0ad/source/simulation/Entity.cpp

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// Last modified: May 15 2004, Mark Thompson (mark@wildfiregames.com)
#include "precompiled.h"
#include "Entity.h"
#include "EntityManager.h"
#include "BaseEntityCollection.h"
#include "Renderer.h"
#include "Model.h"
#include "Terrain.h"
#include "Interact.h"
#include "Collision.h"
#include "PathfindEngine.h"
#include "Game.h"
#include "scripting/JSInterface_Vector3D.h"
CEntity::CEntity( CBaseEntity* base, CVector3D position, float orientation )
{
m_position = position;
m_orientation = orientation;
m_ahead.x = sin( m_orientation );
m_ahead.y = cos( m_orientation );
AddProperty( L"template", (CBaseEntity**)&m_base, false, (NotifyFn)loadBase );
AddProperty( L"actions.move.speed", &m_speed );
AddProperty( L"selected", &m_selected, false, (NotifyFn)checkSelection );
AddProperty( L"group", &m_grouped, false, (NotifyFn)checkGroup );
AddProperty( L"extant", &m_extant, false, (NotifyFn)checkExtant );
AddProperty( L"actions.move.turningradius", &m_turningRadius );
AddProperty( L"position", &m_graphics_position, false, (NotifyFn)teleport );
AddProperty( L"orientation", &m_graphics_orientation, false, (NotifyFn)reorient );
for( int t = 0; t < EVENT_LAST; t++ )
AddProperty( EventNames[t], &m_EventHandlers[t] );
// Set our parent unit and build us an actor.
m_actor = NULL;
m_bounds = NULL;
m_moving = false;
m_base = base;
loadBase();
if( m_bounds )
m_bounds->setPosition( m_position.X, m_position.Z );
m_position_previous = m_position;
m_orientation_previous = m_orientation;
m_graphics_position = m_position;
m_graphics_orientation = m_orientation;
m_extant = true;
m_extant_mirror = true;
m_selected = false;
m_grouped = -1;
}
CEntity::~CEntity()
{
if( m_actor )
{
g_UnitMan.RemoveUnit( m_actor );
delete( m_actor );
}
if( m_bounds ) delete( m_bounds );
}
void CEntity::loadBase()
{
if( m_actor )
{
g_UnitMan.RemoveUnit( m_actor );
delete( m_actor );
}
if( m_bounds )
{
delete( m_bounds );
}
m_actor = new CUnit( m_base->m_actorObject, m_base->m_actorObject->m_Model->Clone(), this );
// Register the actor with the renderer.
g_UnitMan.AddUnit( m_actor );
// Set up our instance data
SetBase( m_base );
if( m_base->m_bound_type == CBoundingObject::BOUND_CIRCLE )
{
m_bounds = new CBoundingCircle( m_position.X, m_position.Z, m_base->m_bound_circle );
}
else if( m_base->m_bound_type == CBoundingObject::BOUND_OABB )
{
m_bounds = new CBoundingBox( m_position.X, m_position.Z, m_ahead, m_base->m_bound_box );
}
}
void CEntity::kill()
{
g_Selection.removeAll( me );
if( m_bounds ) delete( m_bounds );
m_bounds = NULL;
m_extant = false;
m_extant_mirror = false;
if( m_actor )
{
g_UnitMan.RemoveUnit( m_actor );
delete( m_actor );
m_actor = NULL;
}
me = HEntity(); // will deallocate the entity, assuming nobody else has a reference to it
}
void CEntity::updateActorTransforms()
{
CMatrix3D m;
float s = sin( m_graphics_orientation );
float c = cos( m_graphics_orientation );
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_graphics_position.X;
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_graphics_position.Y;
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_graphics_position.Z;
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
m_actor->GetModel()->SetTransform( m );
}
void CEntity::snapToGround()
{
CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
m_graphics_position.Y = pTerrain->getExactGroundLevel( m_graphics_position.X, m_graphics_position.Z );
}
void CEntity::update( size_t timestep )
{
m_position_previous = m_position;
