0ad/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp
janwas 4663ac0fe7 split debug_assert into ENSURE and ASSERT as discussed in a previous meeting.
the old debug_assert always ran and tested the expression, which slows
down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new
ASSERT behaves like assert and ENSURE like the old debug_assert. Let's
change any time-critical but not-super-important ENSURE to ASSERT to
speed up release builds. (already done in bits.h and unique_range.h)

This was SVN commit r9362.
2011-04-30 13:01:45 +00:00

614 lines
14 KiB
C++

/* Copyright (C) 2010 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 <cfloat>
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "../SimState.h"
#include "../View.h"
#include "graphics/GameView.h"
#include "graphics/Model.h"
#include "graphics/ObjectBase.h"
#include "graphics/ObjectEntry.h"
#include "graphics/ObjectManager.h"
#include "graphics/Terrain.h"
#include "graphics/Unit.h"
#include "graphics/UnitManager.h"
#include "lib/ogl.h"
#include "maths/MathUtil.h"
#include "maths/Matrix3D.h"
#include "ps/CLogger.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "renderer/Renderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/Simulation2.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/components/ICmpPosition.h"
#include "simulation2/components/ICmpSelectable.h"
#include "simulation2/components/ICmpTemplateManager.h"
namespace AtlasMessage {
namespace
{
bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
{
return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
}
bool IsFloating(const CUnit* unit)
{
if (! unit)
return false;
CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), unit->GetID());
if (cmpPosition.null())
return false;
return cmpPosition->IsFloating();
}
CUnitManager& GetUnitManager()
{
return g_Game->GetWorld()->GetUnitManager();
}
}
QUERYHANDLER(GetObjectsList)
{
std::vector<sObjectsListItem> objects;
CmpPtr<ICmpTemplateManager> cmp(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
if (!cmp.null())
{
std::vector<std::string> names = cmp->FindAllTemplates(true);
for (std::vector<std::string>::iterator it = names.begin(); it != names.end(); ++it)
{
std::wstring name(it->begin(), it->end());
sObjectsListItem e;
e.id = name;
if (name.substr(0, 6) == L"actor|")
{
e.name = name.substr(6);
e.type = 1;
}
else
{
e.name = name;
e.type = 0;
}
objects.push_back(e);
}
}
std::sort(objects.begin(), objects.end(), SortObjectsList);
msg->objects = objects;
}
static std::vector<ObjectID> g_Selection;
MESSAGEHANDLER(SetSelectionPreview)
{
for (size_t i = 0; i < g_Selection.size(); ++i)
{
CmpPtr<ICmpSelectable> cmpSelectable(*g_Game->GetSimulation2(), g_Selection[i]);
if (!cmpSelectable.null())
cmpSelectable->SetSelectionHighlight(CColor(1, 1, 1, 0));
}
g_Selection = *msg->ids;
for (size_t i = 0; i < g_Selection.size(); ++i)
{
CmpPtr<ICmpSelectable> cmpSelectable(*g_Game->GetSimulation2(), g_Selection[i]);
if (!cmpSelectable.null())
cmpSelectable->SetSelectionHighlight(CColor(1, 1, 1, 1));
}
}
QUERYHANDLER(GetObjectSettings)
{
View* view = View::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
sObjectSettings settings;
settings.player = 0;
CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
if (!cmpOwner.null())
{
int32_t player = cmpOwner->GetOwner();
if (player != -1)
settings.player = player;
}
// TODO: selections
/*
// Get the unit's possible variants and selected variants
std::vector<std::vector<CStr> > groups = unit->GetObject().m_Base->GetVariantGroups();
const std::set<CStr>& selections = unit->GetActorSelections();
// Iterate over variant groups
std::vector<std::vector<std::wstring> > variantgroups;
std::set<std::wstring> selections_set;
variantgroups.reserve(groups.size());
for (size_t i = 0; i < groups.size(); ++i)
{
// Copy variants into output structure
std::vector<std::wstring> group;
group.reserve(groups[i].size());
int choice = -1;
for (size_t j = 0; j < groups[i].size(); ++j)
{
group.push_back(CStrW(groups[i][j]));
// Find the first string in 'selections' that matches one of this
// group's variants
if (choice == -1)
if (selections.find(groups[i][j]) != selections.end())
choice = (int)j;
}
// Assuming one of the variants was selected (which it really ought
// to be), remember that one's name
if (choice != -1)
selections_set.insert(CStrW(groups[i][choice]));
variantgroups.push_back(group);
}
settings.variantgroups = variantgroups;
settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
*/
msg->settings = settings;
}
BEGIN_COMMAND(SetObjectSettings)
{
player_id_t m_PlayerOld, m_PlayerNew;
std::set<CStr> m_SelectionsOld, m_SelectionsNew;
void Do()
{
sObjectSettings settings = msg->settings;
View* view = View::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
m_PlayerOld = 0;
if (!cmpOwner.null())
{
