0ad/source/simulation/Simulation.cpp
2010-05-20 18:09:23 +00:00

250 lines
7.1 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include <vector>
#include "graphics/Model.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "maths/MathUtil.h"
#include "network/NetMessage.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/GameAttributes.h"
#include "ps/Loader.h"
#include "ps/LoaderThunks.h"
#include "ps/Profile.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation/Entity.h"
#include "simulation/EntityFormation.h"
#include "simulation/EntityManager.h"
#include "simulation/EntityTemplateCollection.h"
#include "simulation/LOSManager.h"
#include "simulation/Scheduler.h"
#include "simulation/Simulation.h"
#include "simulation/TerritoryManager.h"
#include "simulation/TriggerManager.h"
#define LOG_CATEGORY L"simulation"
CSimulation::CSimulation(CGame *pGame):
m_pGame(pGame),
m_pWorld(pGame->GetWorld()),
m_DeltaTime(0),
m_Time(0)
{
}
CSimulation::~CSimulation()
{
}
int CSimulation::Initialize(CGameAttributes* pAttribs)
{
m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network
// Call the game startup script
// TODO: Maybe don't do this if we're in Atlas
// [2006-06-26 20ms]
g_ScriptingHost.RunScript( L"scripts/game_startup.js" );
// [2006-06-26 3647ms]
// g_EntityManager.m_screenshotMode = pAttribs->m_ScreenshotMode;
// g_EntityManager.InitializeAll();
// [2006-06-26: 61ms]
m_pWorld->GetLOSManager()->Initialize((ELOSSetting)pAttribs->m_LOSSetting, pAttribs->m_FogOfWar);
m_pWorld->GetTerritoryManager()->Initialize();
return 0;
}
void CSimulation::RegisterInit(CGameAttributes *pAttribs)
{
RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900);
}
bool CSimulation::Update(double UNUSED(frameTime))
{
bool ok = true;
return ok;
}
void CSimulation::DiscardMissedUpdates()
{
if (m_DeltaTime > 0.0)
m_DeltaTime = 0.0;
}
void CSimulation::Interpolate(double UNUSED(frameTime))
{
}
void CSimulation::Interpolate(double frameTime, double offset)
{
PROFILE( "simulation interpolation" );
const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
for (size_t i = 0; i < units.size(); ++i)
units[i]->UpdateModel((float)frameTime);
// g_EntityManager.InterpolateAll(offset);
}
void CSimulation::Simulate()
{
}
// Location randomizer, for group orders...
// Having the group turn up at the destination with /some/ sort of cohesion is
// good but tasking them all to the exact same point will leave them brawling
// for it at the other end (it shouldn't, but the PASAP pathfinder is too
// simplistic)
// Task them all to a point within a radius of the target, radius depends upon
// the number of units in the group.
void RandomizeLocations(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
{
float radius = 2.0f * sqrt( (float)entities.size() - 1 );
CSimulation* sim = g_Game->GetSimulation();
for (std::vector<HEntity>::const_iterator it = entities.begin(); it < entities.end(); it++)
{
if(!*it)
continue;
float _x, _y;
CEntityOrder randomizedOrder = order;
do
{
_x = sim->RandFloat() * 2.0f - 1.0f;
_y = sim->RandFloat() * 2.0f - 1.0f;
}
while( ( _x * _x ) + ( _y * _y ) > 1.0f );
randomizedOrder.m_target_location.x += _x * radius;
randomizedOrder.m_target_location.y += _y * radius;
// Clamp it to within the map, just in case.
float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
randomizedOrder.m_target_location.x = clamp(randomizedOrder.m_target_location.x, 0.0f, mapsize);
randomizedOrder.m_target_location.y = clamp(randomizedOrder.m_target_location.y, 0.0f, mapsize);
if( !isQueued )
(*it)->ClearOrders();
(*it)->PushOrder( randomizedOrder );
}
}
void FormationLocations(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
{
const CVector2D upvec(0.0f, 1.0f);
const CEntityFormation* formation = entities.front()->GetFormation();
for (std::vector<HEntity>::const_iterator it = entities.begin(); it != entities.end(); it++)
{
if(!*it)
continue;
CEntityOrder orderCopy = order;
CVector2D posDelta = orderCopy.m_target_location - formation->GetPosition();
CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot );
posDelta = posDelta.Normalize();
//Rotate the slot position's offset vector according to the rotation of posDelta.
CVector2D rotDelta;
float deltaCos = posDelta.Dot(upvec);
float deltaSin = sinf( acosf(deltaCos) );
rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin;
rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos;
orderCopy.m_target_location += rotDelta;
// Clamp it to within the map, just in case.
float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
orderCopy.m_target_location.x = clamp(orderCopy.m_target_location.x, 0.0f, mapsize);
orderCopy.m_target_location.y = clamp(orderCopy.m_target_location.y, 0.0f, mapsize);
if( !isQueued )
(*it)->ClearOrders();
(*it)->PushOrder( orderCopy );
}
}
void QueueOrder(const CEntityOrder& order, const std::vector<HEntity> &entities, bool isQueued)
{
for (std::vector<HEntity>::const_iterator it = entities.begin(); it < entities.end(); it++)
{
if (!*it)
continue;
if( !isQueued )
(*it)->ClearOrders();
(*it)->PushOrder( order );
}
}
size_t CSimulation::TranslateMessage(CNetMessage* pMsg, size_t clientMask, void* UNUSED(userdata))
{
return clientMask;
}
size_t CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), size_t UNUSED(oldMask), void* UNUSED(userdata))
{
//CSimulation *pSimulation=(CSimulation *)userdata;
// Pending a complete visibility/minimal-update implementation, we'll
// simply select the first 32 connected clients ;-)
return 0xFFFFFFFF;
}
void CSimulation::QueueLocalCommand(CNetMessage *pMsg)
{
}
// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
int CSimulation::RandInt(int maxVal)
{
boost::uniform_smallint<int> distr(0, maxVal-1);
return distr(m_Random);
}
// Get a random float in [0, 1) from the simulation's random number generator
float CSimulation::RandFloat()
{
// Cannot use uniform_01 here because it is not a real distribution, but rather an
// utility class that makes a copy of the generator, and therefore it would repeatedly
// return the same values because it never modifies our copy of the generator.
boost::uniform_real<float> distr(0.0f, 1.0f);
return distr(m_Random);
}