_currentRequest=0;
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DestroyAllNotifiers();
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}
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}
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break;
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case CEntityOrder::ORDER_GENERIC:
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JSU_REQUIRE_PARAMS_CPP(3);
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target = ToNative<CEntity>( argv[1] );
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if( !target )
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{
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JS_ReportError( cx, "Invalid target" );
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return( false );
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}
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newOrder.m_target_entity = target->me;
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try
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{
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newOrder.m_action = ToPrimitive<int>( argv[2] );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid generic order type" );
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return( false );
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}
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//It's not a notification order
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if ( argc == 3 )
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{
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if ( entf_get(ENTF_DESTROY_NOTIFIERS) )
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{
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m_currentRequest=0;
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DestroyAllNotifiers();
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}
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}
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break;
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case CEntityOrder::ORDER_PRODUCE:
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JSU_REQUIRE_PARAMS_CPP(3);
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try {
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newOrder.m_produce_name = ToPrimitive<CStrW>(argv[2]);
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newOrder.m_produce_type = ToPrimitive<int>(argv[1]);
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid parameter types" );
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return( false );
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}
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break;
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default:
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JS_ReportError( cx, "Invalid order type" );
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return( false );
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}
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if( !Queued )
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ClearOrders();
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PushOrder( newOrder );
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return( true );
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}
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bool CEntity::Kill( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
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{
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CEventDeath evt;
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DispatchEvent( &evt );
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Kill(true);
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return( true );
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}
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jsval_t CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
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{
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float spawn_clearance = 2.0f;
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if( argc >= 1 )
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{
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CEntityTemplate* be = ToNative<CEntityTemplate>( argv[0] );
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if( be )
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{
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switch( be->m_bound_type )
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{
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case CBoundingObject::BOUND_CIRCLE:
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spawn_clearance = be->m_bound_circle->m_radius;
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break;
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case CBoundingObject::BOUND_OABB:
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spawn_clearance = be->m_bound_box->m_radius;
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break;
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default:
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debug_warn("No bounding information for spawned object!" );
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}
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}
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else
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spawn_clearance = ToPrimitive<float>( argv[0] );
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}
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else
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debug_warn("No arguments to Entity::GetSpawnPoint()" );
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// TODO: Make netsafe.
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CBoundingCircle spawn( 0.0f, 0.0f, spawn_clearance, 0.0f );
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if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
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{
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CBoundingBox* oabb = (CBoundingBox*)m_bounds;
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// Pick a start point
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int edge = g_Game->GetSimulation()->RandInt( 4 );
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int point;
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double max_w = oabb->m_w + spawn_clearance + 1.0;
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double max_d = oabb->m_d + spawn_clearance + 1.0;
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int w_count = (int)( max_w * 2 );
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int d_count = (int)( max_d * 2 );
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CVector2D w_step = oabb->m_v * (float)( max_w / w_count );
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CVector2D d_step = oabb->m_u * (float)( max_d / d_count );
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CVector2D pos( m_position );
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if( edge & 1 )
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{
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point = g_Game->GetSimulation()->RandInt( 2 * d_count ) - d_count;
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pos += ( oabb->m_v * (float)max_w + d_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f );
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}
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else
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{
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point = g_Game->GetSimulation()->RandInt( 2 * w_count ) - w_count;
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pos += ( oabb->m_u * (float)max_d + w_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f );
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}
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int start_edge = edge;
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int start_point = point;
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spawn.m_pos = pos;
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// Then step around the edge (clockwise) until a free space is found, or
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// we've gone all the way around.
