forked from 0ad/0ad
janwas
8a52113e60
please note: format strings must be %hs for char* arguments and %ls for wchar_t* This was SVN commit r7161.
163 lines
4.5 KiB
C++
163 lines
4.5 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "FormationManager.h"
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#include "FormationCollection.h"
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#include "Entity.h"
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#include "ps/CStr.h"
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#include "Formation.h"
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#include "EntityFormation.h"
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#include "EventHandlers.h"
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#include "ps/Vector2D.h"
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CFormationManager::~CFormationManager()
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{
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for ( size_t i=0; i<m_formations.size(); i++ )
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delete m_formations[i];
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}
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void CFormationManager::CreateFormation( CEntityList& entities, CStrW& name )
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{
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if ( entities.empty() )
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{
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debug_warn(L"Attempting to create a formation with no entities");
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return;
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}
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CFormation* base = g_EntityFormationCollection.GetTemplate(name);
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if (!base)
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return;
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if ( entities.size() < (size_t)base->m_required )
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return;
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CEntityFormation* tmp = new CEntityFormation( base, m_formations.size() );
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m_formations.push_back( tmp );
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CEntityList accepted = AddUnitList( entities, (int)m_formations.size()-1 );
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//Find average position
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CVector3D average( 0.0f, 0.0f, 0.0f );
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for ( CEntityList::iterator it=accepted.begin(); it != accepted.end(); it++ )
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average += (*it)->m_position;
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average = average * ( 1.0f / (float)entities.size() );
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CVector2D average2D(average.X, average.Z);
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m_formations.back()->m_position = average2D;
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m_formations.back()->UpdateFormation();
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if ( accepted.size() < (size_t)base->m_required )
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DestroyFormation( m_formations.size()-1 );
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}
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void CFormationManager::DestroyFormation( size_t form )
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{
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if ( form >= m_formations.size())
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{
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debug_warn(L"CFormationManager::DestroyFormation--invalid entity");
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return;
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}
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FormIterator it=m_formations.begin() + form;
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CEntityList entities = (*it)->GetEntityList();
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//Notify the script that we've "left" the formation
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for ( size_t i=0; i<entities.size(); i++ )
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{
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CEntity* entity = entities[i];
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entity->DispatchFormationEvent( CFormationEvent::FORMATION_LEAVE );
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(*it)->RemoveUnit(entity);
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}
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delete *it;
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*it = NULL;
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m_formations.erase( it );
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UpdateIndexes( form );
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}
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bool CFormationManager::AddUnit( CEntity* entity, size_t& form )
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{
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if ( !IsValidFormation(form) )
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return false;
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if ( entity->m_formation > -1 )
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{
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if ( !RemoveUnit( entity ) )
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--form;
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}
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FormIterator it = m_formations.begin() + form;
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//Adding too many?
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if ( (*it)->m_numEntities == (*it)->m_base->m_numSlots )
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{
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CFormation* next = g_EntityFormationCollection.GetTemplate((*it)->m_base->m_next);
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if (next)
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(*it)->SwitchBase( next );
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}
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if ( (*it)->AddUnit(entity) ) //This unit might be better
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{
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entity->DispatchFormationEvent( CFormationEvent::FORMATION_ENTER );
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return true;
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}
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return false;
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}
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CEntityList CFormationManager::AddUnitList( CEntityList& entities, size_t form )
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{
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CEntityList accepted;
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for ( CEntityList::iterator it=entities.begin(); it != entities.end(); it++ )
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{
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CEntity* entity = *it;
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if ( AddUnit( entity, form ) )
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accepted.push_back( *it );
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}
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return accepted;
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}
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bool CFormationManager::RemoveUnit( CEntity* entity )
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{
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if ( !IsValidFormation(entity->m_formation) )
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return true;
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FormIterator it = m_formations.begin() + entity->m_formation;
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if ( (*it)->m_numEntities == (*it)->m_base->m_required )
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{
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CFormation* prior = g_EntityFormationCollection.GetTemplate((*it)->m_base->m_prior);
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//Disband formation
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if (!prior)
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{
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DestroyFormation( entity->m_formation );
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return false;
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}
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}
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entity->DispatchFormationEvent( CFormationEvent::FORMATION_LEAVE );
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(*it)->RemoveUnit( entity );
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return true;
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}
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bool CFormationManager::RemoveUnitList( CEntityList& entities )
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{
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for ( CEntityList::iterator it=entities.begin(); it != entities.end(); it++ )
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{
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CEntity* entity = *it;
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if ( !RemoveUnit(entity) )
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return false;
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}
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return true;
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}
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CEntityFormation* CFormationManager::GetFormation(size_t form)
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{
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if ( IsValidFormation(form) )
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return m_formations[form];
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return NULL;
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}
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void CFormationManager::UpdateIndexes( size_t update )
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{
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for ( ; update < m_formations.size(); update++ )
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m_formations[update]->ResetIndex( update );
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}
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