m_orientation_previous = m_orientation;
while( !m_orderQueue.empty() )
{
CEntityOrder* current = &m_orderQueue.front();
switch( current->m_type )
{
case CEntityOrder::ORDER_GOTO_NOPATHING:
case CEntityOrder::ORDER_GOTO_COLLISION:
case CEntityOrder::ORDER_GOTO_SMOOTHED:
if( processGotoNoPathing( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_GOTO:
if( processGoto( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_PATROL:
if( processPatrol( current, timestep ) ) break;
return;
default:
assert( 0 && "Invalid entity order" );
}
}
if( m_moving )
{
m_actor->GetModel()->SetAnimation( m_actor->GetObject()->m_IdleAnim );
m_moving = false;
}
}
void CEntity::dispatch( const CMessage* msg )
{
switch( msg->type )
{
case CMessage::EMSG_TICK:
m_EventHandlers[EVENT_TICK].Run( GetScript() );
break;
case CMessage::EMSG_INIT:
m_EventHandlers[EVENT_INITIALIZE].Run( GetScript() );
if( m_base->m_Tag == CStrW( L"Prometheus Dude" ) )
{
if( getCollisionObject( this ) )
{
// Prometheus telefragging. (Appeared inside another object)
kill();
return;
}
/*
std::vector<HEntity>* waypoints = g_EntityManager.matches( isWaypoint );
while( !waypoints->empty() )
{
CEntityOrder patrol;
size_t id = rand() % waypoints->size();
std::vector<HEntity>::iterator it = waypoints->begin();
it += id;
HEntity waypoint = *it;
patrol.m_type = CEntityOrder::ORDER_PATROL;
patrol.m_data[0].location.x = waypoint->m_position.X;
patrol.m_data[0].location.y = waypoint->m_position.Z;
pushOrder( patrol );
waypoints->erase( it );
}
delete( waypoints );
*/
}
break;
case CMessage::EMSG_ORDER:
CMessageOrder* m;
m = (CMessageOrder*)msg;
if( !m->queue )
clearOrders();
pushOrder( m->order );
break;
}
}
void CEntity::clearOrders()
{
m_orderQueue.clear();
}
void CEntity::pushOrder( CEntityOrder& order )
{
m_orderQueue.push_back( order );
}
bool CEntity::acceptsOrder( int orderType, CEntity* orderTarget )
{
// Hardcoding...
switch( orderType )
{
case CEntityOrder::ORDER_GOTO:
case CEntityOrder::ORDER_PATROL:
return( m_speed > 0.0f );
}
return( false );
}
void CEntity::repath()
{
CVector2D destination;
if( m_orderQueue.empty() ) return;
while( !m_orderQueue.empty() &&
( ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_COLLISION )
|| ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_NOPATHING )
|| ( m_orderQueue.front().m_type == CEntityOrder::ORDER_GOTO_SMOOTHED ) ) )
{
destination = m_orderQueue.front().m_data[0].location;
m_orderQueue.pop_front();
}
g_Pathfinder.requestPath( me, destination );
}
void CEntity::reorient()
{
m_orientation = m_graphics_orientation;
m_ahead.x = sin( m_orientation );
m_ahead.y = cos( m_orientation );
if( m_bounds->m_type == CBoundingObject::BOUND_OABB )
((CBoundingBox*)m_bounds)->setOrientation( m_ahead );
updateActorTransforms();
}
void CEntity::teleport()
{
m_position = m_graphics_position;
m_bounds->setPosition( m_position.X, m_position.Z );
repath();
}
void CEntity::checkSelection()
{
if( m_selected )
{
if( !g_Selection.isSelected( me ) )
g_Selection.addSelection( me );
}
else
{
if( g_Selection.isSelected( me ) )
g_Selection.removeSelection( me );
}
}
void CEntity::checkGroup()
{
g_Selection.changeGroup( me, -1 ); // Ungroup
if( ( m_grouped >= 0 ) && ( m_grouped < MAX_GROUPS ) )
g_Selection.changeGroup( me, m_grouped );
}
void CEntity::checkExtant()
{
if( m_extant && !( (bool)m_extant_mirror ) )
kill();
// Sorry. Dead stuff stays dead.
}
void CEntity::interpolate( float relativeoffset )
{
m_graphics_position = Interpolate<CVector3D>( m_position_previous, m_position, relativeoffset );
// Avoid wraparound glitches for interpolating angles.
