// Last modified: May 15 2004, Mark Thompson (mark@wildfiregames.com) #include "precompiled.h" #include "Profile.h" #include "Entity.h" #include "EntityManager.h" #include "BaseEntityCollection.h" #include "Unit.h" #include "Aura.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" #include "MathUtil.h" #include "CConsole.h" extern CConsole* g_Console; extern int g_xres, g_yres; #include using namespace std; 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"actions.move.speed", &m_speed ); AddProperty( L"selected", &m_selected, false, (NotifyFn)&CEntity::checkSelection ); AddProperty( L"group", &m_grouped, false, (NotifyFn)&CEntity::checkGroup ); AddProperty( L"traits.extant", &m_extant ); AddProperty( L"traits.corpse", &m_corpse ); AddProperty( L"actions.move.turningradius", &m_turningRadius ); AddProperty( L"actions.attack.range", &( m_melee.m_MaxRange ) ); AddProperty( L"actions.attack.rangemin", &( m_melee.m_MinRange ) ); AddProperty( L"actions.attack.speed", &( m_melee.m_Speed ) ); AddProperty( L"actions.gather.range", &( m_gather.m_MaxRange ) ); AddProperty( L"actions.gather.rangemin", &( m_gather.m_MinRange ) ); AddProperty( L"actions.gather.speed", &( m_gather.m_Speed ) ); AddProperty( L"actions.heal.range", &( m_heal.m_MaxRange ) ); AddProperty( L"actions.heal.rangemin", &( m_heal.m_MinRange ) ); AddProperty( L"actions.heal.speed", &( m_heal.m_Speed ) ); AddProperty( L"position", &m_graphics_position, false, (NotifyFn)&CEntity::teleport ); AddProperty( L"orientation", &m_graphics_orientation, false, (NotifyFn)&CEntity::reorient ); AddProperty( L"player", &m_player, false, (NotifyFn)&CEntity::playerChanged ); AddProperty( L"traits.health.curr", &m_healthCurr ); AddProperty( L"traits.health.max", &m_healthMax ); AddProperty( L"traits.health.bar_height", &m_healthBarHeight ); AddProperty( L"traits.minimap.type", &m_minimapType ); AddProperty( L"traits.minimap.red", &m_minimapR ); AddProperty( L"traits.minimap.green", &m_minimapG ); AddProperty( L"traits.minimap.blue", &m_minimapB ); AddProperty( L"traits.anchor.type", &m_anchorType ); AddProperty( L"traits.vision.los", &m_los ); AddProperty( L"traits.vision.permanent", &m_permanent ); for( int t = 0; t < EVENT_LAST; t++ ) { AddProperty( EventNames[t], &m_EventHandlers[t], false ); AddHandler( t, &m_EventHandlers[t] ); } m_collisionPatch = NULL; // Set our parent unit and build us an actor. m_actor = NULL; m_bounds = NULL; m_lastState = -1; m_transition = true; m_fsm_cyclepos = NOT_IN_CYCLE; 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_actor_transform_valid = false; m_destroyed = false; m_selected = false; m_grouped = -1; m_player = g_Game->GetPlayer( 0 ); Initialize(); } CEntity::~CEntity() { if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); } if( m_bounds ) { delete( m_bounds ); } for( AuraTable::iterator it = m_auras.begin(); it != m_auras.end(); it++ ) { delete it->second; } m_auras.clear(); } void CEntity::loadBase() { if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); m_actor = NULL; } if( m_bounds ) { delete( m_bounds ); m_bounds = NULL; } CStr actorName ( m_base->m_actorName ); // convert CStrW->CStr8 m_actor = g_UnitMan.CreateUnit( actorName, this ); // Set up our instance data SetBase( m_base ); m_classes.SetParent( &( m_base->m_classes ) ); SetNextObject( 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_destroyed = true; //Shutdown(); // PT: tentatively removed - this seems to be called by ~CJSComplex, and we don't want to do it twice if( m_actor ) { g_UnitMan.RemoveUnit( m_actor ); delete( m_actor ); m_actor = NULL; } updateCollisionPatch(); me = HEntity(); // will deallocate the entity, assuming nobody else has a reference to it } void CEntity::SetPlayer(CPlayer *pPlayer) { m_player = pPlayer; // Store the ID of the player in the associated model if( m_actor ) m_actor->GetModel()->SetPlayerID( m_player->GetPlayerID() ); } 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; if( m_actor ) m_actor->GetModel()->SetTransform( m ); } void CEntity::snapToGround() { m_graphics_position.Y = getAnchorLevel( m_graphics_position.X, m_graphics_position.Z ); } jsval CEntity::getClassSet() { STL_HASH_SET::iterator it; it = m_classes.m_Set.begin(); CStrW result = L""; if( it != m_classes.m_Set.end() ) { result = *( it++ ); for( ; it != m_classes.m_Set.end(); it++ ) result += L" " + *it; } return( ToJSVal( result ) ); } void CEntity::setClassSet( jsval value ) { // Get the set that was passed in. CStr temp = ToPrimitive( value ); CStr entry; m_classes.m_Added.clear(); m_classes.m_Removed.clear(); while( true ) { long brk_sp = temp.Find( ' ' ); long brk_cm = temp.Find( ',' ); long brk = ( brk_sp == -1 ) ? brk_cm : ( brk_cm == -1 ) ? brk_sp : ( brk_sp < brk_cm ) ? brk_sp : brk_cm; if( brk == -1 ) { entry = temp; } else { entry = temp.GetSubstring( 0, brk ); temp = temp.GetSubstring( brk + 1, temp.Length() ); } if( brk != 0 ) { if( entry[0] == '-' ) { entry = entry.GetSubstring( 1, entry.Length() ); if( entry.Length() ) m_classes.m_Removed.push_back( entry ); } else { if( entry[0] == '+' ) entry = entry.GetSubstring( 1, entry.Length() ); if( entry.Length() ) m_classes.m_Added.push_back( entry ); } } if( brk == -1 ) break; } rebuildClassSet(); } void CEntity::rebuildClassSet() { m_classes.Rebuild(); InheritorsList::iterator it; for( it = m_Inheritors.begin(); it != m_Inheritors.end(); it++ ) (*it)->rebuildClassSet(); } void CEntity::update( size_t timestep ) { m_position_previous = m_position; m_orientation_previous = m_orientation; // Note: aura processing is done before state processing because the state // processing code is filled with all kinds of returns PROFILE_START( "aura processing" ); for( AuraTable::iterator it = m_auras.begin(); it != m_auras.end(); it++ ) { it->second->Update( timestep ); } PROFILE_END( "aura processing" ); // The process[...] functions return 'true' if the order at the top of the stack // still needs to be (re-)evaluated; else 'false' to terminate the processing of // this entity in this timestep. PROFILE_START( "state processing" ); while( !m_orderQueue.empty() ) { CEntityOrder* current = &m_orderQueue.front(); if( current->m_type != m_lastState ) { m_transition = true; m_fsm_cyclepos = NOT_IN_CYCLE; PROFILE( "state transition / order" ); CEntity* target = NULL; if( current->m_data[0].entity ) target = &( *( current->m_data[0].entity ) ); CVector3D worldPosition = (CVector3D)current->m_data[0].location; CEventOrderTransition evt( m_lastState, current->m_type, target, worldPosition ); if( !DispatchEvent( &evt ) ) { m_orderQueue.pop_front(); continue; } else if( target ) { current->m_data[0].location = worldPosition; current->m_data[0].entity = target->me; } m_lastState = current->m_type; } else m_transition = false; switch( current->m_type ) { case CEntityOrder::ORDER_GOTO_NOPATHING: case CEntityOrder::ORDER_GOTO_COLLISION: case CEntityOrder::ORDER_GOTO_SMOOTHED: if( processGotoNoPathing( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_ATTACK_MELEE: if( processAttackMeleeNoPathing( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_ATTACK_MELEE_NOPATHING: if( processAttackMeleeNoPathing( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_GATHER: if( processGather( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_GATHER_NOPATHING: if( processGatherNoPathing( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_HEAL: if( processHeal( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_HEAL_NOPATHING: if( processHealNoPathing( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_GOTO: if( processGoto( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_PATROL: if( processPatrol( current, timestep ) ) break; updateCollisionPatch(); return; case CEntityOrder::ORDER_PATH_END_MARKER: m_orderQueue.pop_front(); break; default: debug_warn("Invalid entity order" ); } } PROFILE_END( "state processing" ); if( m_actor ) { PROFILE( "animation updates" ); if( m_extant ) { if( ( m_lastState != -1 ) || !m_actor->GetModel()->GetAnimation() ) m_actor->SetRandomAnimation( "idle" ); } else if( !m_actor->GetModel()->GetAnimation() ) m_actor->SetRandomAnimation( "corpse" ); } if( m_lastState != -1 ) { PROFILE( "state transition event" ); CEntity* d0; CVector3D d1; CEventOrderTransition evt( m_lastState, -1, d0, d1 ); DispatchEvent( &evt ); m_lastState = -1; } } void CEntity::updateCollisionPatch() { vector* newPatch = g_EntityManager.getCollisionPatch( this ); if( newPatch != m_collisionPatch ) { if( m_collisionPatch ) { // remove ourselves from old patch vector& old = *m_collisionPatch; if( old.size() == 1 ) { // we were the only ones there, just pop us old.pop_back(); } else { // find our location and put in the last guy in the patch, then pop back for( size_t i=0; i < old.size(); i++ ) { if( old[i] == this ) { old[i] = old.back(); old.pop_back(); break; } } } } if( m_extant ) { // add ourselves to new patch newPatch->push_back( this ); m_collisionPatch = newPatch; } } } #if AURA_TEST void CEntity::UpdateAuras( size_t timestep_millis ) { std::vector::iterator it_a; for( it_a = m_Auras.begin(); it_a != m_Auras.end(); it_a++ ) { SAuraData& d = it_a->m_Data; std::set & inRange = GetEntitiesWithinRange( m_position, d.m_Radius ); std::vector::iterator it1 = inRange.begin(); std::vector::iterator it2 = it_a->m_Influenced.begin(); while( WORLD_IS_ROUND ) { if( it1 == inRange.end() ) { // No more in range => anything else in the influenced set must have gone // out of range. for( ; it2 != it_a->m_Influenced.end(); it2++ ) UpdateAuras_LeaveRange( *it_a, it2->GetEntity() ); break; } if( it2 == it_a->m_Influenced.end() ) { // Everything else in the in-range set has only just come into range for( ; it1 != inRange.end(); it1++ ) UpdateAuras_EnterRange( *it_a, *it ); break; } CEntity* e1 = *it1, e2 = it2->GetEntity(); if( e1 < e2 ) { // A new entity e1 has just come into range. // Check to see if it can be affected by the aura. UpdateAuras_EnterRange( *it_a, e1 ); ++it1; } else if( e1 == e2 ) { // The entity e1/e2 was previously in range, and still is. UpdateAuras_Normal( *it_a, e1 ); ++it1; ++it2; } else { // The entity e2 was previously in range, but is no longer. UpdateAuras_LeaveRange( *it_a, e2 ); ++it2; } } } } void UpdateAuras_EnterRange( SAura& aura, CEntity* e ) { if( aura.m_Recharge ) return( false ); // Check to see if the entity is eligable if( !UpdateAuras_IsEligable( aura.m_Data, e ) ) return; // Do nothing. SAuraInstance ai; ai.m_Influenced = e; ai.m_EnteredRange = ai.m_LastInRange = 0; ai.m_Applied = -1; // If there's no timer, apply the effect now. if( aura.m_Data.m_Time == 0 ) { e->ApplyAuraEffect( aura.m_Data ); ai.m_Applied = 0; aura.m_Recharge = aura.m_Data.m_Cooldown; } aura.m_Influenced.push_back( ai ); } void UpdateAuras_Normal( SAura& aura, CEntity* e ) { // Is the entity no longer eligable? if( !UpdateAuras_IsEligable( aura.m_Data, e ) ) { //} } bool UpdateAuras_IsEligable( SAuraData& aura, CEntity* e ) { if( e == this ) { if( !