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while( GetCollisionObject( &spawn ) )
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{
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switch( edge )
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{
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case 0:
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point++;
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pos += w_step;
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if( point >= w_count )
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{
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edge = 1;
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point = -d_count;
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}
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break;
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case 1:
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point++;
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pos -= d_step;
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|
if( point >= d_count )
|
|
{
|
|
edge = 2;
|
|
point = w_count;
|
|
}
|
|
break;
|
|
case 2:
|
|
point--;
|
|
pos -= w_step;
|
|
if( point <= -w_count )
|
|
{
|
|
edge = 3;
|
|
point = d_count;
|
|
}
|
|
break;
|
|
case 3:
|
|
point--;
|
|
pos += d_step;
|
|
if( point <= -d_count )
|
|
{
|
|
edge = 0;
|
|
point = -w_count;
|
|
}
|
|
break;
|
|
}
|
|
if( ( point == start_point ) && ( edge == start_edge ) )
|
|
return( JSVAL_NULL );
|
|
spawn.m_pos = pos;
|
|
}
|
|
CVector3D rval( pos.x, GetAnchorLevel( pos.x, pos.y ), pos.y );
|
|
return( ToJSVal( rval ) );
|
|
}
|
|
else if( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE )
|
|
{
|
|
float ang;
|
|
ang = g_Game->GetSimulation()->RandFloat() * 2 * PI;
|
|
float radius = m_bounds->m_radius + 1.0f + spawn_clearance;
|
|
float d_ang = spawn_clearance / ( 2.0f * radius );
|
|
float ang_end = ang + 2.0f * PI;
|
|
float x = 0.0f, y = 0.0f; // make sure they're initialized
|
|
for( ; ang < ang_end; ang += d_ang )
|
|
{
|
|
x = m_position.X + radius * cos( ang );
|
|
y = m_position.Z + radius * sin( ang );
|
|
spawn.SetPosition( x, y );
|
|
if( !GetCollisionObject( &spawn ) )
|
|
break;
|
|
}
|
|
if( ang < ang_end )
|
|
{
|
|
// Found a satisfactory position...
|
|
CVector3D pos( x, 0, y );
|
|
pos.Y = GetAnchorLevel( x, y );
|
|
return( ToJSVal( pos ) );
|
|
}
|
|
else
|
|
return( JSVAL_NULL );
|
|
}
|
|
return( JSVAL_NULL );
|
|
}
|
|
|
|
jsval_t CEntity::AddAura( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
debug_assert( argc >= 8 );
|
|
debug_assert( JSVAL_IS_OBJECT(argv[7]) );
|
|
|
|
CStrW name = ToPrimitive<CStrW>( argv[0] );
|
|
float radius = ToPrimitive<float>( argv[1] );
|
|
size_t tickRate = std::max( 0, ToPrimitive<int>( argv[2] ) ); // since it's a size_t we don't want it to be negative
|
|
float r = ToPrimitive<float>( argv[3] );
|
|
float g = ToPrimitive<float>( argv[4] );
|
|
float b = ToPrimitive<float>( argv[5] );
|
|
float a = ToPrimitive<float>( argv[6] );
|
|
CVector4D color(r, g, b, a);
|
|
JSObject* handler = JSVAL_TO_OBJECT( argv[7] );
|
|
|
|
if( m_auras[name] )
|
|
{
|
|
delete m_auras[name];
|
|
}
|
|
m_auras[name] = new CAura( cx, this, name, radius, tickRate, color, handler );
|
|
|
|
initAuraData();
|
|
|
|
return JSVAL_VOID;
|
|
}
|
|
|
|
jsval_t CEntity::RemoveAura( JSContext* UNUSED(cx), uintN argc, jsval* argv )
|
|
{
|
|
debug_assert( argc >= 1 );
|
|
CStrW name = ToPrimitive<CStrW>( argv[0] );
|
|
if( m_auras[name] )
|
|
{
|
|
delete m_auras[name];
|
|
m_auras.erase(name);
|
|
}
|
|
|
|
initAuraData();
|
|
|
|
return JSVAL_VOID;
|
|
}
|
|
