0ad/source/simulation2/components/CCmpMinimap.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

283 lines
6.8 KiB
C++
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/* Copyright (C) 2022 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 UNUSED(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)