0ad/source/simulation/EntityManager.cpp
janwas e4ed1d52b9 # CSimulation cleanup and optimization (1)
moved some fields (e.g. size of health bar) out of CEntity and into
BaseEntity so they can be shared between entities (instead of duplicated
in each).

TODO: is it ok to remove AddProperty for those properties in CEntity?
(BaseEntity is still adding them)

This was SVN commit r4078.
2006-07-12 14:36:59 +00:00

349 lines
10 KiB
C++

#include "precompiled.h"
#include "EntityManager.h"
#include "BaseEntityCollection.h"
#include "ps/ConfigDB.h"
#include "ps/Profile.h"
#include "graphics/Terrain.h"
#include "ps/Game.h"
#include "maths/MathUtil.h"
#include "Entity.h"
int SELECTION_CIRCLE_POINTS;
int SELECTION_BOX_POINTS;
int SELECTION_SMOOTHNESS_UNIFIED = 9;
CEntityManager::CEntityManager()
: m_collisionPatches(0)
, m_entities() // janwas: default-initialize entire array;
// CHandle ctor sets m_entity and m_refcount to 0
{
m_nextalloc = 0;
m_extant = true;
m_death = false;
// Also load a couple of global entity settings
CConfigValue* cfg = g_ConfigDB.GetValue( CFG_USER, "selection.outline.quality" );
if( cfg ) cfg->GetInt( SELECTION_SMOOTHNESS_UNIFIED );
if( SELECTION_SMOOTHNESS_UNIFIED < 0 ) SELECTION_SMOOTHNESS_UNIFIED = 0;
SELECTION_CIRCLE_POINTS = 7 + 2 * SELECTION_SMOOTHNESS_UNIFIED;
SELECTION_BOX_POINTS = 1 + SELECTION_SMOOTHNESS_UNIFIED;
}
CEntityManager::~CEntityManager()
{
m_extant = false;
for( int i = 0; i < MAX_HANDLES; i++ )
{
if( m_entities[i].m_refcount )
{
delete( m_entities[i].m_entity );
m_entities[i].m_entity = 0;
m_entities[i].m_refcount = 0;
}
}
// Delete entities that were killed, but not yet reaped by a call to updateAll,
// to avoid memory leak warnings upon exiting
std::vector<CEntity*>::iterator it;
for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
delete( *it );
m_reaper.clear();
delete[] m_collisionPatches;
m_collisionPatches = 0;
}
void CEntityManager::deleteAll()
{
m_extant = false;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount )
{
delete( m_entities[i].m_entity );
m_entities[i].m_entity = 0;
m_entities[i].m_refcount = 0;
}
m_nextalloc = 0;
m_extant = true;
}
HEntity CEntityManager::create( CBaseEntity* base, CVector3D position, float orientation, const std::set<CStrW>& actorSelections )
{
debug_assert( base );
if( !base )
return HEntity();
while( m_entities[m_nextalloc].m_refcount )
{
m_nextalloc++;
if(m_nextalloc >= MAX_HANDLES)
{
debug_warn("Ran out of entity handles!");
return HEntity();
}
}
m_entities[m_nextalloc].m_entity = new CEntity( base, position, orientation, actorSelections );
if( m_collisionPatches)
m_entities[m_nextalloc].m_entity->updateCollisionPatch();
m_entities[m_nextalloc].m_entity->me = HEntity( m_nextalloc );
return( HEntity( m_nextalloc++ ) );
}
HEntity CEntityManager::create( CStrW templateName, CPlayer* player, CVector3D position, float orientation )
{
CBaseEntity* base = g_EntityTemplateCollection.getTemplate( templateName, player );
debug_assert( base );
if( !base )
return HEntity();
std::set<CStrW> selections;
return create( base, position, orientation, selections );
}
HEntity CEntityManager::createFoundation( CStrW templateName, CPlayer* player, CVector3D position, float orientation )
{
CBaseEntity* base = g_EntityTemplateCollection.getTemplate( templateName, player );
debug_assert( base );
if( !base )
return HEntity();
std::set<CStrW> selections;
if( base->m_foundation == L"" )
return create( base, position, orientation, selections ); // Entity has no foundation, so just create it
CBaseEntity* foundation = g_EntityTemplateCollection.getTemplate( base->m_foundation );
debug_assert( foundation );
if( !foundation )
return HEntity();
while( m_entities[m_nextalloc].m_refcount )
{
m_nextalloc++;
if(m_nextalloc >= MAX_HANDLES)
{
debug_warn("Ran out of entity handles!");
return HEntity();
}
}
m_entities[m_nextalloc].m_entity = new CEntity( foundation, position, orientation, selections, templateName );
if( m_collisionPatches)
m_entities[m_nextalloc].m_entity->updateCollisionPatch();
m_entities[m_nextalloc].m_entity->me = HEntity( m_nextalloc );
return( HEntity( m_nextalloc++ ) );
}
HEntity* CEntityManager::getByHandle( u16 index )
{
if( index >= MAX_HANDLES ) return( NULL );
if( !m_entities[index].m_refcount ) return( NULL );
return( new HEntity( index ) );
}
CHandle *CEntityManager::getHandle( int index )
{
if (!m_entities[index].m_refcount )
return NULL;
return &m_entities[index];
}
std::vector<HEntity>* CEntityManager::matches( EntityPredicate predicate, void* userdata )
{
std::vector<HEntity>* matchlist = new std::vector<HEntity>;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
if( predicate( m_entities[i].m_entity, userdata ) )
matchlist->push_back( HEntity( i ) );
return( matchlist );
}
std::vector<HEntity>* CEntityManager::getExtant()
{
std::vector<HEntity>* activelist = new std::vector<HEntity>;
