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forked from 0ad/0ad
0ad/source/simulation/Entity.cpp
Matei 0ed2815c8b Added initial version of LOS, and updated minimap to show both LOS and water.
LOS issues still outstanding:
- LOS looks ugly because of quad tesselation into 2 triangles
- Quad tesselation is unspecified by OpenGL (in fact using GL_QUADS on
LOS quads seemed to give different tesselations than it did for the
underlying terrain quads, but terrain rendering also used GL_QUADS).
This should be fixed once we decide on the quad tesselation issue.
- Units with traits.vision.permanent set are visible through FOW even if
you havent seen them before; this should only be true when you have seen
them before. But it gets even more complicated - if a permanent unit
seen through FOW dies or gets upgraded or something, perhaps you should
remember the old version. I'm not completely sure how to do this
(probably involves cloning its actor somehow).

This was SVN commit r2876.
2005-10-09 03:43:03 +00:00

1209 lines
29 KiB
C++
Executable File

// 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 "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 <algorithm>
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"position", &m_graphics_position, false, (NotifyFn)&CEntity::teleport );
AddProperty( L"orientation", &m_graphics_orientation, false, (NotifyFn)&CEntity::reorient );
AddProperty( L"player", &m_player );
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] );
}
// 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 );
}
CEntity::~CEntity()
{
if( m_actor )
{
g_UnitMan.RemoveUnit( m_actor );
delete( m_actor );
}
if( m_bounds ) delete( m_bounds );
}
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_destroyed = true;
Shutdown();
if( m_actor )
{
g_UnitMan.RemoveUnit( m_actor );
delete( m_actor );
m_actor = NULL;
}
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<CStrW, CStrW_hash_compare>::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<CStrW>( 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;
// 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;
return;
case CEntityOrder::ORDER_ATTACK_MELEE:
if( processAttackMeleeNoPathing( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_ATTACK_MELEE_NOPATHING:
if( processAttackMeleeNoPathing( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_GATHER:
if( processGather( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_GATHER_NOPATHING:
if( processGatherNoPathing( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_GOTO:
if( processGoto( current, timestep ) ) break;
return;
case CEntityOrder::ORDER_PATROL:
if( processPatrol( current, timestep ) ) break;
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;
}
}
#if AURA_TEST
void CEntity::UpdateAuras( size_t timestep_millis )
{
std::vector<SAura>::iterator it_a;
for( it_a = m_Auras.begin(); it_a != m_Auras.end(); it_a++ )
{
SAuraData& d = it_a->m_Data;
std::set<CEntity*>& inRange = GetEntitiesWithinRange( m_position, d.m_Radius );
std::vector<CEntity*>::iterator it1 = inRange.begin();
std::vector<SAuraInstance>::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 )
{
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 );
repath();
}
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<CVector3D>( 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<float>( 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::render()
{
if( !m_orderQueue.empty() )
{
std::deque<CEntityOrder>::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<jsval, &CEntity::ToString>( "toString", 0 );
AddMethod<bool, &CEntity::OrderSingle>( "order", 1 );
AddMethod<bool, &CEntity::OrderQueued>( "orderQueued", 1 );
AddMethod<bool, &CEntity::Kill>( "kill", 0 );
AddMethod<bool, &CEntity::Damage>( "damage", 1 );
AddMethod<bool, &CEntity::IsIdle>( "isIdle", 0 );
AddMethod<bool, &CEntity::HasClass>( "hasClass", 1 );
AddMethod<jsval, &CEntity::GetSpawnPoint>( "getSpawnPoint", 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<CEntity>::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<CBaseEntity>( 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<float>( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
// TODO: Net-safe random for this parameter.
orientation = 0.0f;
}
}
HEntity handle = g_EntityManager.create( baseEntity, position, orientation );
handle->Initialize();
*rval = ToJSVal<CEntity>( *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<int>( 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<float>( argv[1] );
newOrder.m_data[0].location.y = ToPrimitive<float>( argv[2] );
}
catch( PSERROR_Scripting_ConversionFailed )
{
JS_ReportError( cx, "Invalid location" );
return( false );
}
break;
case CEntityOrder::ORDER_ATTACK_MELEE:
case CEntityOrder::ORDER_GATHER:
if( argc < 1 )
{
JS_ReportError( cx, "Too few parameters" );
return( false );
}
CEntity* target;
target = ToNative<CEntity>( 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<CEntity>( argv[3] );
if( argc >= 3 )
{
CDamageType dmgType( ToPrimitive<float>( argv[0] ), ToPrimitive<float>( argv[1] ), ToPrimitive<float>( argv[2] ) );
Damage( dmgType, inflictor );
return( true );
}
if( argc >= 2 )
inflictor = ToNative<CEntity>( 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<CDamageType>( argv[0] );
if( !dmg )
{
float dmgN;
if( !ToPrimitive<float>( 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) )
{
// 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.
CBaseEntity* corpse = g_EntityTemplateCollection.getTemplate( m_corpse );
if( corpse )
{
m_base = corpse;
SetBase( m_base );
}
if( m_extant )
{
if( m_bounds )
delete( m_bounds );
m_bounds = NULL;
m_extant = false;
}
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<CBaseEntity>( 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<float>( 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 );
}