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forked from 0ad/0ad
0ad/source/simulation/EntityManager.cpp
2005-11-05 23:10:54 +00:00

189 lines
5.2 KiB
C++
Executable File

#include "precompiled.h"
#include "EntityManager.h"
#include "BaseEntityCollection.h"
#include "ConfigDB.h"
#include "Profile.h"
int SELECTION_CIRCLE_POINTS;
int SELECTION_BOX_POINTS;
int SELECTION_SMOOTHNESS_UNIFIED = 9;
CEntityManager::CEntityManager()
: m_entities() // janwas: default-initialize entire array;
// CHandle ctor sets m_entity and m_refcount to 0
{
m_nextalloc = 0;
m_extant = true;
// Also load a couple of global entity settings
CConfigValue* cfg = g_ConfigDB.GetValue( CFG_USER, "selection.outline.quality" );
if( cfg ) cfg->GetInt( SELECTION_SMOOTHNESS_UNIFIED );
if( SELECTION_SMOOTHNESS_UNIFIED < 0 ) SELECTION_SMOOTHNESS_UNIFIED = 0;
SELECTION_CIRCLE_POINTS = 7 + 2 * SELECTION_SMOOTHNESS_UNIFIED;
SELECTION_BOX_POINTS = 1 + SELECTION_SMOOTHNESS_UNIFIED;
}
CEntityManager::~CEntityManager()
{
m_extant = false;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount )
{
delete( m_entities[i].m_entity );
m_entities[i].m_entity = 0;
m_entities[i].m_refcount = 0;
}
}
void CEntityManager::deleteAll()
{
m_extant = false;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount )
{
delete( m_entities[i].m_entity );
m_entities[i].m_refcount = 0;
}
m_nextalloc = 0;
m_extant = true;
}
HEntity CEntityManager::create( CBaseEntity* base, CVector3D position, float orientation )
{
debug_assert( base );
if( !base )
return HEntity();
while( m_entities[m_nextalloc].m_refcount )
{
m_nextalloc++;
if( m_nextalloc >= MAX_HANDLES )
{
debug_warn("Ran out of entity handles!");
return HEntity();
}
}
m_entities[m_nextalloc].m_entity = new CEntity( base, position, orientation );
m_entities[m_nextalloc].m_entity->me = HEntity( m_nextalloc );
return( HEntity( m_nextalloc++ ) );
}
HEntity CEntityManager::create( CStrW templatename, CVector3D position, float orientation )
{
CBaseEntity* templateobj = g_EntityTemplateCollection.getTemplate( templatename );
return( create( templateobj, position, orientation ) );
}
HEntity* CEntityManager::getByHandle( u16 index )
{
if( index >= MAX_HANDLES ) return( NULL );
if( !m_entities[index].m_refcount ) return( NULL );
return( new HEntity( index ) );
}
std::vector<HEntity>* CEntityManager::matches( EntityPredicate predicate, void* userdata )
{
std::vector<HEntity>* matchlist = new std::vector<HEntity>;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
if( predicate( m_entities[i].m_entity, userdata ) )
matchlist->push_back( HEntity( i ) );
return( matchlist );
}
std::vector<HEntity>* CEntityManager::getExtant()
{
std::vector<HEntity>* activelist = new std::vector<HEntity>;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
activelist->push_back( HEntity( i ) );
return( activelist );
}
void CEntityManager::GetExtant( std::vector<CEntity*>& results )
{
results.clear();
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
results.push_back( m_entities[i].m_entity );
}
/*
void CEntityManager::dispatchAll( CMessage* msg )
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && m_entities[i].m_entity->m_extant )
m_entities[i].m_entity->dispatch( msg );
}
*/
void CEntityManager::InitializeAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->Initialize();
}
void CEntityManager::TickAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->Tick();
}
void CEntityManager::updateAll( size_t timestep )
{
PROFILE_START( "reaper" );
std::vector<CEntity*>::iterator it;
for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
delete( *it );
m_reaper.clear();
PROFILE_END( "reaper" );
// PT: TickAll (which sends the 'Tick' event to all entities) has been
// disabled, because:
// * it's very slow (particularly when there are thousands of entities, e.g. trees);
// * no entity currently responds to tick events;
// * nobody can think of a situation where ticks would be required in the future;
// * if they ever are needed, they can be done more efficiently (e.g. by
// adding a per-entity 'wants tick' flag);
// * it's very slow.
/*
PROFILE_START( "tick all" );
TickAll();
PROFILE_END( "tick all" );
*/
PROFILE_START( "update all" );
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->update( timestep );
PROFILE_END( "update all" );
}
void CEntityManager::interpolateAll( float relativeoffset )
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->interpolate( relativeoffset );
}
void CEntityManager::renderAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->render();
}
void CEntityManager::destroy( u16 handle )
{
m_reaper.push_back( m_entities[handle].m_entity );
m_entities[handle].m_entity->me.m_handle = INVALID_HANDLE;
}
bool CEntityManager::m_extant = false;