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
activelist->push_back( HEntity( i ) );
return( activelist );
}
void CEntityManager::GetExtant( std::vector<CEntity*>& results )
{
results.clear();
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed && m_entities[i].m_entity->m_extant )
results.push_back( m_entities[i].m_entity );
}
void CEntityManager::GetInRange( float x, float z, float radius, std::vector<CEntity*>& results )
{
results.clear();
int cx = (int) ( x / COLLISION_PATCH_SIZE );
int cz = (int) ( z / COLLISION_PATCH_SIZE );
int r = (int) ( radius / COLLISION_PATCH_SIZE + 1 );
int minX = MAX(cx-r, 0);
int minZ = MAX(cz-r, 0);
int maxX = MIN(cx+r, m_collisionPatchesPerSide-1);
int maxZ = MIN(cz+r, m_collisionPatchesPerSide-1);
for( int px = minX; px <= maxX; px++ )
{
for( int pz = minZ; pz <= maxZ; pz++ )
{
std::vector<CEntity*>& vec = m_collisionPatches[ px * m_collisionPatchesPerSide + pz ];
for( std::vector<CEntity*>::iterator it = vec.begin(); it != vec.end(); it++ )
{
CEntity* e = *it;
float dx = x - e->m_position.X;
float dz = z - e->m_position.Z;
if(dx*dx + dz*dz <= radius*radius)
{
results.push_back( e );
}
}
}
}
}
/*
void CEntityManager::dispatchAll( CMessage* msg )
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && m_entities[i].m_entity->m_extant )
m_entities[i].m_entity->dispatch( msg );
}
*/
TIMER_ADD_CLIENT(tc_1);
TIMER_ADD_CLIENT(tc_2);
void CEntityManager::InitializeAll()
{
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
int unitsPerSide = CELL_SIZE * ( terrain->GetVerticesPerSide() - 1 );
m_collisionPatchesPerSide = unitsPerSide / COLLISION_PATCH_SIZE + 1;
m_collisionPatches = new std::vector<CEntity*>[m_collisionPatchesPerSide * m_collisionPatchesPerSide];
for( int i = 0; i < MAX_HANDLES; i++ )
{
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
{
// [2006-06-26 2780ms total]
CEntity* e = m_entities[i].m_entity;
e->Initialize();
// [2006-06-26 8ms total]
e->updateCollisionPatch();
}
}
}
void CEntityManager::TickAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed && m_entities[i].m_entity->m_extant )
m_entities[i].m_entity->Tick();
}
void CEntityManager::updateAll( size_t timestep )
{
PROFILE_START( "reaper" );
std::vector<CEntity*>::iterator it;
for( it = m_reaper.begin(); it < m_reaper.end(); it++ )
delete( *it );
m_reaper.clear();
PROFILE_END( "reaper" );
// PT: TickAll (which sends the 'Tick' event to all entities) has been
// disabled, because:
// * it's very slow (particularly when there are thousands of entities, e.g. trees);
// * no entity currently responds to tick events;
// * nobody can think of a situation where ticks would be required in the future;
// * if they ever are needed, they can be done more efficiently (e.g. by
// adding a per-entity 'wants tick' flag);
// * it's very slow.
/*
PROFILE_START( "tick all" );
TickAll();
PROFILE_END( "tick all" );
*/
PROFILE_START( "update all" );
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->update( timestep );
PROFILE_END( "update all" );
}
void CEntityManager::interpolateAll( float relativeoffset )
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->interpolate( relativeoffset );
}
void CEntityManager::renderAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->render();
}
void CEntityManager::conformAll()
{
PROFILE_START("conform all");
for ( int i=0; i < MAX_HANDLES; i++ )
{
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
{
CEntity* entity = m_entities[i].m_entity;
CVector2D targetXZ = g_Game->GetWorld()->GetTerrain()->getSlopeAngleFace( entity->m_position.X, entity->m_position.Z, entity );
while( targetXZ.x > PI ) targetXZ.x -= 2 * PI;
while( targetXZ.x < -PI ) targetXZ.x += 2 * PI;
while( targetXZ.y > PI ) targetXZ.y -= 2 * PI;
while( targetXZ.y < -PI ) targetXZ.y += 2 * PI;
entity->m_orientation.X = clamp( targetXZ.x, -entity->m_base->m_anchorConformX, entity->m_base->m_anchorConformX );
entity->m_orientation.Z = clamp( targetXZ.y, -entity->m_base->m_anchorConformZ, entity->m_base->m_anchorConformZ );
entity->m_orientation_unclamped.x = targetXZ.x;
entity->m_orientation_unclamped.y = targetXZ.y;
entity->updateActorTransforms();
}
}
PROFILE_END("conform all");
}
void CEntityManager::invalidateAll()
{
for( int i = 0; i < MAX_HANDLES; i++ )
if( m_entities[i].m_refcount && !m_entities[i].m_entity->m_destroyed )
m_entities[i].m_entity->invalidateActor();
}
void CEntityManager::destroy( u16 handle )
{
m_reaper.push_back( m_entities[handle].m_entity );
m_entities[handle].m_entity->me.m_handle = INVALID_HANDLE;
}
bool CEntityManager::m_extant = false;
std::vector<CEntity*>* CEntityManager::getCollisionPatch( CEntity* e )
{
if( !e->m_extant )
{
return 0;
}
int ix = (int) ( e->m_position.X / COLLISION_PATCH_SIZE );
int iz = (int) ( e->m_position.Z / COLLISION_PATCH_SIZE );
return &m_collisionPatches[ ix * m_collisionPatchesPerSide + iz ];
}