2006-04-24 01:14:18 +02:00
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#include "precompiled.h"
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#include <float.h>
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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2006-09-27 18:54:23 +02:00
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#include "../View.h"
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2006-04-24 01:14:18 +02:00
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2006-06-09 18:44:16 +02:00
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#include "graphics/GameView.h"
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2006-04-24 01:14:18 +02:00
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#include "graphics/Model.h"
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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#include "graphics/ObjectEntry.h"
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2006-04-24 01:14:18 +02:00
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#include "graphics/ObjectManager.h"
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2006-06-09 18:44:16 +02:00
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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 "lib/ogl.h"
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2006-04-24 01:14:18 +02:00
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#include "maths/MathUtil.h"
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2006-06-09 18:44:16 +02:00
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#include "maths/Matrix3D.h"
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2006-04-24 01:14:18 +02:00
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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2006-09-28 04:05:56 +02:00
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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2006-07-13 05:29:33 +02:00
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#include "simulation/EntityTemplateCollection.h"
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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#include "simulation/EntityTemplate.h"
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2006-06-09 18:44:16 +02:00
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#include "simulation/Entity.h"
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#include "simulation/EntityManager.h"
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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#include "simulation/TerritoryManager.h"
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2006-04-24 01:14:18 +02:00
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#define LOG_CATEGORY "editor"
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namespace AtlasMessage {
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static bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
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{
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return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
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}
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2006-09-28 04:05:56 +02:00
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static bool IsFloating(const CUnit* unit)
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{
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if (! unit)
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return false;
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if (unit->GetEntity())
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return (unit->GetEntity()->m_base->m_anchorType != L"Ground");
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else
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return unit->GetObject()->m_Base->m_Properties.m_FloatOnWater;
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}
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2006-04-24 01:14:18 +02:00
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QUERYHANDLER(GetObjectsList)
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{
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std::vector<sObjectsListItem> objects;
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2006-09-02 23:20:25 +02:00
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if (CEntityTemplateCollection::IsInitialised())
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2006-04-24 01:14:18 +02:00
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{
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std::vector<CStrW> names;
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2006-07-13 05:29:33 +02:00
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g_EntityTemplateCollection.getEntityTemplateNames(names);
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2006-04-24 01:14:18 +02:00
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for (std::vector<CStrW>::iterator it = names.begin(); it != names.end(); ++it)
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{
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2006-07-13 05:29:33 +02:00
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//CEntityTemplate* baseent = g_EntityTemplateCollection.getTemplate(*it);
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2006-04-24 01:14:18 +02:00
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sObjectsListItem e;
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e.id = L"(e) " + *it;
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e.name = *it; //baseent->m_Tag
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e.type = 0;
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objects.push_back(e);
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}
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}
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{
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std::vector<CStr> names;
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//g_ObjMan.GetPropObjectNames(names);
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g_ObjMan.GetAllObjectNames(names);
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for (std::vector<CStr>::iterator it = names.begin(); it != names.end(); ++it)
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{
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sObjectsListItem e;
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e.id = L"(n) " + CStrW(*it);
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e.name = CStrW(*it).AfterFirst(/*L"props/"*/ L"actors/");
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e.type = 1;
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objects.push_back(e);
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}
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}
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std::sort(objects.begin(), objects.end(), SortObjectsList);
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msg->objects = objects;
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}
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static std::vector<ObjectID> g_Selection;
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void AtlasRenderSelection()
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{
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glDisable(GL_DEPTH_TEST);
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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CUnit* unit = g_UnitMan.FindByID(g_Selection[i]);
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if (unit)
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{
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if (unit->GetEntity())
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{
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unit->GetEntity()->renderSelectionOutline();
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}
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else
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{
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const CBound& bound = unit->GetModel()->GetBounds();
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// Expand bounds by 10% around the centre
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CVector3D centre;
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bound.GetCentre(centre);
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CVector3D a = (bound[0] - centre) * 1.1f + centre;
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CVector3D b = (bound[1] - centre) * 1.1f + centre;
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2006-09-28 04:05:56 +02:00
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2006-04-24 01:14:18 +02:00
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float h = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(centre.X, centre.Z);
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2006-09-28 04:05:56 +02:00
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if (IsFloating(unit))
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h = std::max(h, g_Renderer.GetWaterManager()->m_WaterHeight);
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2006-04-24 01:14:18 +02:00
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glColor3f(0.8f, 0.8f, 0.8f);
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glBegin(GL_LINE_LOOP);
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glVertex3f(a.X, h, a.Z);
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glVertex3f(a.X, h, b.Z);
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glVertex3f(b.X, h, b.Z);
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glVertex3f(b.X, h, a.Z);
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glEnd();
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}
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}
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}
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glEnable(GL_DEPTH_TEST);
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}