|
|
jsval_t CEntity::SetActionParams( JSContext* UNUSED(cx), uintN argc, jsval* argv )
|
|
{
|
|
debug_assert( argc == 5 );
|
|
|
|
int id = ToPrimitive<int>( argv[0] );
|
|
float minRange = ToPrimitive<int>( argv[1] );
|
|
float maxRange = ToPrimitive<int>( argv[2] );
|
|
uint speed = ToPrimitive<uint>( argv[3] );
|
|
CStr8 animation = ToPrimitive<CStr8>( argv[4] );
|
|
|
|
m_actions[id] = SEntityAction( id, minRange, maxRange, speed, animation );
|
|
|
|
return JSVAL_VOID;
|
|
}
|
|
|
|
bool CEntity::RequestNotification( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(4);
|
|
|
|
CEntityListener notify;
|
|
CEntity *target = ToNative<CEntity>( argv[0] );
|
|
notify.m_type = (CEntityListener::EType)ToPrimitive<int>( argv[1] );
|
|
bool tmpDestroyNotifiers = ToPrimitive<bool>( argv[2] );
|
|
entf_set_to(ENTF_DESTROY_NOTIFIERS, !ToPrimitive<bool>( argv[3] ));
|
|
|
|
if (target == this)
|
|
return false;
|
|
|
|
notify.m_sender = this;
|
|
|
|
//Clean up old requests
|
|
if ( tmpDestroyNotifiers )
|
|
DestroyAllNotifiers();
|
|
//If new request is not the same and we're destroy notifiers, reset
|
|
else if ( !(notify.m_type & m_currentRequest) && entf_get(ENTF_DESTROY_NOTIFIERS))
|
|
DestroyAllNotifiers();
|
|
|
|
m_currentRequest = notify.m_type;
|
|
m_notifiers.push_back( target );
|
|
int result = target->m_currentNotification & notify.m_type;
|
|
|
|
//If our target isn't stationary and it's doing something we want to follow, send notification
|
|
if ( result && !target->m_orderQueue.empty() )
|
|
{
|
|
CEntityOrder order = target->m_orderQueue.front();
|
|
switch( result )
|
|
{
|
|
case CEntityListener::NOTIFY_GOTO:
|
|
case CEntityListener::NOTIFY_RUN:
|
|
DispatchNotification( order, result );
|
|
break;
|
|
|
|
case CEntityListener::NOTIFY_HEAL:
|
|
case CEntityListener::NOTIFY_ATTACK:
|
|
case CEntityListener::NOTIFY_GATHER:
|
|
case CEntityListener::NOTIFY_DAMAGE:
|
|
DispatchNotification( order, result );
|
|
break;
|
|
default:
|
|
JS_ReportError( cx, "Invalid order type" );
|
|
break;
|
|
}
|
|
target->m_listeners.push_back( notify );
|
|
return true;
|
|
}
|
|
|
|
target->m_listeners.push_back( notify );
|
|
return false;
|
|
}
|
|
int CEntity::GetCurrentRequest( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return m_currentRequest;
|
|
}
|
|
bool CEntity::ForceCheckListeners( JSContext *cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(2);
|
|
int type = ToPrimitive<int>( argv[0] ); //notify code
|
|
m_currentNotification = type;
|
|
|
|
CEntity *target = ToNative<CEntity>( argv[1] );
|
|
if ( target->m_orderQueue.empty() )
|
|
return false;
|
|
|
|
CEntityOrder order = target->m_orderQueue.front();
|
|
for (size_t i=0; i<m_listeners.size(); i++)
|
|
{
|
|
int result = m_listeners[i].m_type & type;
|
|
if ( result )
|
|
{
|
|
switch( result )
|
|
{
|
|
case CEntityListener::NOTIFY_GOTO:
|
|
case CEntityListener::NOTIFY_RUN:
|
|
case CEntityListener::NOTIFY_HEAL:
|
|
case CEntityListener::NOTIFY_ATTACK:
|
|
case CEntityListener::NOTIFY_GATHER:
|
|
case CEntityListener::NOTIFY_DAMAGE:
|
|
case CEntityListener::NOTIFY_IDLE: //target should be 'this'
|
|
m_listeners[i].m_sender->DispatchNotification( order, result );
|
|
break;
|
|
|
|
default:
|
|
JS_ReportError( cx, "Invalid order type" );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
void CEntity::CheckListeners( int type, CEntity *target)
|
|
{
|
|
m_currentNotification = type;
|
|
|
|
debug_assert(target);
|
|
if ( target->m_orderQueue.empty() )
|
|
return;
|
|
|
|
CEntityOrder order = target->m_orderQueue.front();
|
|
for (size_t i=0; i<m_listeners.size(); i++)
|
|
{
|
|
int result = m_listeners[i].m_type & type;
