forked from 0ad/0ad
428 lines
12 KiB
C++
428 lines
12 KiB
C++
#include "precompiled.h"
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#include <vector>
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#include "graphics/Model.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "maths/MathUtil.h"
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#include "network/NetMessage.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/GameAttributes.h"
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#include "ps/Loader.h"
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#include "ps/LoaderThunks.h"
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#include "ps/Profile.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation/Entity.h"
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#include "simulation/EntityFormation.h"
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#include "simulation/EntityManager.h"
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#include "simulation/EntityTemplateCollection.h"
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#include "simulation/LOSManager.h"
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#include "simulation/Projectile.h"
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#include "simulation/Scheduler.h"
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#include "simulation/Simulation.h"
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#include "simulation/TerritoryManager.h"
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#include "simulation/TurnManager.h"
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#include "simulation/TriggerManager.h"
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CSimulation::CSimulation(CGame *pGame):
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m_pGame(pGame),
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m_pWorld(pGame->GetWorld()),
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m_pTurnManager((g_SinglePlayerTurnManager=new CSinglePlayerTurnManager())),
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m_DeltaTime(0),
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m_Time(0)
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{
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}
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CSimulation::~CSimulation()
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{
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delete g_SinglePlayerTurnManager;
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g_SinglePlayerTurnManager=NULL;
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}
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int CSimulation::Initialize(CGameAttributes* pAttribs)
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{
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m_Random.seed(0); // TODO: Store a random seed in CGameAttributes and synchronize it accross the network
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m_pTurnManager->Initialize(m_pGame->GetNumPlayers());
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// Call the game startup script
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// TODO: Maybe don't do this if we're in Atlas
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// [2006-06-26 20ms]
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g_ScriptingHost.RunScript( "scripts/game_startup.js" );
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// [2006-06-26 3647ms]
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g_EntityManager.m_screenshotMode = pAttribs->m_ScreenshotMode;
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g_EntityManager.InitializeAll();
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// [2006-06-26: 61ms]
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m_pWorld->GetLOSManager()->Initialize(pAttribs->m_LOSSetting, pAttribs->m_FogOfWar);
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m_pWorld->GetTerritoryManager()->Initialize();
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return 0;
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}
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void CSimulation::RegisterInit(CGameAttributes *pAttribs)
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{
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RegMemFun1(this, &CSimulation::Initialize, pAttribs, L"CSimulation", 3900);
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}
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bool CSimulation::Update(double frameTime)
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{
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bool ok = true;
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m_DeltaTime += frameTime;
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if (m_DeltaTime >= 0.0)
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{
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// A new simulation frame is required.
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PROFILE( "simulation turn" );
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Simulate();
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double turnLength = m_pTurnManager->GetTurnLength() / 1000.0;
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m_DeltaTime -= turnLength;
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if (m_DeltaTime >= 0.0)
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{
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// The desired sim frame rate can't be achieved - we're being called
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// with average(frameTime) > turnLength.
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// Let the caller know we can't go fast enough - they should try
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// cutting down on Interpolate and rendering, and call us a few times
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// with frameTime == 0 to give us a chance to catch up.
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ok = false;
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debug_printf("WARNING: missing a simulation turn due to low FPS");
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}
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}
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return ok;
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}
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void CSimulation::DiscardMissedUpdates()
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{
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if (m_DeltaTime > 0.0)
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m_DeltaTime = 0.0;
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}
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void CSimulation::Interpolate(double frameTime)
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{
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double turnLength = m_pTurnManager->GetTurnLength()/1000.0;
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// 'offset' should be how far we are between the previous and next
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// simulation frames.
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// m_DeltaTime/turnLength will usually be between -1 and 0, indicating
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// the time until the next frame, so we can use that easily.
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// If the simulation is going too slowly and hasn't been giving a chance
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// to catch up before Interpolate is called, then m_DeltaTime > 0, so we'll
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// just clamp it to offset=1, which is alright.
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Interpolate(frameTime, clamp(m_DeltaTime / turnLength + 1.0, 0.0, 1.0));
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}
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void CSimulation::Interpolate(double frameTime, double offset)
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{
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PROFILE( "simulation interpolation" );
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const std::vector<CUnit*>& units = m_pWorld->GetUnitManager().GetUnits();
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for (size_t i = 0; i < units.size(); ++i)
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units[i]->UpdateModel((float)frameTime);
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g_EntityManager.InterpolateAll(offset);
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m_pWorld->GetProjectileManager().InterpolateAll(offset);
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g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
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}
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void CSimulation::Simulate()
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{
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uint time = m_pTurnManager->GetTurnLength();
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m_Time += time / 1000.0f;
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//debug_printf("Simulation turn: %.3lf\n", m_Time);
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PROFILE_START( "scheduler tick" );
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g_Scheduler.Update(time);
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PROFILE_END( "scheduler tick" );
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PROFILE_START( "entity updates" );
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g_EntityManager.UpdateAll(time);
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PROFILE_END( "entity updates" );
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PROFILE_START( "projectile updates" );
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m_pWorld->GetProjectileManager().UpdateAll(time);
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PROFILE_END( "projectile updates" );
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PROFILE_START( "los update" );
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m_pWorld->GetLOSManager()->Update();
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PROFILE_END( "los update" );
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PROFILE_START("trigger update");
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g_TriggerManager.Update(time);
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PROFILE_END("trigger udpate");
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PROFILE_START( "turn manager update" );
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m_pTurnManager->NewTurn();
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m_pTurnManager->IterateBatch(0, TranslateMessage, this);
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PROFILE_END( "turn manager update" );
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}
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// Location randomizer, for group orders...