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MESSAGEHANDLER(SetSelectionPreview)
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{
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g_Selection = *msg->ids;
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}
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2006-05-04 04:44:03 +02:00
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QUERYHANDLER(GetObjectSettings)
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{
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2006-09-27 18:54:23 +02:00
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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2006-05-04 04:44:03 +02:00
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if (! unit) return;
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sObjectSettings settings;
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settings.player = unit->GetPlayerID();
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2006-05-31 07:27:02 +02:00
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// Get the unit's possible variants and selected variants
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2006-08-06 20:41:07 +02:00
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std::vector<std::vector<CStr> > groups = unit->GetObject()->m_Base->GetVariantGroups();
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const std::set<CStr>& selections = unit->GetActorSelections();
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2006-05-31 07:27:02 +02:00
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// Iterate over variant groups
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2006-08-06 20:41:07 +02:00
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std::vector<std::vector<std::wstring> > variantgroups;
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std::set<std::wstring> selections_set;
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2006-05-31 07:27:02 +02:00
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variantgroups.reserve(groups.size());
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for (size_t i = 0; i < groups.size(); ++i)
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{
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// Copy variants into output structure
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2006-08-06 20:41:07 +02:00
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std::vector<std::wstring> group;
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2006-05-31 07:27:02 +02:00
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group.reserve(groups[i].size());
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int choice = -1;
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for (size_t j = 0; j < groups[i].size(); ++j)
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{
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2006-08-06 20:41:07 +02:00
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group.push_back(CStrW(groups[i][j]));
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2006-05-31 07:27:02 +02:00
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// Find the first string in 'selections' that matches one of this
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// group's variants
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if (choice == -1)
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if (selections.find(groups[i][j]) != selections.end())
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choice = (int)j;
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}
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// Assuming one of the variants was selected (which it really ought
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// to be), remember that one's name
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if (choice != -1)
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2006-08-06 20:41:07 +02:00
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selections_set.insert(CStrW(groups[i][choice]));
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2006-05-31 07:27:02 +02:00
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variantgroups.push_back(group);
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}
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settings.variantgroups = variantgroups;
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2006-08-06 20:41:07 +02:00
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settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
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2006-05-04 04:44:03 +02:00
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msg->settings = settings;
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}
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BEGIN_COMMAND(SetObjectSettings)
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2006-06-22 00:37:31 +02:00
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{
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2006-05-04 04:44:03 +02:00
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int m_PlayerOld, m_PlayerNew;
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2006-08-06 20:41:07 +02:00
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std::set<CStr> m_SelectionsOld, m_SelectionsNew;
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2006-05-04 04:44:03 +02:00
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void Do()
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{
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2006-09-27 18:54:23 +02:00
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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2006-05-04 04:44:03 +02:00
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if (! unit) return;
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sObjectSettings settings = msg->settings;
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m_PlayerOld = unit->GetPlayerID();
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m_PlayerNew = settings.player;
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2006-05-31 07:27:02 +02:00
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m_SelectionsOld = unit->GetActorSelections();
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2006-08-06 20:41:07 +02:00
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std::vector<std::wstring> selections = *settings.selections;
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for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
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{
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m_SelectionsNew.insert(CStr(*it));
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}
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2006-05-04 04:44:03 +02:00
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Redo();
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}
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void Redo()
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{
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2006-09-02 23:20:25 +02:00
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Set(m_PlayerNew, m_SelectionsNew);
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2006-05-04 04:44:03 +02:00
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}
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void Undo()
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2006-09-02 23:20:25 +02:00
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{
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Set(m_PlayerOld, m_SelectionsOld);
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}
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private:
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void Set(int player, const std::set<CStr>& selections)
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2006-05-04 04:44:03 +02:00
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{
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2006-09-27 18:54:23 +02:00
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CUnit* unit = View::GetView(msg->view)->GetUnit(msg->id);
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2006-05-04 04:44:03 +02:00
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if (! unit) return;
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2006-09-02 23:20:25 +02:00
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unit->SetPlayerID(player);
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unit->SetActorSelections(selections);
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if (m_PlayerOld != m_PlayerNew)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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2006-05-04 04:44:03 +02:00
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}
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2006-06-22 00:37:31 +02:00
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};
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2006-05-04 04:44:03 +02:00
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END_COMMAND(SetObjectSettings);
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2006-04-24 01:14:18 +02:00
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//////////////////////////////////////////////////////////////////////////
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static CUnit* g_PreviewUnit = NULL;
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static CStrW g_PreviewUnitID;
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2006-09-28 04:05:56 +02:00
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static bool g_PreviewUnitFloating;
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2006-04-24 01:14:18 +02:00
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// Returns roughly the largest number smaller than f (i.e. closer to zero)
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2006-09-28 04:05:56 +02:00
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// (TODO: does this actually work correctly?)