|
|
if ( result )
|
|
{
|
|
switch( result )
|
|
{
|
|
case CEntityListener::NOTIFY_GOTO:
|
|
case CEntityListener::NOTIFY_RUN:
|
|
case CEntityListener::NOTIFY_HEAL:
|
|
case CEntityListener::NOTIFY_ATTACK:
|
|
case CEntityListener::NOTIFY_GATHER:
|
|
case CEntityListener::NOTIFY_DAMAGE:
|
|
m_listeners[i].m_sender->DispatchNotification( order, result );
|
|
break;
|
|
default:
|
|
debug_warn("Invalid notification: CheckListeners()");
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
jsval_t CEntity::DestroyAllNotifiers( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
DestroyAllNotifiers();
|
|
return JS_TRUE;
|
|
}
|
|
jsval_t CEntity::DestroyNotifier( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
DestroyNotifier( ToNative<CEntity>( argv[0] ) );
|
|
return JS_TRUE;
|
|
}
|
|
|
|
jsval_t CEntity::TriggerRun( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
entf_set(ENTF_TRIGGER_RUN);
|
|
return JSVAL_VOID;
|
|
}
|
|
|
|
jsval_t CEntity::SetRun( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
bool should_run = ToPrimitive<bool> ( argv[0] );
|
|
entf_set_to(ENTF_SHOULD_RUN, should_run);
|
|
entf_set_to(ENTF_IS_RUNNING, should_run);
|
|
return JSVAL_VOID;
|
|
}
|
|
jsval_t CEntity::GetRunState( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return BOOLEAN_TO_JSVAL( entf_get(ENTF_SHOULD_RUN) );
|
|
}
|
|
jsval_t CEntity::GetFormationPenalty( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetPenalty() );
|
|
}
|
|
jsval_t CEntity::GetFormationPenaltyBase( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetPenaltyBase() );
|
|
}
|
|
jsval_t CEntity::GetFormationPenaltyType( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetPenaltyType() );
|
|
}
|
|
jsval_t CEntity::GetFormationPenaltyVal( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetPenaltyVal() );
|
|
}
|
|
jsval_t CEntity::GetFormationBonus( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetBonus() );
|
|
}
|
|
jsval_t CEntity::GetFormationBonusBase( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetBonusBase() );
|
|
}
|
|
jsval_t CEntity::GetFormationBonusType( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetBonusType() );
|
|
}
|
|
jsval_t CEntity::GetFormationBonusVal( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( GetFormation()->GetBase()->GetBonusVal() );
|
|
}
|
|
|
|
jsval_t CEntity::RegisterDamage( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CEntity* inflictor = ToNative<CEntity>( argv[0] );
|
|
CVector2D up(1.0f, 0.0f);
|
|
CVector2D pos = CVector2D( inflictor->m_position.X, inflictor->m_position.Z );
|
|
CVector2D posDelta = (pos - m_position).Normalize();
|
|
|
|
float angle = acosf( up.Dot(posDelta) );
|
|
//Find what section it is between and "activate" it
|
|
int sector = FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f))-1;
|
|
m_sectorValues[sector]=true;
|
|
return JS_TRUE;
|
|
}
|
|
jsval_t CEntity::RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CEntity* idleEntity = ToNative<CEntity>( argv[0] );
|
|
|
|
CVector2D up(1.0f, 0.0f);
|
|
CVector2D pos = CVector2D( idleEntity->m_position.X, idleEntity->m_position.Z );
|
|
CVector2D posDelta = (pos - m_position).Normalize();
|
|
|
|
float angle = acosf( up.Dot(posDelta) );
|
|
//Find what section it is between and "deactivate" it
|
|
int sector = std::max(0, FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f)));
|
|
m_sectorValues[sector]=false;
|
|
return JS_TRUE;
|
|
}
|
|
jsval_t CEntity::GetAttackDirections( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
int directions=0;
|
|
|
|
for ( std::vector<bool>::iterator it=m_sectorValues.begin(); it != m_sectorValues.end(); it++ )