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// Having the group turn up at the destination with /some/ sort of cohesion is
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// good but tasking them all to the exact same point will leave them brawling
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// for it at the other end (it shouldn't, but the PASAP pathfinder is too
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// simplistic)
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// Task them all to a point within a radius of the target, radius depends upon
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// the number of units in the group.
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void RandomizeLocations(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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std::vector<HEntity>::const_iterator it;
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float radius = 2.0f * sqrt( (float)entities.size() - 1 );
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for (it = entities.begin(); it < entities.end(); it++)
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{
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float _x, _y;
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CEntityOrder randomizedOrder = order;
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CSimulation* sim = g_Game->GetSimulation();
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do
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{
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_x = sim->RandFloat() * 2.0f - 1.0f;
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_y = sim->RandFloat() * 2.0f - 1.0f;
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}
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while( ( _x * _x ) + ( _y * _y ) > 1.0f );
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randomizedOrder.m_target_location.x += _x * radius;
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randomizedOrder.m_target_location.y += _y * radius;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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randomizedOrder.m_target_location.x = clamp(randomizedOrder.m_target_location.x, 0.0f, mapsize);
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randomizedOrder.m_target_location.y = clamp(randomizedOrder.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( randomizedOrder );
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}
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}
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void FormationLocations(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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CVector2D upvec(0.0f, 1.0f);
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std::vector<HEntity>::const_iterator it = entities.begin();
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CEntityFormation* formation = (*it)->GetFormation();
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for (; it != entities.end(); it++)
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{
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CEntityOrder orderCopy = order;
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CVector2D posDelta = orderCopy.m_target_location - formation->GetPosition();
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CVector2D formDelta = formation->GetSlotPosition( (*it)->m_formationSlot );
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posDelta = posDelta.Normalize();
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//Rotate the slot position's offset vector according to the rotation of posDelta.
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CVector2D rotDelta;
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float deltaCos = posDelta.Dot(upvec);
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float deltaSin = sinf( acosf(deltaCos) );
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rotDelta.x = formDelta.x * deltaCos - formDelta.y * deltaSin;
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rotDelta.y = formDelta.x * deltaSin + formDelta.y * deltaCos;
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orderCopy.m_target_location += rotDelta;
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// Clamp it to within the map, just in case.
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float mapsize = (float)g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide() * CELL_SIZE;
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orderCopy.m_target_location.x = clamp(orderCopy.m_target_location.x, 0.0f, mapsize);
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orderCopy.m_target_location.y = clamp(orderCopy.m_target_location.y, 0.0f, mapsize);
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( orderCopy );
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}
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}
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void QueueOrder(CEntityOrder order, const std::vector<HEntity> &entities, bool isQueued)
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{
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std::vector<HEntity>::const_iterator it;
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for (it = entities.begin(); it < entities.end(); it++)
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{
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if( !isQueued )
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(*it)->ClearOrders();
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(*it)->PushOrder( order );
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}
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}
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uint CSimulation::TranslateMessage(CNetMessage* pMsg, uint clientMask, void* UNUSED(userdata))
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{
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CEntityOrder order;
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bool isQueued = true;
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#define ENTITY_POSITION(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_location.x=(float)msg->m_TargetX; \
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order.m_target_location.y=(float)msg->m_TargetY; \
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RandomizeLocations(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_POSITION_FORM(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_location.x=(float)msg->m_TargetX; \
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order.m_target_location.y=(float)msg->m_TargetY; \
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FormationLocations(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_ENTITY_INT(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_target_entity=msg->m_Target; \
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order.m_action=msg->m_Action; \
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QueueOrder(order, msg->m_Entities, isQueued); \
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} while(0)
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#define ENTITY_INT_STRING(_msg, _order) \
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do { \
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_msg *msg=(_msg *)pMsg; \
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isQueued = msg->m_IsQueued != 0; \
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order.m_type=CEntityOrder::_order; \
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order.m_produce_name=msg->m_Name; \
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order.m_produce_type=msg->m_Type; \
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QueueOrder(order, msg->m_Entities, isQueued); \
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} while(0)
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switch (pMsg->GetType())
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{
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case NMT_AddWaypoint:
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{
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CAddWaypoint *msg=(CAddWaypoint *)pMsg;
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isQueued = msg->m_IsQueued != 0;
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order.m_type=CEntityOrder::ORDER_LAST;
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order.m_target_location.x=(float)msg->m_TargetX;
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order.m_target_location.y=(float)msg->m_TargetY;