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2006-04-24 01:14:18 +02:00
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static float flt_minus_epsilon(float f)
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{
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return f - (FLT_EPSILON * f);
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}
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2006-09-28 04:05:56 +02:00
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static CVector3D GetUnitPos(const Position& pos, bool floating)
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2006-04-24 01:14:18 +02:00
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{
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static CVector3D vec;
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2006-09-28 04:05:56 +02:00
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vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
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2006-04-24 01:14:18 +02:00
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2006-09-28 04:05:56 +02:00
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// Check whether the position should be clamped to the edges of the world
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2006-04-24 01:14:18 +02:00
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float xOnMap = clamp(vec.X, 0.f, flt_minus_epsilon((g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE));
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float zOnMap = clamp(vec.Z, 0.f, flt_minus_epsilon((g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE));
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if (xOnMap != vec.X || zOnMap != vec.Z)
|
|
|
|
{
|
|
|
|
vec.X = xOnMap;
|
|
|
|
vec.Z = zOnMap;
|
|
|
|
vec.Y = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(xOnMap, zOnMap);
|
|
|
|
}
|
|
|
|
|
|
|
|
return vec;
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool ParseObjectName(const CStrW& obj, bool& isEntity, CStrW& name)
|
|
|
|
{
|
|
|
|
if (obj.substr(0, 4) == L"(e) ")
|
|
|
|
{
|
|
|
|
isEntity = true;
|
|
|
|
name = obj.substr(4);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else if (obj.substr(0, 4) == L"(n) ")
|
|
|
|
{
|
|
|
|
isEntity = false;
|
|
|
|
name = obj.substr(4);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
MESSAGEHANDLER(ObjectPreview)
|
|
|
|
{
|
|
|
|
if (*msg->id != g_PreviewUnitID)
|
|
|
|
{
|
|
|
|
// Delete old unit
|
|
|
|
if (g_PreviewUnit)
|
|
|
|
{
|
|
|
|
g_UnitMan.RemoveUnit(g_PreviewUnit);
|
|
|
|
delete g_PreviewUnit;
|
|
|
|
g_PreviewUnit = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool isEntity;
|
|
|
|
CStrW name;
|
|
|
|
if (ParseObjectName(*msg->id, isEntity, name))
|
|
|
|
{
|
2006-09-28 04:05:56 +02:00
|
|
|
std::set<CStr> selections; // TODO: get selections from user
|
2006-04-24 01:14:18 +02:00
|
|
|
|
|
|
|
// Create new unit
|
|
|
|
if (isEntity)
|
|
|
|
{
|
2006-07-13 05:29:33 +02:00
|
|
|
CEntityTemplate* base = g_EntityTemplateCollection.getTemplate(name);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (base) // (ignore errors)
|
|
|
|
{
|
|
|
|
g_PreviewUnit = g_UnitMan.CreateUnit(base->m_actorName, NULL, selections);
|
2006-09-28 04:05:56 +02:00
