mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-18 14:23:56 -07:00
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.
614 lines
14 KiB
C++
614 lines
14 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <cfloat>
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "../SimState.h"
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#include "../View.h"
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#include "graphics/GameView.h"
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#include "graphics/Model.h"
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#include "graphics/ObjectBase.h"
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#include "graphics/ObjectEntry.h"
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#include "graphics/ObjectManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/Unit.h"
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#include "graphics/UnitManager.h"
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#include "lib/ogl.h"
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#include "maths/MathUtil.h"
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#include "maths/Matrix3D.h"
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#include "ps/CLogger.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "renderer/Renderer.h"
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#include "renderer/WaterManager.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpOwnership.h"
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#include "simulation2/components/ICmpPosition.h"
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#include "simulation2/components/ICmpSelectable.h"
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#include "simulation2/components/ICmpTemplateManager.h"
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namespace AtlasMessage {
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namespace
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{
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bool SortObjectsList(const sObjectsListItem& a, const sObjectsListItem& b)
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{
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return wcscmp(a.name.c_str(), b.name.c_str()) < 0;
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}
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bool IsFloating(const CUnit* unit)
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{
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if (! unit)
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return false;
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CmpPtr<ICmpPosition> cmpPosition(*g_Game->GetSimulation2(), unit->GetID());
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if (cmpPosition.null())
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return false;
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return cmpPosition->IsFloating();
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}
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CUnitManager& GetUnitManager()
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{
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return g_Game->GetWorld()->GetUnitManager();
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}
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}
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QUERYHANDLER(GetObjectsList)
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{
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std::vector<sObjectsListItem> objects;
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CmpPtr<ICmpTemplateManager> cmp(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmp.null())
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{
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std::vector<std::string> names = cmp->FindAllTemplates(true);
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for (std::vector<std::string>::iterator it = names.begin(); it != names.end(); ++it)
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{
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std::wstring name(it->begin(), it->end());
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sObjectsListItem e;
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e.id = name;
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if (name.substr(0, 6) == L"actor|")
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{
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e.name = name.substr(6);
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e.type = 1;
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}
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else
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{
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e.name = name;
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e.type = 0;
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}
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objects.push_back(e);
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}
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}
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std::sort(objects.begin(), objects.end(), SortObjectsList);
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msg->objects = objects;
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}
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static std::vector<ObjectID> g_Selection;
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MESSAGEHANDLER(SetSelectionPreview)
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{
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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CmpPtr<ICmpSelectable> cmpSelectable(*g_Game->GetSimulation2(), g_Selection[i]);
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if (!cmpSelectable.null())
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cmpSelectable->SetSelectionHighlight(CColor(1, 1, 1, 0));
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}
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g_Selection = *msg->ids;
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for (size_t i = 0; i < g_Selection.size(); ++i)
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{
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CmpPtr<ICmpSelectable> cmpSelectable(*g_Game->GetSimulation2(), g_Selection[i]);
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if (!cmpSelectable.null())
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cmpSelectable->SetSelectionHighlight(CColor(1, 1, 1, 1));
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}
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}
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QUERYHANDLER(GetObjectSettings)
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{
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View* view = View::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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sObjectSettings settings;
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settings.player = 0;
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CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
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if (!cmpOwner.null())
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{
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int32_t player = cmpOwner->GetOwner();
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if (player != -1)
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settings.player = player;
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}
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// TODO: selections
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/*
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// Get the unit's possible variants and selected variants
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std::vector<std::vector<CStr> > groups = unit->GetObject().m_Base->GetVariantGroups();
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const std::set<CStr>& selections = unit->GetActorSelections();
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// Iterate over variant groups
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std::vector<std::vector<std::wstring> > variantgroups;
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std::set<std::wstring> selections_set;
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variantgroups.reserve(groups.size());
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for (size_t i = 0; i < groups.size(); ++i)
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{
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// Copy variants into output structure
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std::vector<std::wstring> group;
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group.reserve(groups[i].size());
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int choice = -1;
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for (size_t j = 0; j < groups[i].size(); ++j)
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{
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group.push_back(CStrW(groups[i][j]));
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// Find the first string in 'selections' that matches one of this
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// group's variants
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if (choice == -1)
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if (selections.find(groups[i][j]) != selections.end())
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choice = (int)j;
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}
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// Assuming one of the variants was selected (which it really ought
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// to be), remember that one's name
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if (choice != -1)
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selections_set.insert(CStrW(groups[i][choice]));
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variantgroups.push_back(group);
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}
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settings.variantgroups = variantgroups;
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settings.selections = std::vector<std::wstring> (selections_set.begin(), selections_set.end()); // convert set->vector
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*/
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msg->settings = settings;
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}
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BEGIN_COMMAND(SetObjectSettings)
