forked from 0ad/0ad
janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
136 lines
4.6 KiB
C++
136 lines
4.6 KiB
C++
// EntityManager.h
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//
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// Maintains entity id->object mappings. Does most of the work involved in creating an entity.
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//
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// Usage: Do not attempt to directly instantiate an entity class.
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// HEntity bob = g_EntityManager.Create( unit_class_name, position, orientation );
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// or HEntity jim = g_EntityManager.Create( pointer_to_unit_class, position, orientation );
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//
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// Perform updates on all world entities by g_EntityManager.UpdateAll( timestep )
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// Dispatch an identical message to all world entities by g_EntityManager.dispatchAll( message_pointer )
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// Fill an STL vector container with all entities matching a certain predicate with g_EntityManager.GetMatchingAsHandles( container, predicate, data )
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// or just get all entities with g_EntityManager.GetExtant().
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//
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// Those last two functions - caller has responsibility for deleting the collection when you're done with it.
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#ifndef INCLUDED_ENTITYMANAGER
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#define INCLUDED_ENTITYMANAGER
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#include <set>
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#include <bitset>
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#include <map>
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#include "EntityHandles.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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class CEntityTemplate;
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class CPlayer;
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class CStrW;
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class CStr8;
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class CVector3D;
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const size_t MAX_HANDLES = 16384;
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cassert(MAX_HANDLES <= MAX_HANDLE+1);
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// collision patch size, in graphics units, not tiles (1 tile = 4 units)
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#define COLLISION_PATCH_SIZE 8
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#define g_EntityManager g_Game->GetWorld()->GetEntityManager()
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class CEntityManager
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{
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friend class CEntity;
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friend class HEntity;
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friend class CHandle;
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CHandle m_entities[MAX_HANDLES];
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std::bitset<MAX_HANDLES> m_refd;
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std::vector<CEntity*> m_reaper;
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std::vector<CEntity*>* m_collisionPatches;
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int m_nextalloc;
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static bool m_extant;
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bool m_death;
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int m_collisionPatchesPerSide;
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//Optimized data for triggers. key = playerID, nested key = entity class, value = frequency
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std::map<size_t, std::map<CStrW, int> > m_entityClassData;
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void Destroy( u16 handle );
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void DeleteAllHelper();
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inline bool IsEntityRefd( u16 index )
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{
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return m_refd[index];
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//return m_entities[index].m_refcount && !m_entities[index].m_entity->entf_get(ENTF_DESTROYED);
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}
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public:
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bool m_screenshotMode;
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CEntityManager();
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~CEntityManager();
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HEntity Create( CEntityTemplate* base, CVector3D position, float orientation,
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const std::set<CStr8>& actorSelections, const CStrW* building = 0 );
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HEntity Create( const CStrW& templateName, CPlayer* player, CVector3D position,
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float orientation, const CStrW* building = 0 );
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HEntity CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position,
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float orientation );
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HEntity* GetByHandle( u16 index );
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CHandle *GetHandle( int index );
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inline int GetPlayerUnitCount( size_t player, const CStrW& name )
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{
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if ( m_entityClassData[player].find(name) == m_entityClassData[player].end() )
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m_entityClassData[player][name] = 0;
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return m_entityClassData[player][name];
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}
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void RemoveUnitCount(CEntity* ent); //Removes unit from population count
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void AddEntityClassData(const HEntity& handle);
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void UpdateAll( int timestep );
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void InterpolateAll( float relativeoffset );
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void InitializeAll();
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// void TickAll();
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void RenderAll();
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void ConformAll();
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void InvalidateAll();
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void DeleteAll();
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bool GetDeath() { return m_death; }
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void SetDeath(bool set) { m_death=set; }
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//Kai: added function to update the triangulation when entities are created
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void updateObstacle(CEntity* tempHandle);
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// Predicate functions
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typedef bool (*EntityPredicate)( CEntity* target, void* userdata );
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template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalOr( CEntity* target, void* userdata )
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{ return( left( target, userdata ) || right( target, userdata ) ); }
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template<EntityPredicate left, EntityPredicate right> static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata )
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{ return( left( target, userdata ) && right( target, userdata ) ); }
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template<EntityPredicate operand> static bool EntityPredicateLogicalNot( CEntity* target, void* userdata )
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{ return( !operand( target, userdata ) ); }
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void GetMatchingAsHandles( std::vector<HEntity>& matchlist, EntityPredicate predicate, void* userdata = 0 );
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void GetExtantAsHandles( std::vector<HEntity>& results );
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void GetExtant( std::vector<CEntity*>& results );
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static inline bool IsExtant() // True if the singleton is actively maintaining handles. When false, system is shutting down, handles are quietly dumped.
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{
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return( m_extant );
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}
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void GetInRange( float x, float z, float radius, std::vector<CEntity*>& results );
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void GetInLOS( CEntity* entity, std::vector<CEntity*>& results );
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std::vector<CEntity*>* GetCollisionPatch( CEntity* e );
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};
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#endif
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