|
|
|
g_PreviewUnitFloating = (base->m_anchorType != L"Ground");
|
2006-04-24 01:14:18 +02:00
|
|
|
// TODO: variations
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
g_PreviewUnit = g_UnitMan.CreateUnit(CStr(name), NULL, selections);
|
2006-09-28 04:05:56 +02:00
|
|
|
g_PreviewUnitFloating = IsFloating(g_PreviewUnit);
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
g_PreviewUnitID = *msg->id;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (g_PreviewUnit)
|
|
|
|
{
|
2006-04-25 07:10:47 +02:00
|
|
|
// Update the unit's position and orientation:
|
|
|
|
|
2006-09-28 04:05:56 +02:00
|
|
|
CVector3D pos = GetUnitPos(msg->pos, g_PreviewUnitFloating);
|
2006-04-24 01:14:18 +02:00
|
|
|
|
|
|
|
float s, c;
|
|
|
|
|
|
|
|
if (msg->usetarget)
|
|
|
|
{
|
2006-04-25 07:10:47 +02:00
|
|
|
// Aim from pos towards msg->target
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
|
|
|
|
dir = dir.normalize();
|
|
|
|
s = dir.x;
|
|
|
|
c = dir.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
s = sin(msg->angle);
|
|
|
|
c = cos(msg->angle);
|
|
|
|
}
|
|
|
|
|
|
|
|
CMatrix3D m;
|
|
|
|
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
|
|
|
|
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
|
|
|
|
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
|
|
|
|
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
|
|
|
|
g_PreviewUnit->GetModel()->SetTransform(m);
|
2006-04-25 07:10:47 +02:00
|
|
|
|
|
|
|
// Update the unit's player colour:
|
|
|
|
g_PreviewUnit->SetPlayerID(msg->settings->player);
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
BEGIN_COMMAND(CreateObject)
|
2006-06-22 00:37:31 +02:00
|
|
|
{
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector3D m_Pos;
|
|
|
|
float m_Angle;
|
|
|
|
int m_ID;
|
|
|
|
int m_Player;
|
|
|
|
|
|
|
|
void Do()
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
// Calculate the position/orientation to create this unit with
|
|
|
|
|
2006-09-28 04:05:56 +02:00
|
|
|
m_Pos = GetUnitPos(msg->pos, false);
|
2006-04-24 01:14:18 +02:00
|
|
|
|
2006-05-04 04:44:03 +02:00
|
|
|
if (msg->usetarget)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
// Aim from m_Pos towards msg->target
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector2D dir(target.X-m_Pos.X, target.Z-m_Pos.Z);
|
|
|
|
m_Angle = atan2(dir.x, dir.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
m_Angle = msg->angle;
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
|
2006-05-04 04:44:03 +02:00
|
|
|
// TODO: variations too
|
|
|
|
m_Player = msg->settings->player;
|
|
|
|
|
|
|
|
// Get a new ID, for future reference to this unit
|
2006-04-24 01:14:18 +02:00
|
|
|
m_ID = g_UnitMan.GetNewID();
|
|
|
|
|
|
|
|
Redo();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Redo()
|
|
|
|
{
|
|
|
|
bool isEntity;
|
|
|
|
CStrW name;
|
2006-05-04 04:44:03 +02:00
|
|
|
if (ParseObjectName(*msg->id, isEntity, name))
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
2006-09-28 04:05:56 +02:00
|
|
|
std::set<CStr> selections;
|
2006-04-24 01:14:18 +02:00
|
|
|
|
|
|
|
if (isEntity)
|
|
|
|
{
|
2006-07-13 05:29:33 +02:00
|
|
|
CEntityTemplate* base = g_EntityTemplateCollection.getTemplate(name);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! base)
|
|
