forked from 0ad/0ad
Matei
77c59070c1
- Added per-player resource pool and modified the GUI and entity scripts to work with it. - Modified unit creation functions so the unit is always assigned a player before firing its initialize event, so that this event can deduct population, etc from the right player. - Fixed various small bugs, like a unit not cancelling all of its queued items when it dies, or buildings not costing anything. This was SVN commit r3998.
106 lines
3.6 KiB
C++
106 lines
3.6 KiB
C++
// EntityManager.h
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//
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// Mark Thompson mot20@cam.ac.uk / mark@wildfiregames.com
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//
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// Maintains entity id->object mappings. Does most of the work involved in creating an entity.
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//
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// Usage: Do not attempt to directly instantiate an entity class.
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// HEntity bob = g_EntityManager.create( unit_class_name, position, orientation );
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// or HEntity jim = g_EntityManager.create( pointer_to_unit_class, position, orientation );
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//
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// Perform updates on all world entities by g_EntityManager.updateAll( timestep )
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// Dispatch an identical message to all world entities by g_EntityManager.dispatchAll( message_pointer )
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// Get an STL vector container of all entities with a certain property with g_EntityManager.matches( predicate )
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// or just get all entities with g_EntityManager.getExtant().
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//
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// Those last two functions - caller has responsibility for deleting the collection when you're done with it.
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#ifndef ENTITY_MANAGER_INCLUDED
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#define ENTITY_MANAGER_INCLUDED
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#include "ps/Singleton.h"
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#include "EntityHandles.h"
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#include "EntityPredicate.h"
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#include "EntityMessage.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/CStr.h"
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#include "maths/Vector3D.h"
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class CBaseEntity;
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#define MAX_HANDLES 4096
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// collision patch size, in graphics units, not tiles (1 tile = 4 units)
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#define COLLISION_PATCH_SIZE 8
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#define g_EntityManager (*(g_Game->GetWorld()->GetEntityManager()))
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class CEntityManager
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{
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friend class HEntity;
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friend class CHandle;
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CHandle m_entities[MAX_HANDLES];
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std::vector<CEntity*> m_reaper;
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int m_nextalloc;
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static bool m_extant;
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bool m_death;
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void destroy( u16 handle );
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int m_collisionPatchesPerSide;
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std::vector<CEntity*>* m_collisionPatches;
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public:
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CEntityManager();
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~CEntityManager();
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HEntity create( CBaseEntity* base, CVector3D position, float orientation,
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const std::set<CStrW>& actorSelections );
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HEntity create( CStrW templateName, CPlayer* player, CVector3D position,
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float orientation );
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HEntity createFoundation( CStrW templateName, CPlayer* player, CVector3D position,
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float orientation );
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HEntity* getByHandle( u16 index );
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CHandle *getHandle( int index );
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void updateAll( size_t timestep );
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void interpolateAll( float relativeoffset );
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void InitializeAll();
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void TickAll();
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void renderAll();
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void conformAll();
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void invalidateAll();
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void deleteAll();
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bool GetDeath() { return m_death; }
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void SetDeath(bool set) { m_death=set; }
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// Predicate functions
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typedef bool (*EntityPredicate)( CEntity* target, void* userdata );
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template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalOr( CEntity* target, void* userdata )
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{ return( left( target, userdata ) || right( target, userdata ) ); }
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template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata )
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{ return( left( target, userdata ) && right( target, userdata ) ); }
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template<EntityPredicate operand> static bool EntityPredicateLogicalNot( CEntity* target, void* userdata )
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{ return( !operand( target, userdata ) ); }
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std::vector<HEntity>* matches( EntityPredicate predicate, void* userdata = NULL );
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std::vector<HEntity>* getExtant();
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void GetExtant( std::vector<CEntity*>& results ); // TODO: Switch most/all uses of getExtant() to this.
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static inline bool extant() // True if the singleton is actively maintaining handles. When false, system is shutting down, handles are quietly dumped.
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{
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return( m_extant );
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}
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void GetInRange( float x, float z, float radius, std::vector<CEntity*>& results );
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std::vector<CEntity*>* getCollisionPatch( CEntity* e );
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};
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#endif
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