0ad/source/simulation/Simulation.cpp

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#include "precompiled.h"
#include <vector>
#include <timer.h>
#include "Profile.h"
#include "Simulation.h"
#include "TurnManager.h"
#include "Game.h"
#include "EntityManager.h"
#include "Projectile.h"
#include "Scheduler.h"
#include "Network/NetMessage.h"
#include "CLogger.h"
#include "CConsole.h"
#include "Unit.h"
#include "Model.h"
#include "LOSManager.h"
#include "Loader.h"
#include "LoaderThunks.h"
#include "GameAttributes.h"
#include "gui/CGUI.h"
using namespace std;
extern CConsole *g_Console;
CSimulation::CSimulation(CGame *pGame):
m_pGame(pGame),
m_pWorld(pGame->GetWorld()),
m_pTurnManager((g_SinglePlayerTurnManager=new CSinglePlayerTurnManager())),
m_DeltaTime(0)
{}
CSimulation::~CSimulation()
{
delete g_SinglePlayerTurnManager;
g_SinglePlayerTurnManager=NULL;
}
int CSimulation::Initialize(CGameAttributes* pAttribs)
{
m_pTurnManager->Initialize(m_pGame->GetNumPlayers());
g_EntityManager.InitializeAll();
#ifndef SCED
m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting);
#endif
return 0;
}
void CSimulation::RegisterInit(CGameAttributes *pAttribs)
{
RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 50);
}
void CSimulation::Update(double frameTime)
{
m_DeltaTime += frameTime;
if( m_DeltaTime >= 0.0 && frameTime )
{
PROFILE( "simulation turn" );
// A new simulation frame is required.
MICROLOG( L"calculate simulation" );
Simulate();
m_DeltaTime -= (m_pTurnManager->GetTurnLength()/1000.0);
if( m_DeltaTime >= 0.0 )
{
// The desired sim frame rate can't be achieved. Settle for process & render
// frames as fast as possible.
frameTime -= m_DeltaTime; // so the animation stays in sync with the sim
m_DeltaTime = 0.0;
}
/*
// TODO Remove
// Fountain of arrows
CObjectEntry* arrow = g_ObjMan.FindObject( "props/weapon/weap_arrow_front.xml" );
debug_assert( arrow );
float mapsize = (float)( m_pWorld->GetTerrain()->GetVerticesPerSide() * 4 );
CVector3D here( mapsize / 2, m_pWorld->GetTerrain()->getExactGroundLevel( mapsize / 2, mapsize / 2 ), mapsize / 2 );
float x = ( rand() % 1000 ) * mapsize / 1000.0f;
float y = ( rand() % 1000 ) * mapsize / 1000.0f;
CVector3D there( x, m_pWorld->GetTerrain()->getExactGroundLevel( x, y ), y );
g_ProjectileManager.AddProjectile( arrow->m_Model, here, there, 0.006f, NULL );
*/
}
PROFILE_START( "simulation interpolation" );
Interpolate(frameTime, ((1000.0*m_DeltaTime) / (float)m_pTurnManager->GetTurnLength()) + 1.0);
PROFILE_END( "simulation interpolation" );
}
void CSimulation::Interpolate(double frameTime, double offset)
{
const std::vector<CUnit*>& units=m_pWorld->GetUnitManager()->GetUnits();
for (uint i=0;i<units.size();++i)
units[i]->GetModel()->Update((float)frameTime);
g_EntityManager.interpolateAll( (float)offset );
g_ProjectileManager.InterpolateAll( (float)offset );
}
void CSimulation::Simulate()
{
PROFILE_START( "scheduler tick" );
g_Scheduler.update(m_pTurnManager->GetTurnLength());
PROFILE_END( "scheduler tick" );
PROFILE_START( "entity updates" );
g_EntityManager.updateAll( m_pTurnManager->GetTurnLength() );
PROFILE_END( "entity updates" );
PROFILE_START( "projectile updates" );
g_ProjectileManager.UpdateAll( m_pTurnManager->GetTurnLength() );
PROFILE_END( "projectile updates" );
PROFILE_START( "los update" );
m_pWorld->GetLOSManager()->Update();
PROFILE_END( "los update" );
PROFILE_START( "turn manager update" );
m_pTurnManager->NewTurn();
m_pTurnManager->IterateBatch(0, TranslateMessage, this);
PROFILE_END( "turn manager update" );
}
// Location randomizer, for group orders...
