janwas
58407c7438
class static const member apparently sometimes requires external linkage and enum causes conversion warnings, so go with file-scope constants. This was SVN commit r6161.
150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/**
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* =========================================================================
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* File : UnitManager.cpp
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* Project : 0 A.D.
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* Description : Container that owns all units
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* =========================================================================
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*/
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#include "precompiled.h"
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#include <float.h>
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#include "Model.h"
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#include "UnitManager.h"
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#include "Unit.h"
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#include "ObjectManager.h"
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#include "ObjectEntry.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "simulation/Entity.h"
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#include "simulation/LOSManager.h"
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager()
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: m_NextID(0)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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for (size_t i=0;i<m_Units.size();i++) {
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delete m_Units[i];
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}
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m_Units.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// PickUnit: iterate through units testing given ray against bounds of each
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// unit; return the closest unit, or null if everything missed
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CUnit* CUnitManager::PickUnit(const CVector3D& origin, const CVector3D& dir, bool entitiesOnly) const
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{
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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// closest object found so far
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CUnit* hit = 0;
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// distance to closest object found so far
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float dist = FLT_MAX;
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// closest approach offset (easier to pick small stuff in forests than standard ScEd style selection)
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float minrel = FLT_MAX;
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for (size_t i=0; i<m_Units.size(); i++) {
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CUnit* unit = m_Units[i];
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float tmin, tmax;
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CEntity* ent = unit->GetEntity();
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if( entitiesOnly && !ent )
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continue;
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if( ent && !ent->m_visible )
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continue;
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if (unit->GetModel()->GetBounds().RayIntersect(origin, dir, tmin, tmax)
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&& losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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{
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// Point of closest approach
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CVector3D obj;
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unit->GetModel()->GetBounds().GetCentre(obj);
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CVector3D delta = obj - origin;
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float distance = delta.Dot(dir);
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CVector3D closest = origin + dir * distance;
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CVector3D offset = obj - closest;
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float rel = offset.Length();
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if (rel < minrel) {
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hit = unit;
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dist = tmin;
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minrel = rel;
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}
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}
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}
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return hit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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CUnit* CUnitManager::CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStr>& selections)
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{
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if (! m_ObjectManager)
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return NULL;
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CUnit* unit = CUnit::Create(actorName, entity, selections, *m_ObjectManager);
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if (unit)
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AddUnit(unit);
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return unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// FindByID
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CUnit* CUnitManager::FindByID(size_t id) const
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{
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if (id == invalidUnitId)
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return NULL;
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for (size_t i = 0; i < m_Units.size(); ++i)
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if (m_Units[i]->GetID() == id)
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return m_Units[i];
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return NULL;
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}
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