( aura.m_Allegiance & SAuraData::SELF ) ) return( false ); } else if( e->m_player == GetGaiaPlayer() ) { if( !( aura.m_Allegiance & SAuraData::GAIA ) ) return( false ); } else if( e->m_player == m_player ) { if( !( aura.m_Allegiance & SAuraData::PLAYER ) ) return( false ); } // TODO: Allied players else { if( !( aura.m_Allegiance & SAuraData::ENEMY ) ) return( false ); } if( e->m_hp > e->m_hp_max * aura.m_Hitpoints ) return( false ); return( true ); } #endif void CEntity::Initialize() { CEventInitialize evt; DispatchEvent( &evt ); } void CEntity::Tick() { CEventTick evt; DispatchEvent( &evt ); } void CEntity::Damage( CDamageType& damage, CEntity* inflictor ) { CEventDamage evt( inflictor, &damage ); DispatchEvent( &evt ); } void CEntity::clearOrders() { m_orderQueue.clear(); } void CEntity::pushOrder( CEntityOrder& order ) { if( acceptsOrder( order.m_type, order.m_data[0].entity ) ) { m_orderQueue.push_back( order ); } } bool CEntity::acceptsOrder( int orderType, CEntity* orderTarget ) { CEventPrepareOrder evt( orderTarget, orderType ); return( DispatchEvent( &evt ) ); } 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 ); updateCollisionPatch(); repath(); } void CEntity::playerChanged() { if( m_actor ) m_actor->GetModel()->SetPlayerID( m_player->GetPlayerID() ); } 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::interpolate( float relativeoffset ) { CVector3D old_graphics_position = m_graphics_position; float old_graphics_orientation = m_graphics_orientation; m_graphics_position = Interpolate( 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( m_orientation_previous, m_orientation, relativeoffset ); // Mark the actor transform data as invalid if the entity has moved since // the last call to 'interpolate'. // position.Y is ignored because we can't determine the new value without // calling snapToGround, which is slow. TODO: This may need to be adjusted to // handle flying units or moving terrain. if( m_graphics_orientation != old_graphics_orientation || m_graphics_position.X != old_graphics_position.X || m_graphics_position.Z != old_graphics_position.Z ) m_actor_transform_valid = false; // Update the actor transform data when necessary. if( !m_actor_transform_valid ) { snapToGround(); updateActorTransforms(); m_actor_transform_valid = true; } } void CEntity::invalidateActor() { m_actor_transform_valid = false; } void CEntity::render() { if( !m_orderQueue.empty() ) { std::deque::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, getAnchorLevel( x0 + fwd.x * r.distance, y0 + fwd.y * r.distance ) + 0.25f, y0 + fwd.y * r.distance ); glVertex3f( r.position.x, getAnchorLevel( r.position.x, r.position.y ) + 0.25f, r.position.y ); glEnd(); glBegin( GL_LINE_STRIP ); glVertex3f( x0, getAnchorLevel( 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, getAnchorLevel( 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( getAnchorLevel( m_position.X, m_position.Z ) + 0.25f ); //m_position.Y + 0.25f ); } float CEntity::getAnchorLevel( float x, float z ) { CTerrain *pTerrain = g_Game->GetWorld()->GetTerrain(); float groundLevel = pTerrain->getExactGroundLevel( x, z ); if( m_anchorType==L"Ground" ) { return groundLevel; } else { return max( groundLevel, g_Renderer.m_WaterHeight ); } } void CEntity::renderSelectionOutline( float alpha ) { if( !m_bounds ) return; if( getCollisionObject( this ) ) glColor4f( 1.0f, 0.5f, 0.5f, alpha ); else { const SPlayerColour& col = m_player->GetColour(); glColor3f( col.r, col.g, col.b ); } 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, getAnchorLevel( 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 d = ((CBoundingBox*)m_bounds)->m_d; 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 * d + v * ( w * (float)i / (float)SELECTION_BOX_POINTS ); glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = SELECTION_BOX_POINTS; i > -SELECTION_BOX_POINTS; i-- ) { p = q + u * ( d * (float)i / (float)SELECTION_BOX_POINTS ) - v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ ) { p = q - u * d + v * ( w * (float)i / (float)SELECTION_BOX_POINTS ); glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); } for( int i = -SELECTION_BOX_POINTS; i < SELECTION_BOX_POINTS; i++ ) { p = q + u * ( d * (float)i / (float)SELECTION_BOX_POINTS ) + v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); } #else p = q + u * h + v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); p = q + u * h - v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); p = q - u * h + v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); p = q + u * h + v * w; glVertex3f( p.x, getAnchorLevel( p.x, p.y ) + 0.25f, p.y ); #endif break; } } glEnd(); } void CEntity::renderHealthBar() { if( !m_bounds ) return; if( m_healthBarHeight < 0 ) return; // negative bar height means don't display health bar CCamera &g_Camera=*g_Game->GetView()->GetCamera(); float sx, sy; CVector3D above; above.X = m_position.X; above.Z = m_position.Z; above.Y = getAnchorLevel(m_position.X, m_position.Z) + m_healthBarHeight; g_Camera.GetScreenCoordinates(above, sx, sy); float fraction = clamp(m_healthCurr / m_healthMax, 0.0f, 1.0f); const float SIZE = 20; float x1 = sx - SIZE/2; float x2 = sx + SIZE/2; float y = g_yres - sy; glBegin(GL_LINES); // green part of bar glColor3f( 0, 1, 0 ); glVertex3f( x1, y, 0 ); glColor3f( 0, 1, 0 ); glVertex3f( x1 + SIZE*fraction, y, 0 ); // red part of bar glColor3f( 1, 0, 0 ); glVertex3f( x1 + SIZE*fraction, y, 0 ); glColor3f( 1, 0, 0 ); glVertex3f( x2, y, 0 ); glEnd(); } /* Scripting interface */ // Scripting initialization void CEntity::ScriptingInit() { AddMethod( "toString", 0 ); AddMethod( "order", 1 ); AddMethod( "orderQueued", 1 ); AddMethod( "kill", 0 ); AddMethod( "damage", 1 ); AddMethod( "isIdle", 0 ); AddMethod( "hasClass", 1 ); AddMethod( "getSpawnPoint", 1 ); AddMethod( "addAura", 3 ); AddMethod( "removeAura", 1 ); AddClassProperty( L"template", (CBaseEntity* CEntity::*)&CEntity::m_base, false, (NotifyFn)&CEntity::loadBase ); AddClassProperty( L"traits.id.classes", (GetFn)&CEntity::getClassSet, (SetFn)&CEntity::setClassSet ); CJSComplex::ScriptingInit( "Entity", Construct, 2 ); } // Script constructor JSBool CEntity::Construct( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsval* argv, jsval* rval ) { debug_assert( argc >= 2 ); CVector3D position; float orientation = (float)( PI * ( (double)( rand() & 0x7fff ) / (double)0x4000 ) ); JSObject* jsBaseEntity = JSVAL_TO_OBJECT( argv[0] ); CStrW templateName; CBaseEntity* baseEntity = NULL; if( JSVAL_IS_OBJECT( argv[0] ) ) // only set baseEntity if jsBaseEntity is a valid object baseEntity = ToNative( cx, jsBaseEntity ); if( !baseEntity ) { 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: %s", 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 ); if( jsVector3D ) { position = *( jsVector3D->vector ); } if( argc >= 3 ) { try { orientation = ToPrimitive( argv[2] ); } catch( PSERROR_Scripting_ConversionFailed ) { // TODO: Net-safe random for this parameter. orientation = 0.0f; } } HEntity handle = g_EntityManager.create( baseEntity, position, orientation ); *rval = ToJSVal( *handle ); return( JS_TRUE ); } // Script-bound methods jsval CEntity::ToString( JSContext* cx, uintN UNUSED(argc), jsval* UNUSED(argv) ) { wchar_t buffer[256]; swprintf( buffer, 256, L"[object Entity: %ls]", m_base->m_Tag.c_str() ); buffer[255] = 0; utf16string str16(buffer, buffer+wcslen(buffer)); return( STRING_TO_JSVAL( JS_NewUCStringCopyZ( cx, str16.c_str() ) ) ); } bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, bool Queued ) { // This needs to be sorted (uses Scheduler rather than network messaging) debug_assert( argc >= 1 ); int orderCode; try { orderCode = ToPrimitive( 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 = ToPrimitive( argv[1] ); newOrder.m_data[0].location.y = ToPrimitive( argv[2] ); } catch( PSERROR_Scripting_ConversionFailed ) { JS_ReportError( cx, "Invalid location" ); return( false ); } break; case CEntityOrder::ORDER_ATTACK_MELEE: case CEntityOrder::ORDER_GATHER: case CEntityOrder::ORDER_HEAL: if( argc < 1 ) { JS_ReportError( cx, "Too few parameters" ); return( false ); } CEntity* target; target = ToNative( argv[1] ); if( !target ) { JS_ReportError( cx, "Invalid target" ); return( false ); } newOrder.m_data[0].entity = target->me; break; default: JS_ReportError( cx, "Invalid order type" ); return( false ); } if( !Queued ) clearOrders(); pushOrder( newOrder ); return( true ); } bool CEntity::Damage( JSContext* cx, uintN argc, jsval* argv ) { CEntity* inflictor = NULL; if( argc >= 4 ) inflictor = ToNative( argv[3] ); if( argc >= 3 ) { CDamageType dmgType( ToPrimitive( argv[0] ), ToPrimitive( argv[1] ), ToPrimitive( argv[2] ) ); Damage( dmgType, inflictor ); return( true ); } if( argc >= 2 ) inflictor = ToNative( argv[1] ); // If it's a DamageType, use that. Otherwise, see if it's a float, if so, use // that as the 'typeless' unblockable damage type. CDamageType* dmg = ToNative( argv[0] ); if( !dmg ) { float dmgN; if( !ToPrimitive( cx, argv[0], dmgN ) ) return( false ); CDamageType dmgType( dmgN ); Damage( dmgType, inflictor ); return( true ); } Damage( *dmg, inflictor ); return( true ); } bool CEntity::Kill( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(argv) ) { for( AuraTable::iterator it = m_auras.begin(); it != m_auras.end(); it++ ) { it->second->RemoveAll(); delete it->second; } m_auras.clear(); for( AuraSet::iterator it = m_aurasInfluencingMe.begin(); it != m_aurasInfluencingMe.end(); it++ ) { (*it)->Remove( this ); } m_aurasInfluencingMe.clear(); // Change this entity's template to the corpse entity - but note // we don't fiddle with the actors or bounding information that we // usually do when changing templates. if(m_corpse == L"null") { kill(); } CBaseEntity* corpse = g_EntityTemplateCollection.getTemplate( m_corpse ); if( corpse ) { m_base = corpse; SetBase( m_base ); } if( m_bounds ) { delete( m_bounds ); m_bounds = NULL; } if( m_extant ) { m_extant = false; } updateCollisionPatch(); g_Selection.removeAll( me ); clearOrders(); if( m_actor ) m_actor->SetRandomAnimation( "death", true ); return( true ); } jsval CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv ) { float spawn_clearance = 2.0f; if( argc >= 1 ) { CBaseEntity* be = ToNative( argv[0] ); if( be ) { switch( be->m_bound_type ) { case CBoundingObject::BOUND_CIRCLE: spawn_clearance = be->m_bound_circle->m_radius; break; case CBoundingObject::BOUND_OABB: spawn_clearance = be->m_bound_box->m_radius; break; default: debug_warn("No bounding information for spawned object!" ); } } else spawn_clearance = ToPrimitive( argv[0] ); } else debug_warn("No arguments to Entity::GetSpawnPoint()" ); // TODO: Make netsafe. CBoundingCircle spawn( 0.0f, 0.0f, spawn_clearance, 0.0f ); if( m_bounds->m_type == CBoundingObject::BOUND_OABB ) { CBoundingBox* oabb = (CBoundingBox*)m_bounds; // Pick a start point int edge = rand() & 3; int point; double max_w = oabb->m_w + spawn_clearance + 1.0; double max_d = oabb->m_d + spawn_clearance + 1.0; int w_count = (int)( max_w * 2 ); int d_count = (int)( max_d * 2 ); CVector2D w_step = oabb->m_v * (float)( max_w / w_count ); CVector2D d_step = oabb->m_u * (float)( max_d / d_count ); CVector2D pos( m_position ); if( edge & 1 ) { point = rand() % ( 2 * d_count ) - d_count; pos += ( oabb->m_v * (float)max_w + d_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f ); } else { point = rand() % ( 2 * w_count ) - w_count; pos += ( oabb->m_u * (float)max_d + w_step * (float)point ) * ( ( edge & 2 ) ? -1.0f : 1.0f ); } int start_edge = edge; int start_point = point; spawn.m_pos = pos; // Then step around the edge (clockwise) until a free space is found, or // we've gone all the way around. while( getCollisionObject( &spawn ) ) { switch( edge ) { case 0: point++; pos += w_step; if( point >= w_count ) { edge = 1; point = -d_count; } break; case 1: point++; pos -= d_step; if( point >= d_count ) { edge = 2; point = w_count; } break; case 2: point--; pos -= w_step; if( point <= -w_count ) { edge = 3; point = d_count; } break; case 3: point--; pos += d_step; if( point <= -d_count ) { edge = 0; point = -w_count; } break; } if( ( point == start_point ) && ( edge == start_edge ) ) return( JSVAL_NULL ); spawn.m_pos = pos; } CVector3D rval( pos.x, getAnchorLevel( pos.x, pos.y ), pos.y ); return( ToJSVal( rval ) ); } else if( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE ) { float ang; ang = (float)( rand() & 0x7fff ) / (float)0x4000; /* 0...2 */ ang *= PI; float radius = m_bounds->m_radius + 1.0f + spawn_clearance; float d_ang = spawn_clearance / ( 2.0f * radius ); float ang_end = ang + 2.0f * PI; float x = 0.0f, y = 0.0f; // make sure they're initialized for( ; ang < ang_end; ang += d_ang ) { x = m_position.X + radius * cos( ang ); y = m_position.Z + radius * sin( ang ); spawn.setPosition( x, y ); if( !getCollisionObject( &spawn ) ) break; } if( ang < ang_end ) { // Found a satisfactory position... CVector3D pos( x, 0, y ); pos.Y = getAnchorLevel( x, y ); return( ToJSVal( pos ) ); } else return( JSVAL_NULL ); } return( JSVAL_NULL ); } jsval CEntity::AddAura( JSContext* cx, uintN argc, jsval* argv ) { debug_assert( argc >= 3 ); debug_assert( JSVAL_IS_OBJECT(argv[2]) ); CStrW name = ToPrimitive( argv[0] ); float radius = ToPrimitive( argv[1] ); JSObject* handler = JSVAL_TO_OBJECT( argv[2] ); if(m_auras[name]) { delete m_auras[name]; } m_auras[name] = new CAura( cx, this, name, radius, handler ); return JSVAL_VOID; } jsval CEntity::RemoveAura( JSContext* UNUSED(cx), uintN argc, jsval* argv ) { debug_assert( argc >= 1 ); CStrW name = ToPrimitive( argv[0] ); if(m_auras[name]) { delete m_auras[name]; m_auras.erase(name); } return JSVAL_VOID; }