2004-05-30 02:46:58 +02:00
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///////////////////////////////////////////////////////////////////////////////
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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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2004-06-03 20:38:14 +02:00
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#include "precompiled.h"
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2005-08-12 19:06:53 +02:00
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#include "lib/res/res.h"
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2004-05-30 02:46:58 +02:00
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#include "Model.h"
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#include "UnitManager.h"
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2004-12-12 20:43:55 +01:00
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#include "Unit.h"
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2005-01-23 22:56:00 +01:00
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#include "CConsole.h"
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2005-03-19 12:55:27 +01:00
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#include "ObjectManager.h"
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2005-03-23 00:31:30 +01:00
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#include "ObjectEntry.h"
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2005-01-23 22:56:00 +01:00
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extern CConsole* g_Console;
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2004-12-12 20:43:55 +01:00
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2004-05-30 02:46:58 +02:00
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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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{
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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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2004-10-06 20:45:59 +02:00
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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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2004-05-30 02:46:58 +02:00
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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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2005-05-10 09:13:25 +02:00
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uint i;
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for (i=0;i<m_Units.size();i++) {
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2004-05-30 02:46:58 +02:00
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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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2005-05-10 09:13:25 +02:00
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2004-05-30 02:46:58 +02:00
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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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// closest object found so far
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2004-07-20 21:30:35 +02:00
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CUnit* hit = 0;
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2004-05-30 02:46:58 +02:00
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// distance to closest object found so far
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2004-07-20 21:30:35 +02:00
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float dist = 1.0e30f;
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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 = 1.0e30f;
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2004-05-30 02:46:58 +02:00
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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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2004-07-20 21:30:35 +02:00
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if (unit->GetModel()->GetBounds().RayIntersect(origin,dir,tmin,tmax))
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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 (!hit || rel < minrel ) {
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2004-05-30 02:46:58 +02:00
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hit=unit;
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dist=tmin;
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2004-07-20 21:30:35 +02:00
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minrel = rel;
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2004-05-30 02:46:58 +02:00
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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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2005-03-19 12:55:27 +01:00
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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(CStr& actorName, CEntity* entity)
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{
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CObjectEntry* obj = g_ObjMan.FindObject(actorName);
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if (! obj)
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return NULL;
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CUnit* unit = new CUnit(obj, obj->m_Model->Clone(), entity);
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AddUnit(unit);
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return unit;
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2005-05-10 09:13:25 +02:00
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}
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