int32_t player = cmpOwner->GetOwner();
if (player != -1)
m_PlayerOld = player;
}
// TODO: selections
// m_SelectionsOld = unit->GetActorSelections();
m_PlayerNew = (player_id_t)settings.player;
std::vector<std::wstring> selections = *settings.selections;
for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
{
m_SelectionsNew.insert(CStrW(*it).ToUTF8());
}
Redo();
}
void Redo()
{
Set(m_PlayerNew, m_SelectionsNew);
}
void Undo()
{
Set(m_PlayerOld, m_SelectionsOld);
}
private:
void Set(player_id_t player, const std::set<CStr>& UNUSED(selections))
{
View* view = View::GetView(msg->view);
CSimulation2* simulation = view->GetSimulation2();
CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
if (!cmpOwner.null())
cmpOwner->SetOwner(player);
// TODO: selections
// unit->SetActorSelections(selections);
}
};
END_COMMAND(SetObjectSettings);
//////////////////////////////////////////////////////////////////////////
static CStrW g_PreviewUnitName;
static entity_id_t g_PreviewEntityID = INVALID_ENTITY;
static CVector3D GetUnitPos(const Position& pos, bool floating)
{
static CVector3D vec;
vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
// Clamp the position to the edges of the world:
// Use 'clamp' with a value slightly less than the width, so that converting
// to integer (rounding towards zero) will put it on the tile inside the edge
// instead of just outside
float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE;
float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
float zOnMap = clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
// Don't waste time with GetExactGroundLevel unless we've changed
if (xOnMap != vec.X || zOnMap != vec.Z)
{
vec.X = xOnMap;
vec.Z = zOnMap;
vec.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(xOnMap, zOnMap);
}
return vec;
}
MESSAGEHANDLER(ObjectPreview)
{
// If the selection has changed...
if (*msg->id != g_PreviewUnitName)
{
// Delete old entity
if (g_PreviewEntityID != INVALID_ENTITY)
g_Game->GetSimulation2()->DestroyEntity(g_PreviewEntityID);
// Create the new entity
if ((*msg->id).empty())
g_PreviewEntityID = INVALID_ENTITY;
else
g_PreviewEntityID = g_Game->GetSimulation2()->AddLocalEntity(L"preview|" + *msg->id);
g_PreviewUnitName = *msg->id;
}
if (g_PreviewEntityID != INVALID_ENTITY)
{
// Update the unit's position and orientation:
CmpPtr<ICmpPosition> cmpPos (*g_Game->GetSimulation2(), g_PreviewEntityID);
if (!cmpPos.null())
{
CVector3D pos = GetUnitPos(msg->pos, cmpPos->IsFloating());
cmpPos->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
float angle;
if (msg->usetarget)
{
// Aim from pos towards msg->target
CVector3D target = msg->target->GetWorldSpace(pos.Y);
angle = atan2(target.X-pos.X, target.Z-pos.Z);
}
else
{
angle = msg->angle;
}
cmpPos->SetYRotation(entity_angle_t::FromFloat(angle));
}
// TODO: handle random variations somehow
CmpPtr<ICmpOwnership> cmpOwner (*g_Game->GetSimulation2(), g_PreviewEntityID);
if (!cmpOwner.null())
cmpOwner->SetOwner((player_id_t)msg->settings->player);
}
}
BEGIN_COMMAND(CreateObject)
{
CVector3D m_Pos;
float m_Angle;
size_t m_ID; // old simulation system
player_id_t m_Player;
entity_id_t m_EntityID; // new simulation system
void Do()
{
// Calculate the position/orientation to create this unit with
m_Pos = GetUnitPos(msg->pos, true); // don't really care about floating
if (msg->usetarget)
{
// Aim from m_Pos towards msg->target
CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
m_Angle = atan2(target.X-m_Pos.X, target.Z-m_Pos.Z);
}
else
{
m_Angle = msg->angle;
}
// TODO: variations too
m_Player = (player_id_t)msg->settings->player;
Redo();
}
void Redo()
{
m_EntityID = g_Game->GetSimulation2()->AddEntity(*msg->id);
if (m_EntityID == INVALID_ENTITY)
return;
CmpPtr<ICmpPosition> cmpPos (*g_Game->GetSimulation2(), m_EntityID);
if (!cmpPos.null())
{
cmpPos->JumpTo(entity_pos_t::FromFloat(m_Pos.X), entity_pos_t::FromFloat(m_Pos.Z));
cmpPos->SetYRotation(entity_angle_t::FromFloat(m_Angle));
}
CmpPtr<ICmpOwnership> cmpOwner (*g_Game->GetSimulation2(), m_EntityID);
if (!cmpOwner.null())
cmpOwner->SetOwner(m_Player);
// TODO: handle random variations somehow
}
void Undo()
{
if (m_EntityID != INVALID_ENTITY)
{
g_Game->GetSimulation2()->DestroyEntity(m_EntityID);
m_EntityID = INVALID_ENTITY;
}
}
};
END_COMMAND(CreateObject)
QUERYHANDLER(PickObject)
{
float x, y;
msg->pos->GetScreenSpace(x, y);
CVector3D rayorigin, raydir;
g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y, rayorigin, raydir);
CUnit* target = GetUnitManager().PickUnit(rayorigin, raydir);
if (target)
msg->id = target->GetID();
else
msg->id = INVALID_ENTITY;
if (target)
{
// Get screen coordinates of the point on the ground underneath the
// object's model-centre, so that callers know the offset to use when
// working out the screen coordinates to move the object to.
