forked from 0ad/0ad
Ykkrosh
35e91718c5
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.
148 lines
3.8 KiB
C++
148 lines
3.8 KiB
C++
///////////////////////////////////////////////////////////////////////////////
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//
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// Name: UnitManager.cpp
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// Author: Rich Cross
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// Contact: rich@wildfiregames.com
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//
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///////////////////////////////////////////////////////////////////////////////
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#include "precompiled.h"
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#include <float.h>
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#include "lib/res/res.h"
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#include "Model.h"
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#include "UnitManager.h"
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#include "Unit.h"
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#include "ps/CConsole.h"
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#include "ObjectManager.h"
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#include "ObjectEntry.h"
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#include "simulation/Entity.h"
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#include "simulation/LOSManager.h"
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extern CConsole* g_Console;
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#include <algorithm>
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager constructor
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CUnitManager::CUnitManager()
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: m_NextID(0)
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{
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}
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///////////////////////////////////////////////////////////////////////////////
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// CUnitManager destructor
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CUnitManager::~CUnitManager()
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{
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DeleteAll();
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}
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///////////////////////////////////////////////////////////////////////////////
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// AddUnit: add given unit to world
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void CUnitManager::AddUnit(CUnit* unit)
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{
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m_Units.push_back(unit);
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}
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///////////////////////////////////////////////////////////////////////////////
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// RemoveUnit: remove given unit from world, but don't delete it
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void CUnitManager::RemoveUnit(CUnit* unit)
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{
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// find entry in list
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typedef std::vector<CUnit*>::iterator Iter;
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Iter i=std::find(m_Units.begin(),m_Units.end(),unit);
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if (i!=m_Units.end()) {
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m_Units.erase(i);
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}
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteUnit: remove given unit from world and delete it
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void CUnitManager::DeleteUnit(CUnit* unit)
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{
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RemoveUnit(unit);
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delete unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// DeleteAll: remove and delete all units
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void CUnitManager::DeleteAll()
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{
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uint i;
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for (i=0;i<m_Units.size();i++) {
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delete m_Units[i];
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}
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m_Units.clear();
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}
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///////////////////////////////////////////////////////////////////////////////
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// PickUnit: iterate through units testing given ray against bounds of each
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// unit; return the closest unit, or null if everything missed
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CUnit* CUnitManager::PickUnit(const CVector3D& origin, const CVector3D& dir) const
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{
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CLOSManager* losMgr = g_Game->GetWorld()->GetLOSManager();
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// closest object found so far
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CUnit* hit = 0;
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// distance to closest object found so far
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float dist = FLT_MAX;
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// closest approach offset (easier to pick small stuff in forests than standard ScEd style selection)
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float minrel = FLT_MAX;
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for (uint i=0; i<m_Units.size(); i++) {
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CUnit* unit = m_Units[i];
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float tmin, tmax;
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CEntity* ent = unit->GetEntity();
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if( ent && !ent->m_visible )
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continue;
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if (unit->GetModel()->GetBounds().RayIntersect(origin, dir, tmin, tmax)
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&& losMgr->GetUnitStatus(unit, g_Game->GetLocalPlayer()) != UNIT_HIDDEN)
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{
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// Point of closest approach
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CVector3D obj;
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unit->GetModel()->GetBounds().GetCentre(obj);
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CVector3D delta = obj - origin;
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float distance = delta.Dot(dir);
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CVector3D closest = origin + dir * distance;
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CVector3D offset = obj - closest;
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float rel = offset.GetLength();
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if (rel < minrel) {
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hit = unit;
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dist = tmin;
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minrel = rel;
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}
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}
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}
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return hit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// CreateUnit: create a new unit and add it to the world
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CUnit* CUnitManager::CreateUnit(const CStr& actorName, CEntity* entity, const std::set<CStr8>& selections)
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{
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CUnit* unit = CUnit::Create(actorName, entity, selections);
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if (unit)
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AddUnit(unit);
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return unit;
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}
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///////////////////////////////////////////////////////////////////////////////
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// FindByID
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CUnit* CUnitManager::FindByID(int id) const
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{
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if (id < 0)
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return NULL;
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for (size_t i = 0; i < m_Units.size(); ++i)
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if (m_Units[i]->GetID() == id)
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return m_Units[i];
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return NULL;
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}
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