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to load entity template '%ls'", name.c_str());
|
|
|
|
else
|
|
|
|
{
|
|
|
|
HEntity ent = g_EntityManager.create(base, m_Pos, m_Angle, selections);
|
|
|
|
|
|
|
|
if (! ent)
|
|
|
|
{
|
|
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
|
|
|
|
}
|
|
|
|
else if (! ent->m_actor)
|
|
|
|
{
|
|
|
|
// We don't want to allow entities with no actors, because
|
|
|
|
// they'll be be invisible and will confuse scenario designers
|
|
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to create entity of type '%ls'", name.c_str());
|
|
|
|
ent->kill();
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-09-02 23:20:25 +02:00
|
|
|
ent->m_actor->SetPlayerID(m_Player);
|
2006-04-24 01:14:18 +02:00
|
|
|
ent->m_actor->SetID(m_ID);
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
|
|
|
|
if (ent->m_base->m_isTerritoryCentre)
|
|
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CUnit* unit = g_UnitMan.CreateUnit(CStr(name), NULL, selections);
|
|
|
|
if (! unit)
|
|
|
|
{
|
|
|
|
LOG(ERROR, LOG_CATEGORY, "Failed to load nonentity actor '%ls'", name.c_str());
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
unit->SetID(m_ID);
|
|
|
|
|
|
|
|
float s = sin(m_Angle);
|
|
|
|
float c = cos(m_Angle);
|
|
|
|
|
|
|
|
CMatrix3D m;
|
|
|
|
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = m_Pos.X;
|
|
|
|
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = m_Pos.Y;
|
|
|
|
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = m_Pos.Z;
|
|
|
|
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
|
|
|
|
unit->GetModel()->SetTransform(m);
|
2006-05-04 04:44:03 +02:00
|
|
|
|
|
|
|
unit->SetPlayerID(m_Player);
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Undo()
|
|
|
|
{
|
|
|
|
CUnit* unit = g_UnitMan.FindByID(m_ID);
|
|
|
|
if (unit)
|
|
|
|
{
|
|
|
|
if (unit->GetEntity())
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
{
|
|
|
|
bool wasTerritoryCentre = unit->GetEntity()->m_base->m_isTerritoryCentre;
|
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
unit->GetEntity()->kill();
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
|
|
|
|
if (wasTerritoryCentre)
|
|
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
|
|
|
}
|
2006-04-24 01:14:18 +02:00
|
|
|
else
|
|
|
|
{
|
|
|
|
g_UnitMan.RemoveUnit(unit);
|
|
|
|
delete unit;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-06-22 00:37:31 +02:00
|
|
|
};
|
2006-04-24 01:14:18 +02:00
|
|
|
END_COMMAND(CreateObject)
|
|
|
|
|
|
|
|
|
2006-05-04 04:44:03 +02:00
|
|
|
QUERYHANDLER(PickObject)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
|
|
|
float x, y;
|
|
|
|
msg->pos->GetScreenSpace(x, y);
|
|
|
|
|
|
|
|
CVector3D rayorigin, raydir;
|
|
|
|
g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y, rayorigin, raydir);
|
|
|
|
|
|
|
|
CUnit* target = g_UnitMan.PickUnit(rayorigin, raydir);
|
|
|
|
|
|
|
|
if (target)
|
|
|
|
msg->id = target->GetID();
|
|
|
|
else
|
|
|
|
msg->id = -1;
|
|
|
|
|
|
|
|
if (target)
|
|
|
|
{
|
2006-05-31 07:27:02 +02:00
|
|
|
// Get screen coordinates of the point on the ground underneath the
|
|
|
|
// object's model-centre, so that callers know the offset to use when
|
|
|
|
// working out the screen coordinates to move the object to.