CVector3D centre = target->GetModel().GetTransform().GetTranslation();
centre.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(centre.X, centre.Z);
if (IsFloating(target))
centre.Y = std::max(centre.Y, g_Renderer.GetWaterManager()->m_WaterHeight);
float cx, cy;
g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
msg->offsetx = (int)(cx - x);
msg->offsety = (int)(cy - y);
}
else
{
msg->offsetx = msg->offsety = 0;
}
}
BEGIN_COMMAND(MoveObject)
{
CVector3D m_PosOld, m_PosNew;
void Do()
{
CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
if (cmpPos.null())
{
// error
m_PosOld = m_PosNew = CVector3D(0, 0, 0);
}
else
{
m_PosNew = GetUnitPos(msg->pos, cmpPos->IsFloating());
CFixedVector3D pos = cmpPos->GetPosition();
m_PosOld = CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat());
}
SetPos(m_PosNew);
}
void SetPos(CVector3D& pos)
{
CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
if (cmpPos.null())
return;
cmpPos->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
}
void Redo()
{
SetPos(m_PosNew);
}
void Undo()
{
SetPos(m_PosOld);
}
void MergeIntoPrevious(cMoveObject* prev)
{
// TODO: do something valid if prev unit != this unit
ENSURE(prev->msg->id == msg->id);
prev->m_PosNew = m_PosNew;
}
};
END_COMMAND(MoveObject)
BEGIN_COMMAND(RotateObject)
{
float m_AngleOld, m_AngleNew;
void Do()
{
CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
if (cmpPos.null())
return;
m_AngleOld = cmpPos->GetRotation().Y.ToFloat();
if (msg->usetarget)
{
CMatrix3D transform = cmpPos->GetInterpolatedTransform(0.f, false);
CVector3D pos = transform.GetTranslation();
CVector3D target = msg->target->GetWorldSpace(pos.Y);
m_AngleNew = atan2(target.X-pos.X, target.Z-pos.Z);
}
else
{
m_AngleNew = msg->angle;
}
SetAngle(m_AngleNew);
}
void SetAngle(float angle)
{
CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
if (cmpPos.null())
return;
cmpPos->SetYRotation(entity_angle_t::FromFloat(angle));
}
void Redo()
{
SetAngle(m_AngleNew);
}
void Undo()
{
SetAngle(m_AngleOld);
}
void MergeIntoPrevious(cRotateObject* prev)
{
// TODO: do something valid if prev unit != this unit
ENSURE(prev->msg->id == msg->id);
prev->m_AngleNew = m_AngleNew;
}
};
END_COMMAND(RotateObject)
BEGIN_COMMAND(DeleteObject)
{
// Saved copy of the important aspects of a unit, to allow undo
entity_id_t m_EntityID;
CStr m_TemplateName;
int32_t m_Owner;
CFixedVector3D m_Pos;
CFixedVector3D m_Rot;
// TODO: random selections
cDeleteObject()
: m_EntityID(INVALID_ENTITY), m_Owner(-1)
{
}
void Do()
{
Redo();
}
void Redo()
{
CSimulation2& sim = *g_Game->GetSimulation2();
CmpPtr<ICmpTemplateManager> cmpTemplateManager(sim, SYSTEM_ENTITY);
ENSURE(!cmpTemplateManager.null());
m_EntityID = (entity_id_t)msg->id;
m_TemplateName = cmpTemplateManager->GetCurrentTemplateName(m_EntityID);
CmpPtr<ICmpOwnership> cmpOwner(sim, m_EntityID);
if (!cmpOwner.null())
m_Owner = cmpOwner->GetOwner();
CmpPtr<ICmpPosition> cmpPosition(sim, m_EntityID);
if (!cmpPosition.null())
{
m_Pos = cmpPosition->GetPosition();
m_Rot = cmpPosition->GetRotation();
}
g_Game->GetSimulation2()->DestroyEntity(m_EntityID);
}
void Undo()
{
CSimulation2& sim = *g_Game->GetSimulation2();
entity_id_t ent = sim.AddEntity(m_TemplateName.FromUTF8(), m_EntityID);
if (ent == INVALID_ENTITY)
LOGERROR(L"Failed to load entity template '%hs'", m_TemplateName.c_str());
else
{
CmpPtr<ICmpPosition> cmpPosition(sim, m_EntityID);
if (!cmpPosition.null())
{
cmpPosition->JumpTo(m_Pos.X, m_Pos.Z);
cmpPosition->SetXZRotation(m_Rot.X, m_Rot.Z);
cmpPosition->SetYRotation(m_Rot.Y);
}
CmpPtr<ICmpOwnership> cmpOwner(sim, m_EntityID);
if (!cmpOwner.null())
cmpOwner->SetOwner(m_Owner);
}
}
};
END_COMMAND(DeleteObject)
}