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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.
52 lines
805 B
C++
52 lines
805 B
C++
#ifndef SIMSTATE_INCLUDED
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#define SIMSTATE_INCLUDED
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#include <set>
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#include <vector>
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#include "ps/CStr.h"
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#include "maths/Vector3D.h"
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class CUnit;
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class CEntity;
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class SimState
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{
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public:
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class Entity
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{
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public:
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static Entity Freeze(CUnit* unit);
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CEntity* Thaw();
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private:
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CStrW templateName;
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size_t unitID;
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std::set<CStr> selections;
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size_t playerID;
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CVector3D position;
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float angle;
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};
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class Nonentity
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{
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public:
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static Nonentity Freeze(CUnit* unit);
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CUnit* Thaw();
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private:
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CStrW actorName;
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size_t unitID;
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std::set<CStr> selections;
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CVector3D position;
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float angle;
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};
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static SimState* Freeze(bool onlyEntities);
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void Thaw();
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private:
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bool onlyEntities;
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std::vector<Entity> entities;
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std::vector<Nonentity> nonentities;
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};
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#endif // SIMSTATE_INCLUDED
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