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