|
|
{
|
|
if ( *it )
|
|
++directions;
|
|
}
|
|
return ToJSVal( directions );
|
|
}
|
|
jsval_t CEntity::FindSector( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(4);
|
|
|
|
try
|
|
{
|
|
int divs = ToPrimitive<int>( argv[0] );
|
|
float angle = ToPrimitive<float>( argv[1] );
|
|
float maxAngle = ToPrimitive<float>( argv[2] );
|
|
bool negative = ToPrimitive<bool>( argv[3] );
|
|
|
|
return ToJSVal( FindSector(divs, angle, maxAngle, negative) );
|
|
}
|
|
catch( PSERROR_Scripting_ConversionFailed )
|
|
{
|
|
JS_ReportError( cx, "Invalid parameters for FindSector" );
|
|
return 0;
|
|
}
|
|
}
|
|
jsval_t CEntity::HasRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( entf_get(ENTF_HAS_RALLY_POINT) );
|
|
}
|
|
jsval_t CEntity::GetRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
return ToJSVal( m_rallyPoint );
|
|
}
|
|
jsval_t CEntity::SetRallyPoint( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
entf_set(ENTF_HAS_RALLY_POINT);
|
|
m_rallyPoint = g_Game->GetView()->GetCamera()->GetWorldCoordinates(true);
|
|
return JS_TRUE;
|
|
}
|
|
|
|
// Called by the script when the entity is damaged, to let it retaliate
|
|
jsval_t CEntity::OnDamaged( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CEntity* damageSource = ToNative<CEntity>( argv[0] );
|
|
m_stance->OnDamaged( damageSource );
|
|
return JSVAL_VOID;
|
|
}
|
|
|
|
jsval_t CEntity::GetVisibleEntities( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
std::vector<CEntity*> pointers;
|
|
g_EntityManager.GetInLOS( this, pointers );
|
|
std::vector<HEntity> handles( pointers.size() );
|
|
for( size_t i=0; i<pointers.size(); i++ )
|
|
handles[i] = pointers[i]->me;
|
|
return OBJECT_TO_JSVAL( EntityCollection::Create( handles ) );
|
|
}
|
|
|
|
float CEntity::GetDistance( JSContext* cx, uintN argc, jsval* argv )
|
|
{
|
|
JSU_REQUIRE_PARAMS_CPP(1);
|
|
CEntity* target = ToNative<CEntity>( argv[0] );
|
|
if( !target )
|
|
return -1.0f;
|
|
return this->Distance2D( target );
|
|
}
|
|
|
|
/*
|
|
|
|
Methods that provide an interface from C++ to JavaScript functions.
|
|
|
|
*/
|
|
|
|
int CEntity::GetAttackAction( HEntity target )
|
|
{
|
|
jsval attackFunc;
|
|
if( GetProperty( g_ScriptingHost.GetContext(), L"getAttackAction", &attackFunc ) )
|
|
{
|
|
jsval arg = ToJSVal( target );
|
|
jsval rval;
|
|
if( JS_CallFunctionValue( g_ScriptingHost.GetContext(), GetScript(), attackFunc, 1, &arg, &rval ) == JS_TRUE )
|
|
{
|
|
return ToPrimitive<int>( rval );
|
|
}
|
|
}
|
|
|
|
// Default return value is an invalid action ID
|
|
return 0;
|
|
}
|
|
|
|
jsval_t CEntity::FlattenTerrain( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) )
|
|
{
|
|
float xDiff, yDiff;
|
|
CVector3D pos = m_position;
|
|
CVector2D pos2D(m_position.X, m_position.Z);
|
|
|
|
if ( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE )
|
|
xDiff = yDiff = m_bounds->m_radius;
|
|
else
|
|
{
|
|
CBoundingBox* box = static_cast<CBoundingBox*>( m_bounds );
|
|
xDiff = box->m_w;
|
|
yDiff = box->m_d;
|
|
}
|
|
//If we ever need to take rotated bounding boxes into account...
|
|
//CVector2D points[4] = { CVector2D(xDiff, yDiff), CVector2D(-xDiff, -yDiff),
|
|
//CVector2D(-xDiff, yDiff), CVector2D(xDiff, yDiff) };
|
|
//CVector3D circle = points[0].FindCircumCircle(points[1], points[2]);
|
|
//float cos = cosf(m_graphics_orientation.Y), sin = sinf(m_graphics_orientation.Y);
|
|
|
|
//for ( size_t i = 0; i<4; ++i )
|
|
//{
|
|
// points[i].x *= cos*circle.Z;
|
|
// points[i].y *= sin*circle.Z;
|
|
//}
|
|
g_Game->GetWorld()->GetTerrain()->FlattenArea(pos.X-xDiff, pos.X+xDiff, pos.Z-yDiff, pos.Z+yDiff);
|
|
SnapToGround();
|
|
return JS_TRUE;
|
|
}
|