0ad/source/simulation2/components/CCmpMinimap.cpp
phosit 891908b801 Remove UNUSED
The `UNUSED` macro is used to mark a variable as unused but with a name.
Those usages are replaced with comments so that `UNUSED` can be removed.

https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#Rf-unused
2025-06-26 17:25:05 +02:00

283 lines
6.8 KiB
C++

/* Copyright (C) 2025 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 "ICmpMinimap.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/MessageTypes.h"
#include "graphics/Color.h"
class CCmpMinimap final : public ICmpMinimap
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_Deserialized);
componentManager.SubscribeToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_PlayerColorChanged);
componentManager.SubscribeToMessageType(MT_MinimapPing);
}
DEFAULT_COMPONENT_ALLOCATOR(Minimap)
// Template state:
bool m_UsePlayerColor;
u8 m_R, m_G, m_B; // static template state if m_UsePlayerColor false; dynamic state if true
// Dynamic state:
bool m_Active;
entity_pos_t m_X, m_Z; // cache the latest position for more efficient rendering; only valid when m_Active true
// Not serialized (based on renderer timing):
// TODO: eventually ping state should be serialized and tied into simulation time, but currently lag causes too many problems
double m_PingEndTime;
bool m_IsPinging;
bool m_HasIcon = false;
std::string m_IconPath;
float m_IconSize = 16.0f;
static std::string GetSchema()
{
return
"<element name='Type'>"
"<choice>"
"<value>food</value>"
"<value>wood</value>"
"<value>stone</value>"
"<value>metal</value>"
"<value>structure</value>"
"<value>unit</value>"
"<value>support</value>"
"<value>hero</value>"
"</choice>"
"</element>"
"<optional>"
"<element name='Color'>"
"<attribute name='r'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"<attribute name='g'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"<attribute name='b'>"
"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
"</attribute>"
"</element>"
"</optional>"
"<optional>"
"<element name='Icon' a:help='Icon texture that should be displayed on a minimap. Filepath relative to art/textures/ui/session/icons/minimap/.'>"
"<attribute name='size'>"
"<data type='float'><param name='minExclusive'>0</param></data>"
"</attribute>"
"<text/>"
"</element>"
"</optional>";
}
void Init(const CParamNode& paramNode) override
{
m_Active = true;
m_IsPinging = false;
m_PingEndTime = 0.0;
m_HasIcon = false;
const CParamNode& color = paramNode.GetChild("Color");
if (color.IsOk())
{
m_UsePlayerColor = false;
m_R = (u8)color.GetChild("@r").ToInt();
m_G = (u8)color.GetChild("@g").ToInt();
m_B = (u8)color.GetChild("@b").ToInt();
}
else
{
m_UsePlayerColor = true;
// Choose a bogus color which will get replaced once we have an owner
m_R = 255;
m_G = 0;
m_B = 255;
}
const CParamNode& iconNode = paramNode.GetChild("Icon");
if (iconNode.IsOk())
{
const CParamNode& iconSizeNode = iconNode.GetChild("@size");
if (iconSizeNode.IsOk())
{
m_HasIcon = true;
m_IconPath = "art/textures/ui/session/icons/minimap/" + iconNode.ToString();
m_IconSize = iconSizeNode.ToFloat();
}
}
}
void Deinit() override
{
}
template<typename S>
void SerializeCommon(S& serialize)
{
serialize.Bool("active", m_Active);
if (m_Active)
{
serialize.NumberFixed_Unbounded("x", m_X);
serialize.NumberFixed_Unbounded("z", m_Z);
}
}
void Serialize(ISerializer& serialize) override
{
SerializeCommon(serialize);
}
void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override
{
Init(paramNode);
SerializeCommon(deserialize);
}
void HandleMessage(const CMessage& msg, bool /*global*/) override
{
switch (msg.GetType())
{
case MT_PositionChanged:
{
const CMessagePositionChanged& data = static_cast<const CMessagePositionChanged&> (msg);
if (data.inWorld)
{
m_Active = true;
m_X = data.x;
m_Z = data.z;
}
else
{
m_Active = false;
}
break;
}
case MT_Deserialized:
case MT_OwnershipChanged:
case MT_PlayerColorChanged:
{
UpdateColor();
break;
}
case MT_MinimapPing:
{
CmpPtr<ICmpOwnership> cmpOwnership(GetSimContext(), GetEntityId());
if (!cmpOwnership || cmpOwnership->GetOwner() != (player_id_t)GetSimContext().GetCurrentDisplayedPlayer())
break;
// This depends on the viewing player, so don't alter the synchronized simulation state
m_IsPinging = true;
m_PingEndTime = 0.0;
break;
}
}
}
bool GetRenderData(u8& r, u8& g, u8& b, entity_pos_t& x, entity_pos_t& z) const override
{
if (!m_Active)
return false;
r = m_R;
g = m_G;
b = m_B;
x = m_X;
z = m_Z;
return true;
}
bool CheckPing(double currentTime, double pingDuration) override
{
if (!m_Active || !m_IsPinging)
return false;
// We're currently pinging
if (m_PingEndTime == 0.0)
m_PingEndTime = currentTime + pingDuration;
else if (currentTime > m_PingEndTime)
{
m_IsPinging = false;
m_PingEndTime = 0;
}
return m_IsPinging;
}
void UpdateColor() override
{
if (!m_UsePlayerColor)
return;
CmpPtr<ICmpOwnership> cmpOwnership(GetEntityHandle());
if (!cmpOwnership)
return;
player_id_t owner = cmpOwnership->GetOwner();
if (owner == INVALID_PLAYER)
return;
CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
return;
CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(owner));
if (!cmpPlayer)
return;
CColor color = cmpPlayer->GetDisplayedColor();
m_R = (u8) (color.r * 255);
m_G = (u8) (color.g * 255);
m_B = (u8) (color.b * 255);
}
bool HasIcon() override
{
return m_HasIcon;
}
std::string GetIconPath() override
{
return m_IconPath;
}
float GetIconSize() override
{
return m_IconSize;
}
};
REGISTER_COMPONENT_TYPE(Minimap)