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{
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player_id_t m_PlayerOld, m_PlayerNew;
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std::set<CStr> m_SelectionsOld, m_SelectionsNew;
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void Do()
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{
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sObjectSettings settings = msg->settings;
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View* view = View::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
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m_PlayerOld = 0;
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if (!cmpOwner.null())
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{
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int32_t player = cmpOwner->GetOwner();
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if (player != -1)
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m_PlayerOld = player;
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}
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// TODO: selections
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// m_SelectionsOld = unit->GetActorSelections();
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m_PlayerNew = (player_id_t)settings.player;
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std::vector<std::wstring> selections = *settings.selections;
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for (std::vector<std::wstring>::iterator it = selections.begin(); it != selections.end(); ++it)
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{
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m_SelectionsNew.insert(CStrW(*it).ToUTF8());
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}
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Redo();
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}
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void Redo()
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{
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Set(m_PlayerNew, m_SelectionsNew);
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}
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void Undo()
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{
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Set(m_PlayerOld, m_SelectionsOld);
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}
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private:
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void Set(player_id_t player, const std::set<CStr>& UNUSED(selections))
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{
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View* view = View::GetView(msg->view);
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CSimulation2* simulation = view->GetSimulation2();
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CmpPtr<ICmpOwnership> cmpOwner (*simulation, view->GetEntityId(msg->id));
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if (!cmpOwner.null())
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cmpOwner->SetOwner(player);
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// TODO: selections
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// unit->SetActorSelections(selections);
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}
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};
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END_COMMAND(SetObjectSettings);
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//////////////////////////////////////////////////////////////////////////
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static CStrW g_PreviewUnitName;
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static entity_id_t g_PreviewEntityID = INVALID_ENTITY;
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static CVector3D GetUnitPos(const Position& pos, bool floating)
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{
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static CVector3D vec;
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vec = pos.GetWorldSpace(vec, floating); // if msg->pos is 'Unchanged', use the previous pos
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// Clamp the position to the edges of the world:
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// Use 'clamp' with a value slightly less than the width, so that converting
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// to integer (rounding towards zero) will put it on the tile inside the edge
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// instead of just outside
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float mapWidth = (g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide()-1)*CELL_SIZE;
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float delta = 1e-6f; // fraction of map width - must be > FLT_EPSILON
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float xOnMap = clamp(vec.X, 0.f, mapWidth * (1.f - delta));
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float zOnMap = clamp(vec.Z, 0.f, mapWidth * (1.f - delta));
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// Don't waste time with GetExactGroundLevel unless we've changed
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if (xOnMap != vec.X || zOnMap != vec.Z)
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{
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vec.X = xOnMap;
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vec.Z = zOnMap;
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vec.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(xOnMap, zOnMap);
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}
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return vec;
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}
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MESSAGEHANDLER(ObjectPreview)
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{
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// If the selection has changed...
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if (*msg->id != g_PreviewUnitName)
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{
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// Delete old entity
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if (g_PreviewEntityID != INVALID_ENTITY)
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g_Game->GetSimulation2()->DestroyEntity(g_PreviewEntityID);
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// Create the new entity
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if ((*msg->id).empty())
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g_PreviewEntityID = INVALID_ENTITY;
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else
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g_PreviewEntityID = g_Game->GetSimulation2()->AddLocalEntity(L"preview|" + *msg->id);
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g_PreviewUnitName = *msg->id;
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}
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if (g_PreviewEntityID != INVALID_ENTITY)
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{
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// Update the unit's position and orientation:
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CmpPtr<ICmpPosition> cmpPos (*g_Game->GetSimulation2(), g_PreviewEntityID);
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if (!cmpPos.null())
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{
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CVector3D pos = GetUnitPos(msg->pos, cmpPos->IsFloating());
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cmpPos->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
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float angle;
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if (msg->usetarget)
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{
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// Aim from pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(pos.Y);
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angle = atan2(target.X-pos.X, target.Z-pos.Z);
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}
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else
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{
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angle = msg->angle;
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}
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cmpPos->SetYRotation(entity_angle_t::FromFloat(angle));
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}
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// TODO: handle random variations somehow
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CmpPtr<ICmpOwnership> cmpOwner (*g_Game->GetSimulation2(), g_PreviewEntityID);
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if (!cmpOwner.null())
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cmpOwner->SetOwner((player_id_t)msg->settings->player);
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}
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}
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BEGIN_COMMAND(CreateObject)
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{
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CVector3D m_Pos;
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float m_Angle;
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size_t m_ID; // old simulation system
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player_id_t m_Player;
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entity_id_t m_EntityID; // new simulation system
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void Do()
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{
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// Calculate the position/orientation to create this unit with
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m_Pos = GetUnitPos(msg->pos, true); // don't really care about floating
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if (msg->usetarget)
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{
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// Aim from m_Pos towards msg->target
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CVector3D target = msg->target->GetWorldSpace(m_Pos.Y);
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m_Angle = atan2(target.X-m_Pos.X, target.Z-m_Pos.Z);
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}
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else
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{