while( m_orientation < m_orientation_previous - PI )
m_orientation_previous -= 2 * PI;
while( m_orientation > m_orientation_previous + PI )
m_orientation_previous += 2 * PI;
m_graphics_orientation = Interpolate<float>( m_orientation_previous, m_orientation, relativeoffset );
snapToGround();
updateActorTransforms();
}
void CEntity::render()
{
CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
if( !m_orderQueue.empty() )
{
std::deque<CEntityOrder>::iterator it;
CBoundingObject* destinationCollisionObject;
float x0, y0, x, y;
x = m_orderQueue.front().m_data[0].location.x;
y = m_orderQueue.front().m_data[0].location.y;
for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ )
{
if( it->m_type == CEntityOrder::ORDER_PATROL )
break;
x = it->m_data[0].location.x;
y = it->m_data[0].location.y;
}
destinationCollisionObject = getContainingObject( CVector2D( x, y ) );
glShadeModel( GL_FLAT );
glBegin( GL_LINE_STRIP );
glVertex3f( m_position.X, m_position.Y + 0.25f, m_position.Z );
x = m_position.X;
y = m_position.Z;
for( it = m_orderQueue.begin(); it < m_orderQueue.end(); it++ )
{
x0 = x; y0 = y;
x = it->m_data[0].location.x;
y = it->m_data[0].location.y;
rayIntersectionResults r;
CVector2D fwd( x - x0, y - y0 );
float l = fwd.length();
fwd = fwd.normalize();
CVector2D rgt = fwd.beta();
if( getRayIntersection( CVector2D( x0, y0 ), fwd, rgt, l, m_bounds->m_radius, destinationCollisionObject, &r ) )
{
glEnd();
glBegin( GL_LINES );
glColor3f( 1.0f, 0.0f, 0.0f );
glVertex3f( x0 + fwd.x * r.distance, pTerrain->getExactGroundLevel( x0 + fwd.x * r.distance, y0 + fwd.y * r.distance ) + 0.25f, y0 + fwd.y * r.distance );
glVertex3f( r.position.x, pTerrain->getExactGroundLevel( r.position.x, r.position.y ) + 0.25f, r.position.y );
glEnd();
glBegin( GL_LINE_STRIP );
glVertex3f( x0, pTerrain->getExactGroundLevel( x0, y0 ), y0 );
}
switch( it->m_type )
{
case CEntityOrder::ORDER_GOTO:
glColor3f( 1.0f, 0.0f, 0.0f ); break;
case CEntityOrder::ORDER_GOTO_COLLISION:
glColor3f( 1.0f, 0.5f, 0.5f ); break;
case CEntityOrder::ORDER_GOTO_NOPATHING:
case CEntityOrder::ORDER_GOTO_SMOOTHED:
glColor3f( 0.5f, 0.5f, 0.5f ); break;
case CEntityOrder::ORDER_PATROL:
glColor3f( 0.0f, 1.0f, 0.0f ); break;
default:
continue;
}
glVertex3f( x, pTerrain->getExactGroundLevel( x, y ) + 0.25f, y );
}
glEnd();
glShadeModel( GL_SMOOTH );
}
glColor3f( 1.0f, 1.0f, 1.0f );
if( getCollisionObject( this ) ) glColor3f( 0.5f, 0.5f, 1.0f );
m_bounds->render( pTerrain->getExactGroundLevel( m_position.X, m_position.Z ) + 0.25f ); //m_position.Y + 0.25f );
}
void CEntity::renderSelectionOutline( float alpha )
{
CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain();
if( !m_bounds ) return;
glColor4f( 1.0f, 1.0f, 1.0f, alpha );
if( getCollisionObject( this ) ) glColor4f( 1.0f, 0.5f, 0.5f, alpha );
glBegin( GL_LINE_LOOP );
CVector3D pos = m_graphics_position;
switch( m_bounds->m_type )
{
case CBoundingObject::BOUND_CIRCLE:
{
float radius = ((CBoundingCircle*)m_bounds)->m_radius;
for( int i = 0; i < SELECTION_CIRCLE_POINTS; i++ )
{
float ang = i * 2 * PI / (float)SELECTION_CIRCLE_POINTS;
float x = pos.X + radius * sin( ang );
float y = pos.Z + radius * cos( ang );
#ifdef SELECTION_TERRAIN_CONFORMANCE
glVertex3f( x, pTerrain->getExactGroundLevel( x, y ) + 0.25f, y );
#else
glVertex3f( x, pos.Y + 0.25f, y );
#endif
}
break;
}
case CBoundingObject::BOUND_OABB:
{
CVector2D p, q;
CVector2D u, v;
q.x = pos.X; q.y = pos.Z;
float h = ((CBoundingBox*)m_bounds)->m_h;
float w = ((CBoundingBox*)m_bounds)->m_w;
u.x = sin( m_graphics_orientation );
u.y = cos( m_graphics_orientation );
v.x = u.y;
v.y = -u.x;
#ifdef SELECTION_TERRAIN_CONFORMANCE
for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- )
{
p = q + u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS );
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
}
for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- )