|
|
|
|
// (TODO: http://trac.0ad.homeip.net/ticket/99)
|
2006-09-28 04:05:56 +02:00
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector3D centre = target->GetModel()->GetTransform().GetTranslation();
|
2006-09-28 04:05:56 +02:00
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
centre.Y = g_Game->GetWorld()->GetTerrain()->getExactGroundLevel(centre.X, centre.Z);
|
2006-09-28 04:05:56 +02:00
|
|
|
if (IsFloating(target))
|
|
|
|
centre.Y = std::max(centre.Y, g_Renderer.GetWaterManager()->m_WaterHeight);
|
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
float cx, cy;
|
|
|
|
g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
|
2006-05-31 07:27:02 +02:00
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
msg->offsetx = (int)(cx - x);
|
|
|
|
msg->offsety = (int)(cy - y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
msg->offsetx = msg->offsety = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
BEGIN_COMMAND(MoveObject)
|
2006-06-22 00:37:31 +02:00
|
|
|
{
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector3D m_PosOld, m_PosNew;
|
|
|
|
|
|
|
|
void Do()
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
CUnit* unit = g_UnitMan.FindByID(msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! unit) return;
|
|
|
|
|
2006-09-28 04:05:56 +02:00
|
|
|
m_PosNew = GetUnitPos(msg->pos, IsFloating(unit));
|
|
|
|
|
2006-04-24 01:14:18 +02:00
|
|
|
if (unit->GetEntity())
|
|
|
|
{
|
|
|
|
m_PosOld = unit->GetEntity()->m_position;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CMatrix3D m = unit->GetModel()->GetTransform();
|
|
|
|
m_PosOld = m.GetTranslation();
|
|
|
|
}
|
|
|
|
|
|
|
|
SetPos(m_PosNew);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetPos(CVector3D& pos)
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
CUnit* unit = g_UnitMan.FindByID(msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! unit) return;
|
|
|
|
|
|
|
|
if (unit->GetEntity())
|
|
|
|
{
|
|
|
|
unit->GetEntity()->m_position = pos;
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
|
|
|
|
if (unit->GetEntity()->m_base->m_isTerritoryCentre)
|
|
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
CMatrix3D m = unit->GetModel()->GetTransform();
|
|
|
|
m.Translate(pos - m.GetTranslation());
|
|
|
|
unit->GetModel()->SetTransform(m);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Redo()
|
|
|
|
{
|
|
|
|
SetPos(m_PosNew);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Undo()
|
|
|
|
{
|
|
|
|
SetPos(m_PosOld);
|
|
|
|
}
|
|
|
|
|
2006-06-03 07:08:32 +02:00
|
|
|
void MergeIntoPrevious(cMoveObject* prev)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
2006-05-31 07:27:02 +02:00
|
|
|
// TODO: do something valid if prev unit != this unit
|
|
|
|
debug_assert(prev->msg->id == msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
prev->m_PosNew = m_PosNew;
|
|
|
|
}
|
2006-06-22 00:37:31 +02:00
|
|
|
};
|
2006-04-24 01:14:18 +02:00
|
|
|
END_COMMAND(MoveObject)
|
|
|
|
|
|
|
|
|
|
|
|
BEGIN_COMMAND(RotateObject)
|
2006-06-22 00:37:31 +02:00
|
|
|
{
|
2006-04-24 01:14:18 +02:00
|
|
|
float m_AngleOld, m_AngleNew;
|
|
|
|
CMatrix3D m_TransformOld, m_TransformNew;
|
|
|
|
|
|
|
|
void Do()
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
CUnit* unit = g_UnitMan.FindByID(msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! unit) return;
|
|
|
|
|
|
|
|
if (unit->GetEntity())
|
|
|
|
{
|
2006-05-04 06:14:48 +02:00
|
|
|
m_AngleOld = unit->GetEntity()->m_orientation.Y;
|
2006-05-04 04:44:03 +02:00
|
|
|
if (msg->usetarget)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
|
|
|
CVector3D& pos = unit->GetEntity()->m_position;
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
|
|
|
|
m_AngleNew = atan2(dir.x, dir.y);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
m_AngleNew = msg->angle;
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_TransformOld = unit->GetModel()->GetTransform();
|
|
|
|
|
|
|
|
CVector3D pos = unit->GetModel()->GetTransform().GetTranslation();
|
|
|
|
|
|
|
|
float s, c;
|
2006-05-04 04:44:03 +02:00
|
|
|
if (msg->usetarget)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
CVector3D target = msg->target->GetWorldSpace(pos.Y);
|
2006-04-24 01:14:18 +02:00
|
|
|
CVector2D dir(target.X-pos.X, target.Z-pos.Z);
|
|
|
|
dir = dir.normalize();
|
|
|
|
s = dir.x;
|
|
|
|
c = dir.y;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
s = sinf(msg->angle);
|
|
|
|
c = cosf(msg->angle);
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
