0ad/source/simulation/Aura.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
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.
2008-05-11 18:48:32 +00:00

42 lines
1.2 KiB
C++

#ifndef INCLUDED_AURA
#define INCLUDED_AURA
#include "EntityHandles.h"
#include "maths/Vector4D.h"
#include "scripting/SpiderMonkey.h"
#include "ps/CStr.h"
class CEntity;
class CAura
{
public:
JSContext* m_cx;
CEntity* m_source;
CStrW m_name;
CVector4D m_color;
float m_radius; // In graphics units
int m_tickRate; // In milliseconds
JSObject* m_handler;
std::vector<HEntity> m_influenced;
int m_tickCyclePos; // Add time to this until it's time to tick again
CAura( JSContext* cx, CEntity* source, CStrW& name, float radius, int tickRate, const CVector4D& color, JSObject* handler );
~CAura();
// Remove all entities from under our influence; this isn't done in the destructor since
// the destructor needs to be called at the end of the program when some CEntities
// have been deleted despite our keeping handles to them, in addition to just when an
// entity dies. RemoveAll will only be called in the second case.
void RemoveAll();
// Forcefully removes an entity from the aura. Useful so that a unit that is killed can
// notify its auras to remove it before it dies (so they can still access its data).
void Remove( CEntity* ent );
// Called to update the aura each simulation frame.
void Update( int timestep );
};
#endif