{
p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) - v * w;
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
}
for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ )
{
p = q - u * h + v * ( w * (float)i / (float)SELECTION_BOX_POINTS );
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
}
for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ )
{
p = q + u * ( h * (float)i / (float)SELECTION_BOX_POINTS ) + v * w;
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
}
#else
p = q + u * h + v * w;
glVertex3f( p.x, pTerrain->getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
p = q + u * h - v * w;
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
p = q - u * h + v * w;
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
p = q + u * h + v * w;
glVertex3f( p.x, getExactGroundLevel( p.x, p.y ) + 0.25f, p.y );
#endif
break;
}
}
glEnd();
}
/*
Scripting interface
*/
// Scripting initialization
void CEntity::ScriptingInit()
{
AddMethod<jsval, ToString>( "toString", 0 );
AddMethod<bool, OrderSingle>( "order", 1 );
AddMethod<bool, OrderQueued>( "orderQueued", 1 );
CJSObject<CEntity>::ScriptingInit( "Entity", Construct, 2 );
}
// Script constructor
JSBool CEntity::Construct( JSContext* cx, JSObject* obj, unsigned int argc, jsval* argv, jsval* rval )
{
assert( argc >= 2 );
CBaseEntity* baseEntity = NULL;
CVector3D position;
float orientation = 0.0f;
JSObject* jsBaseEntity = JSVAL_TO_OBJECT( argv[0] );
CStrW templateName;
if( !JSVAL_IS_OBJECT( argv[0] ) || !( baseEntity = ToNative<CBaseEntity>( cx, jsBaseEntity ) ) )
{
try
{
templateName = g_ScriptingHost.ValueToUCString( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
*rval = JSVAL_NULL;
JS_ReportError( cx, "Invalid template identifier" );
return( JS_TRUE );
}
baseEntity = g_EntityTemplateCollection.getTemplate( templateName );
}
if( !baseEntity )
{
*rval = JSVAL_NULL;
JS_ReportError( cx, "No such template: %ls", CStr8(templateName).c_str() );
return( JS_TRUE );
}
JSI_Vector3D::Vector3D_Info* jsVector3D = NULL;
if( JSVAL_IS_OBJECT( argv[1] ) && ( jsVector3D = (JSI_Vector3D::Vector3D_Info*)JS_GetInstancePrivate( cx, JSVAL_TO_OBJECT( argv[1] ), &JSI_Vector3D::JSI_class, NULL ) ) )
{
position = *( jsVector3D->vector );
}
if( argc >= 3 )
{
try
{
orientation = (float)g_ScriptingHost.ValueToDouble( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
// TODO: Net-safe random for this parameter.
orientation = 0.0f;
}
}
HEntity handle = g_EntityManager.create( baseEntity, position, orientation );
CMessage message( CMessage::EMSG_INIT );
handle->dispatch( &message );
*rval = ToJSVal<CEntity>( *handle );
return( JS_TRUE );
}
// Script-bound methods
jsval CEntity::ToString( JSContext* cx, uintN argc, jsval* argv )
{
utf16_t buffer[256];
swprintf( buffer, 256, L"[object Entity: %ls]", m_base->m_Tag.c_str() );
buffer[255] = 0;
return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, buffer ) ) );
}
bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, bool Queued )
{
// This needs to be sorted (uses Scheduler rather than network messaging)
assert( argc >= 1 );
int orderCode;
try
{
orderCode = g_ScriptingHost.ValueToInt( argv[0] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid order type" );
return( false );
}
CEntityOrder newOrder;
(int&)newOrder.m_type = orderCode;
switch( orderCode )
{
case CEntityOrder::ORDER_GOTO:
case CEntityOrder::ORDER_PATROL:
if( argc < 3 )
{
JS_ReportError( cx, "Too few parameters" );
return( false );
}
try
{
newOrder.m_data[0].location.x = g_ScriptingHost.ValueToDouble( argv[1] );
newOrder.m_data[0].location.y = g_ScriptingHost.ValueToDouble( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid location" );
return( false );
}
g_Scheduler.pushFrame( ORDER_DELAY, me, new CMessageOrder( newOrder, Queued ) );
return( true );
default:
JS_ReportError( cx, "Invalid order type" );
return( false );
}
}