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m_Angle = msg->angle;
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}
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// TODO: variations too
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m_Player = (player_id_t)msg->settings->player;
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Redo();
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}
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void Redo()
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{
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m_EntityID = g_Game->GetSimulation2()->AddEntity(*msg->id);
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if (m_EntityID == INVALID_ENTITY)
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return;
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CmpPtr<ICmpPosition> cmpPos (*g_Game->GetSimulation2(), m_EntityID);
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if (!cmpPos.null())
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{
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cmpPos->JumpTo(entity_pos_t::FromFloat(m_Pos.X), entity_pos_t::FromFloat(m_Pos.Z));
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cmpPos->SetYRotation(entity_angle_t::FromFloat(m_Angle));
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}
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CmpPtr<ICmpOwnership> cmpOwner (*g_Game->GetSimulation2(), m_EntityID);
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if (!cmpOwner.null())
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cmpOwner->SetOwner(m_Player);
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// TODO: handle random variations somehow
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}
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void Undo()
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{
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if (m_EntityID != INVALID_ENTITY)
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{
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g_Game->GetSimulation2()->DestroyEntity(m_EntityID);
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m_EntityID = INVALID_ENTITY;
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}
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}
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};
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END_COMMAND(CreateObject)
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QUERYHANDLER(PickObject)
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{
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float x, y;
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msg->pos->GetScreenSpace(x, y);
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CVector3D rayorigin, raydir;
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g_Game->GetView()->GetCamera()->BuildCameraRay((int)x, (int)y, rayorigin, raydir);
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CUnit* target = GetUnitManager().PickUnit(rayorigin, raydir);
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if (target)
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msg->id = target->GetID();
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else
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msg->id = INVALID_ENTITY;
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if (target)
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{
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// Get screen coordinates of the point on the ground underneath the
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// object's model-centre, so that callers know the offset to use when
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// working out the screen coordinates to move the object to.
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CVector3D centre = target->GetModel().GetTransform().GetTranslation();
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centre.Y = g_Game->GetWorld()->GetTerrain()->GetExactGroundLevel(centre.X, centre.Z);
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if (IsFloating(target))
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centre.Y = std::max(centre.Y, g_Renderer.GetWaterManager()->m_WaterHeight);
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float cx, cy;
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g_Game->GetView()->GetCamera()->GetScreenCoordinates(centre, cx, cy);
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msg->offsetx = (int)(cx - x);
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msg->offsety = (int)(cy - y);
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}
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else
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{
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msg->offsetx = msg->offsety = 0;
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}
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}
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BEGIN_COMMAND(MoveObject)
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{
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CVector3D m_PosOld, m_PosNew;
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void Do()
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{
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CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
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if (cmpPos.null())
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{
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// error
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m_PosOld = m_PosNew = CVector3D(0, 0, 0);
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}
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else
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{
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m_PosNew = GetUnitPos(msg->pos, cmpPos->IsFloating());
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CFixedVector3D pos = cmpPos->GetPosition();
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m_PosOld = CVector3D(pos.X.ToFloat(), pos.Y.ToFloat(), pos.Z.ToFloat());
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}
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SetPos(m_PosNew);
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}
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void SetPos(CVector3D& pos)
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{
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CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
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if (cmpPos.null())
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return;
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cmpPos->JumpTo(entity_pos_t::FromFloat(pos.X), entity_pos_t::FromFloat(pos.Z));
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}
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void Redo()
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{
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SetPos(m_PosNew);
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}
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void Undo()
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{
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SetPos(m_PosOld);
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}
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void MergeIntoPrevious(cMoveObject* prev)
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{
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// TODO: do something valid if prev unit != this unit
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ENSURE(prev->msg->id == msg->id);
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prev->m_PosNew = m_PosNew;
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}
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};
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END_COMMAND(MoveObject)
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BEGIN_COMMAND(RotateObject)
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{
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float m_AngleOld, m_AngleNew;
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void Do()
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{
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CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
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if (cmpPos.null())
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return;
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m_AngleOld = cmpPos->GetRotation().Y.ToFloat();
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if (msg->usetarget)
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{
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CMatrix3D transform = cmpPos->GetInterpolatedTransform(0.f, false);
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CVector3D pos = transform.GetTranslation();
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CVector3D target = msg->target->GetWorldSpace(pos.Y);
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m_AngleNew = atan2(target.X-pos.X, target.Z-pos.Z);
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}
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else
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{
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m_AngleNew = msg->angle;
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}
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SetAngle(m_AngleNew);
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}
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void SetAngle(float angle)
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{
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CmpPtr<ICmpPosition> cmpPos(*g_Game->GetSimulation2(), (entity_id_t)msg->id);
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if (cmpPos.null())
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return;
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cmpPos->SetYRotation(entity_angle_t::FromFloat(angle));
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}
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void Redo()
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{
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SetAngle(m_AngleNew);
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}
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void Undo()
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{
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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)
|
|
|
|
|
|
}
|