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for(CEntityIt it = msg->m_Entities.begin(); it != msg->m_Entities.end(); ++it)
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{
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HEntity& hentity = *it;
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const CEntityOrders& order_queue = hentity->m_orderQueue;
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for(CEntityOrderCRIt ord_it = order_queue.rbegin(); ord_it != order_queue.rend(); ++ord_it)
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{
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if (ord_it->m_type == CEntityOrder::ORDER_PATH_END_MARKER)
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{
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order.m_type = CEntityOrder::ORDER_GOTO;
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hentity->PushOrder(order);
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break;
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}
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if (ord_it->m_type == CEntityOrder::ORDER_PATROL)
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{
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order.m_type = ord_it->m_type;
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hentity->PushOrder(order);
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break;
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}
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}
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if (order.m_type == CEntityOrder::ORDER_LAST)
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{
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LOG(ERROR, "simulation", "Got an AddWaypoint message for an entity that isn't moving.");
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}
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}
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break;
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}
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case NMT_Goto:
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ENTITY_POSITION(CGoto, ORDER_GOTO);
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break;
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case NMT_Run:
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ENTITY_POSITION(CRun, ORDER_RUN);
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break;
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case NMT_Patrol:
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ENTITY_POSITION(CPatrol, ORDER_PATROL);
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break;
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case NMT_FormationGoto:
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ENTITY_POSITION_FORM(CFormationGoto, ORDER_GOTO);
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break;
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//TODO: make formation move to within range of target and then attack normally
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case NMT_Generic:
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ENTITY_ENTITY_INT(CGeneric, ORDER_GENERIC);
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break;
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case NMT_FormationGeneric:
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ENTITY_ENTITY_INT(CFormationGeneric, ORDER_GENERIC);
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break;
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case NMT_NotifyRequest:
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ENTITY_ENTITY_INT(CNotifyRequest, ORDER_NOTIFY_REQUEST);
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break;
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case NMT_Produce:
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ENTITY_INT_STRING(CProduce, ORDER_PRODUCE);
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break;
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case NMT_PlaceObject:
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{
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CPlaceObject *msg = (CPlaceObject *) pMsg;
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isQueued = msg->m_IsQueued != 0;
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// Figure out the player
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CPlayer* player = 0;
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if(msg->m_Entities.size() > 0)
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player = msg->m_Entities[0]->GetPlayer();
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else
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player = g_Game->GetLocalPlayer();
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// Create the object
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CVector3D pos(msg->m_X/1000.0f, msg->m_Y/1000.0f, msg->m_Z/1000.0f);
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HEntity newObj = g_EntityManager.CreateFoundation( msg->m_Template, player, pos, msg->m_Angle/1000.0f );
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newObj->m_actor->SetPlayerID(player->GetPlayerID());
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if( newObj->Initialize() )
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{
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// Order all the selected units to work on the new object using the given action
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order.m_type = CEntityOrder::ORDER_START_CONSTRUCTION;
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order.m_new_obj = newObj;
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QueueOrder(order, msg->m_Entities, isQueued);
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}
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}
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break;
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}
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return clientMask;
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}
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uint CSimulation::GetMessageMask(CNetMessage* UNUSED(pMsg), uint UNUSED(oldMask), void* UNUSED(userdata))
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{
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//CSimulation *pSimulation=(CSimulation *)userdata;
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// Pending a complete visibility/minimal-update implementation, we'll
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// simply select the first 32 connected clients ;-)
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return 0xFFFFFFFF;
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}
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void CSimulation::QueueLocalCommand(CNetMessage *pMsg)
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{
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m_pTurnManager->QueueLocalCommand(pMsg);
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}
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// Get a random integer between 0 and maxVal-1 from the simulation's random number generator
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int CSimulation::RandInt(int maxVal)
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{
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boost::uniform_smallint<int> distr(0, maxVal-1);
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return distr(m_Random);
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}
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// Get a random float in [0, 1) from the simulation's random number generator
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float CSimulation::RandFloat()
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{
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// Cannot use uniform_01 here because it is not a real distribution, but rather an
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// utility class that makes a copy of the generator, and therefore it would repeatedly
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// return the same values because it never modifies our copy of the generator.
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boost::uniform_real<float> distr(0.0f, 1.0f);
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return distr(m_Random);
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}
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