0ad/source/simulation2/components/CCmpUnitMotion.cpp
Ykkrosh 4fed9b8242 # Added initial support for players and population counters in new simulation system, plus various infrastructure improvements.
Merge from 22b478ffed8d.
Pure scripted interface definitions.
Entity creation from scripts.
Improved messaging system.
Messages on entity deletion.
Basic player entities.
Player ownership.
Bug fixes.

This was SVN commit r7281.
2010-01-22 20:03:14 +00:00

137 lines
3.4 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 "simulation2/system/Component.h"
#include "ICmpUnitMotion.h"
#include "ICmpPosition.h"
#include "simulation2/MessageTypes.h"
class CCmpUnitMotion : public ICmpUnitMotion
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Update);
}
DEFAULT_COMPONENT_ALLOCATOR(UnitMotion)
// Template state:
CFixed_23_8 m_Speed; // in units per second
// Dynamic state:
bool m_HasTarget;
entity_pos_t m_TargetX, m_TargetZ; // these values contain undefined junk if !HasTarget
virtual void Init(const CSimContext& UNUSED(context), const CParamNode& UNUSED(paramNode))
{
m_Speed = CFixed_23_8::FromInt(4);
m_HasTarget = false;
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& serialize)
{
serialize.Bool("has target", m_HasTarget);
if (m_HasTarget)
{
serialize.NumberFixed_Unbounded("target x", m_TargetX);
serialize.NumberFixed_Unbounded("target z", m_TargetZ);
}
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
{
Init(context, paramNode);
deserialize.Bool(m_HasTarget);
if (m_HasTarget)
{
deserialize.NumberFixed_Unbounded(m_TargetX);
deserialize.NumberFixed_Unbounded(m_TargetZ);
}
}
virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
{
switch (msg.GetType())
{
case MT_Update:
{
CFixed_23_8 dt = static_cast<const CMessageUpdate&> (msg).turnLength;
Move(context, dt);
break;
}
}
}
virtual void MoveToPoint(entity_pos_t x, entity_pos_t z)
{
m_HasTarget = true;
m_TargetX = x;
m_TargetZ = z;
}
void Move(const CSimContext& context, CFixed_23_8 dt);
};
REGISTER_COMPONENT_TYPE(UnitMotion)
void CCmpUnitMotion::Move(const CSimContext& context, CFixed_23_8 dt)
{
if (!m_HasTarget)
return;
CmpPtr<ICmpPosition> cmpPosition(context, GetEntityId());
if (cmpPosition.null())
return;
CFixed_23_8 maxdist = m_Speed.Multiply(dt);
CFixedVector3D pos = cmpPosition->GetPosition();
pos.Y = CFixed_23_8::FromInt(0); // remove Y so it doesn't influence our distance calculations
// We want to move (at most) m_Speed*dt units from pos towards m_Target[XZ]
CFixedVector3D target(m_TargetX, CFixed_23_8::FromInt(0), m_TargetZ);
CFixedVector3D offset = target - pos;
// Face towards the target
entity_angle_t angle = atan2_approx(offset.X, offset.Z);
cmpPosition->SetYRotation(angle);
// If it's close, we can move there directly
if (offset.Length() <= maxdist)
{
cmpPosition->MoveTo(m_TargetX, m_TargetZ);
m_HasTarget = false;
return;
}
// Otherwise move in the right direction
offset.Normalize(maxdist);
pos += offset;
cmpPosition->MoveTo(pos.X, pos.Z);
}