0ad/source/simulation/EntityManager.h

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/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// EntityManager.h
//
// Maintains entity id->object mappings. Does most of the work involved in creating an entity.
//
// Usage: Do not attempt to directly instantiate an entity class.
// HEntity bob = g_EntityManager.Create( unit_class_name, position, orientation );
// or HEntity jim = g_EntityManager.Create( pointer_to_unit_class, position, orientation );
//
// Perform updates on all world entities by g_EntityManager.UpdateAll( timestep )
// Dispatch an identical message to all world entities by g_EntityManager.dispatchAll( message_pointer )
// Fill an STL vector container with all entities matching a certain predicate with g_EntityManager.GetMatchingAsHandles( container, predicate, data )
// or just get all entities with g_EntityManager.GetExtant().
//
// Those last two functions - caller has responsibility for deleting the collection when you're done with it.
#ifndef INCLUDED_ENTITYMANAGER
#define INCLUDED_ENTITYMANAGER
#include <set>
#include <bitset>
#include <map>
#include "EntityHandles.h"
#include "ps/Game.h"
#include "ps/World.h"
class CEntityTemplate;
# 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
class CPlayer;
class CStrW;
class CStr8;
class CVector3D;
const size_t MAX_HANDLES = 16384;
cassert(MAX_HANDLES < 0x10000);
// collision patch size, in graphics units, not tiles (1 tile = 4 units)
#define COLLISION_PATCH_SIZE 8
#define g_EntityManager g_Game->GetWorld()->GetEntityManager()
class CEntityManager
{
friend class CEntity;
friend class HEntity;
friend class CHandle;
CHandle m_entities[MAX_HANDLES];
std::bitset<MAX_HANDLES> m_refd;
std::vector<CEntity*> m_reaper;
std::vector<CEntity*>* m_collisionPatches;
size_t m_nextalloc;
static bool m_extant;
bool m_death;
int m_collisionPatchesPerSide;
//Optimized data for triggers. key = playerID, nested key = entity class, value = frequency
std::map<size_t, std::map<CStrW, int> > m_entityClassData;
void Destroy( size_t handle );
void DeleteAllHelper();
inline bool IsEntityRefd( size_t index )
{
if(!m_entities[index].m_entity)
return false;
return m_refd[index];
//return m_entities[index].m_refcount && !m_entities[index].m_entity->entf_get(ENTF_DESTROYED);
}
public:
bool m_screenshotMode;
CEntityManager();
~CEntityManager();
HEntity Create( CEntityTemplate* base, CVector3D position, float orientation,
const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
HEntity Create( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation, const CStrW* building = 0 );
HEntity CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position,
float orientation );
HEntity* GetByHandle( size_t index );
CHandle *GetHandle( size_t index );
inline int GetPlayerUnitCount( size_t player, const CStrW& name )
{
if ( m_entityClassData[player].find(name) == m_entityClassData[player].end() )
m_entityClassData[player][name] = 0;
return m_entityClassData[player][name];
}
void RemoveUnitCount(CEntity* ent); //Removes unit from population count
void AddEntityClassData(const HEntity& handle);
void UpdateAll( int timestep );
void InterpolateAll( float relativeoffset );
void InitializeAll();
// void TickAll();
void RenderAll();
void ConformAll();
void InvalidateAll();
void DeleteAll();
bool GetDeath() { return m_death; }
void SetDeath(bool set) { m_death=set; }
//Kai: added function to update the triangulation when entities are created
void updateObstacle(CEntity* tempHandle);
// Predicate functions
typedef bool (*EntityPredicate)( CEntity* target, void* userdata );
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalOr( CEntity* target, void* userdata )
{ return( left( target, userdata ) || right( target, userdata ) ); }
template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata )
{ return( left( target, userdata ) && right( target, userdata ) ); }
template<EntityPredicate operand> static bool EntityPredicateLogicalNot( CEntity* target, void* userdata )
{ return( !operand( target, userdata ) ); }
void GetMatchingAsHandles( std::vector<HEntity>& matchlist, EntityPredicate predicate, void* userdata = 0 );
void GetExtantAsHandles( std::vector<HEntity>& results );
void GetExtant( std::vector<CEntity*>& results );
static inline bool IsExtant() // True if the singleton is actively maintaining handles. When false, system is shutting down, handles are quietly dumped.
{
return( m_extant );
}
void GetInRange( float x, float z, float radius, std::vector<CEntity*>& results );
void GetInLOS( CEntity* entity, std::vector<CEntity*>& results );
std::vector<CEntity*>* GetCollisionPatch( CEntity* e );
};
#endif