CMatrix3D& m = m_TransformNew;
|
|
|
|
m._11 = -c; m._12 = 0.0f; m._13 = -s; m._14 = pos.X;
|
|
|
|
m._21 = 0.0f; m._22 = 1.0f; m._23 = 0.0f; m._24 = pos.Y;
|
|
|
|
m._31 = s; m._32 = 0.0f; m._33 = -c; m._34 = pos.Z;
|
|
|
|
m._41 = 0.0f; m._42 = 0.0f; m._43 = 0.0f; m._44 = 1.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
SetAngle(m_AngleNew, m_TransformNew);
|
|
|
|
}
|
|
|
|
|
|
|
|
void SetAngle(float angle, CMatrix3D& transform)
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
CUnit* unit = g_UnitMan.FindByID(msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! unit) return;
|
|
|
|
|
|
|
|
if (unit->GetEntity())
|
|
|
|
{
|
2006-05-04 06:14:48 +02:00
|
|
|
unit->GetEntity()->m_orientation.Y = angle;
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
unit->GetModel()->SetTransform(transform);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Redo()
|
|
|
|
{
|
|
|
|
SetAngle(m_AngleNew, m_TransformNew);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Undo()
|
|
|
|
{
|
|
|
|
SetAngle(m_AngleOld, m_TransformOld);
|
|
|
|
}
|
|
|
|
|
2006-06-03 07:08:32 +02:00
|
|
|
void MergeIntoPrevious(cRotateObject* prev)
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
2006-05-31 07:27:02 +02:00
|
|
|
// TODO: do something valid if prev unit != this unit
|
|
|
|
debug_assert(prev->msg->id == msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
prev->m_AngleNew = m_AngleNew;
|
|
|
|
prev->m_TransformNew = m_TransformNew;
|
|
|
|
}
|
2006-06-22 00:37:31 +02:00
|
|
|
};
|
2006-04-24 01:14:18 +02:00
|
|
|
END_COMMAND(RotateObject)
|
|
|
|
|
|
|
|
|
|
|
|
BEGIN_COMMAND(DeleteObject)
|
2006-06-22 00:37:31 +02:00
|
|
|
{
|
2006-04-24 01:14:18 +02:00
|
|
|
CUnit* m_UnitInLimbo;
|
|
|
|
|
2006-06-22 00:37:31 +02:00
|
|
|
cDeleteObject()
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
|
|
|
m_UnitInLimbo = NULL;
|
|
|
|
}
|
|
|
|
|
2006-06-22 00:37:31 +02:00
|
|
|
~cDeleteObject()
|
2006-04-24 01:14:18 +02:00
|
|
|
{
|
|
|
|
if (m_UnitInLimbo)
|
|
|
|
{
|
|
|
|
if (m_UnitInLimbo->GetEntity())
|
|
|
|
m_UnitInLimbo->GetEntity()->kill();
|
|
|
|
else
|
|
|
|
delete m_UnitInLimbo;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Do()
|
|
|
|
{
|
|
|
|
Redo();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Redo()
|
|
|
|
{
|
2006-05-04 04:44:03 +02:00
|
|
|
CUnit* unit = g_UnitMan.FindByID(msg->id);
|
2006-04-24 01:14:18 +02:00
|
|
|
if (! unit) return;
|
|
|
|
|
|
|
|
if (unit->GetEntity())
|
|
|
|
{
|
|
|
|
// HACK: I don't know the proper way of undoably deleting entities...
|
2006-07-12 18:18:31 +02:00
|
|
|
unit->GetEntity()->entf_set(ENTF_DESTROYED);
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
|
|
|
|
|
|
|
// TODO: territories don't ignore DESTROYED entities
|
|
|
|
if (unit->GetEntity()->m_base->m_isTerritoryCentre)
|
|
|
|
g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
g_UnitMan.RemoveUnit(unit);
|
|
|
|
m_UnitInLimbo = unit;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Undo()
|
|
|
|
{
|
|
|
|
if (m_UnitInLimbo->GetEntity())
|
# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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{
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2006-07-12 18:18:31 +02:00
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m_UnitInLimbo->GetEntity()->entf_clear(ENTF_DESTROYED);
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2006-04-24 01:14:18 +02:00
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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if (m_UnitInLimbo->GetEntity()->m_base->m_isTerritoryCentre)
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g_Game->GetWorld()->GetTerritoryManager()->DelayedRecalculate();
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}
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2006-04-24 01:14:18 +02:00
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g_UnitMan.AddUnit(m_UnitInLimbo);
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m_UnitInLimbo = NULL;
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}
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2006-06-22 00:37:31 +02:00
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};
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2006-04-24 01:14:18 +02:00
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END_COMMAND(DeleteObject)
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}
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