// Having the group turn up at the destination with /some/ sort of cohesion is
// good but tasking them all to the exact same point will leave them brawling
// for it at the other end (it shouldn't, but the PASAP pathfinder is too
// simplistic)
// Task them all to a point within a radius of the target, radius depends upon
// the number of units in the group.
void RandomizeLocations(CEntityOrder order, const vector <HEntity> &entities, bool clearQueue)
{
vector<HEntity>::const_iterator it;
float radius = 2.0f * sqrt( (float)entities.size() - 1 );
for (it = entities.begin(); it < entities.end(); it++)
{
float _x, _y;
CEntityOrder randomizedOrder = order;
do
{
_x = (float)( rand() % 20000 ) / 10000.0f - 1.0f;
_y = (float)( rand() % 20000 ) / 10000.0f - 1.0f;
}
while( ( _x * _x ) + ( _y * _y ) > 1.0f );
randomizedOrder.m_data[0].location.x += _x * radius;
randomizedOrder.m_data[0].location.y += _y * radius;
// Clamp it to within the map, just in case.
float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
if( randomizedOrder.m_data[0].location.x < 0.0f )
randomizedOrder.m_data[0].location.x = 0.0f;
if( randomizedOrder.m_data[0].location.x >= mapsize )
randomizedOrder.m_data[0].location.x = mapsize;
if( randomizedOrder.m_data[0].location.y < 0.0f )
randomizedOrder.m_data[0].location.y = 0.0f;
if( randomizedOrder.m_data[0].location.y >= mapsize )
randomizedOrder.m_data[0].location.y = mapsize;
if( clearQueue )
(*it)->clearOrders();
(*it)->pushOrder( randomizedOrder );
}
}
void QueueOrder(CEntityOrder order, const vector <HEntity> &entities, bool clearQueue)
{
vector<HEntity>::const_iterator it;
for (it = entities.begin(); it < entities.end(); it++)
{
if( clearQueue )
(*it)->clearOrders();
(*it)->pushOrder( order );
}
}
uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata))
{
CEntityOrder order;
bool clearQueue = true;
#define ENTITY_POSITION(_msg, _order) do\
{ \
_msg *msg=(_msg *)pMsg; \
order.m_type=CEntityOrder::_order; \
order.m_data[0].location.x=(float)msg->m_TargetX; \
order.m_data[0].location.y=(float)msg->m_TargetY; \
RandomizeLocations(order, msg->m_Entities, clearQueue); \
} while(0)
#define ENTITY_ENTITY(_msg, _order) do\
{ \
_msg *msg=(_msg *)pMsg; \
order.m_type=CEntityOrder::_order; \
order.m_data[0].entity=msg->m_Target; \
QueueOrder(order, msg->m_Entities, clearQueue); \
} while(0)
#define ENTITY_ENTITY_INT(_msg, _order) do\
{ \
_msg *msg=(_msg *)pMsg; \
order.m_type=CEntityOrder::_order; \
order.m_data[0].entity=msg->m_Target; \
order.m_data[1].data=msg->m_Action; \
QueueOrder(order, msg->m_Entities, clearQueue); \
} while(0)
switch (pMsg->GetType())
{
case NMT_AddWaypoint:
{
CAddWaypoint *msg=(CAddWaypoint *)pMsg;
order.m_type=CEntityOrder::ORDER_LAST;
order.m_data[0].location.x=(float)msg->m_TargetX;
order.m_data[0].location.y=(float)msg->m_TargetY;
vector<HEntity>::iterator it = msg->m_Entities.begin();
for (;it != msg->m_Entities.end(); ++it)
{
deque<CEntityOrder>::const_iterator ord_it;
ord_it=(*it)->m_orderQueue.end() - 1;
for (;ord_it >= (*it)->m_orderQueue.begin();--ord_it)
{
if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER)
{
order.m_type = CEntityOrder::ORDER_GOTO;
(*it)->pushOrder(order);
break;
}
if (ord_it->m_type == CEntityOrder::ORDER_PATROL)
{
order.m_type = ord_it->m_type;
(*it)->pushOrder(order);
break;
}
}
if (order.m_type == CEntityOrder::ORDER_LAST)
{
LOG(ERROR, "simulation", "Got an AddWaypoint message for an entity that isn't moving.");
}
}
break;
}
case NMT_Goto:
ENTITY_POSITION(CGoto, ORDER_GOTO);
break;
case NMT_Run:
ENTITY_POSITION(CRun, ORDER_RUN);
break;
case NMT_Patrol:
ENTITY_POSITION(CPatrol, ORDER_PATROL);
break;
case NMT_Generic:
ENTITY_ENTITY_INT(CGeneric, ORDER_GENERIC);
break;
}
return clientMask;
}
uint CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), uint UNUSED(oldMask), void* UNUSED(userdata))
{
//CSimulation *pSimulation=(CSimulation *)userdata;
// Pending a complete visibility/minimal-update implementation, we'll
// simply select the first 32 connected clients ;-)
return 0xffffffff;
}
void CSimulation::QueueLocalCommand(CNetMessage *pMsg)
{
m_pTurnManager->QueueLocalCommand(pMsg);
}