0ad/source/simulation/EntitySupport.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +00:00

44 lines
1.0 KiB
C++

// Supporting data types for CEntity and related
#ifndef INCLUDED_ENTITYSUPPORT
#define INCLUDED_ENTITYSUPPORT
#include "ps/CStr.h"
struct SEntityAction
{
int m_Id;
float m_MaxRange;
float m_MinRange;
int m_Speed;
CStr8 m_Animation;
SEntityAction()
: m_Id(0), m_MinRange(0), m_MaxRange(0), m_Speed(1000), m_Animation("walk") {}
SEntityAction(int id, float minRange, float maxRange, int speed, CStr8& animation)
: m_Id(id), m_MinRange(minRange), m_MaxRange(maxRange), m_Speed(speed), m_Animation(animation) {}
};
class CClassSet
{
CClassSet* m_Parent;
typedef std::vector<CStrW> Set;
Set m_Members;
Set m_AddedMembers; // Members that this set adds to on top of those in its parent
Set m_RemovedMembers; // Members that this set removes even if its parent has them
public:
CClassSet() : m_Parent(NULL) {}
bool IsMember(const CStrW& Test);
void Rebuild();
inline void SetParent(CClassSet* Parent)
{ m_Parent = Parent; Rebuild(); }
CStrW GetMemberList();
void SetFromMemberList(const CStrW& list);
};
#endif