MegaGlest/source/glest_game/game/commander.cpp

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// ==============================================================
// This file is part of Glest (www.glest.org)
//
// Copyright (C) 2001-2008 Marti<74>o Figueroa
//
// You can redistribute this code 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
// ==============================================================
#include "commander.h"
#include "world.h"
#include "unit.h"
#include "conversion.h"
#include "upgrade.h"
#include "command.h"
#include "command_type.h"
#include "network_manager.h"
#include "console.h"
#include "config.h"
#include "platform_util.h"
#include "leak_dumper.h"
#include "game.h"
using namespace Shared::Graphics;
using namespace Shared::Util;
using namespace Shared::Platform;
namespace Glest{ namespace Game{
// =====================================================
// class Commander
// =====================================================
// ===================== PUBLIC ========================
void Commander::init(World *world){
this->world= world;
}
CommandResult Commander::tryGiveCommand(const Unit* unit, const CommandType *commandType, const Vec2i &pos, const UnitType* unitType) const{
NetworkCommand networkCommand(this->world,nctGiveCommand, unit->getId(), commandType->getId(), pos, unitType->getId());
return pushNetworkCommand(&networkCommand);
}
CommandResult Commander::tryGiveCommand(const Selection *selection, CommandClass commandClass, const Vec2i &pos, const Unit *targetUnit) const{
if(!selection->isEmpty()){
Vec2i refPos, currPos;
CommandResultContainer results;
refPos= computeRefPos(selection);
//give orders to all selected units
for(int i=0; i<selection->getCount(); ++i){
const Unit *unit= selection->getUnit(i);
const CommandType *ct= unit->getType()->getFirstCtOfClass(commandClass);
if(ct!=NULL){
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= selection->getUnit(i)->getId();
Vec2i currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, ct->getId(), currPos, -1, targetId);
//every unit is ordered to a different pos
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
else{
results.push_back(crFailUndefined);
}
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
CommandResult Commander::tryGiveCommand(const Selection *selection, const CommandType *commandType, const Vec2i &pos, const Unit *targetUnit) const{
if(!selection->isEmpty() && commandType!=NULL){
Vec2i refPos;
CommandResultContainer results;
refPos= computeRefPos(selection);
//give orders to all selected units
for(int i=0; i<selection->getCount(); ++i){
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= selection->getUnit(i)->getId();
Vec2i currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId);
//every unit is ordered to a different position
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
//auto command
CommandResult Commander::tryGiveCommand(const Selection *selection, const Vec2i &pos, const Unit *targetUnit) const{
if(!selection->isEmpty()){
Vec2i refPos, currPos;
CommandResultContainer results;
//give orders to all selected units
refPos= computeRefPos(selection);
for(int i=0; i<selection->getCount(); ++i){
//every unit is ordered to a different pos
currPos= computeDestPos(refPos, selection->getUnit(i)->getPos(), pos);
//get command type
const CommandType *commandType= selection->getUnit(i)->computeCommandType(pos, targetUnit);
//give commands
if(commandType!=NULL){
int targetId= targetUnit==NULL? Unit::invalidId: targetUnit->getId();
int unitId= selection->getUnit(i)->getId();
NetworkCommand networkCommand(this->world,nctGiveCommand, unitId, commandType->getId(), currPos, -1, targetId);
CommandResult result= pushNetworkCommand(&networkCommand);
results.push_back(result);
}
else{
results.push_back(crFailUndefined);
}
}
return computeResult(results);
}
else{
return crFailUndefined;
}
}
CommandResult Commander::tryCancelCommand(const Selection *selection) const{
for(int i=0; i<selection->getCount(); ++i){
NetworkCommand command(this->world,nctCancelCommand, selection->getUnit(i)->getId());
pushNetworkCommand(&command);
}
return crSuccess;
}
void Commander::trySetMeetingPoint(const Unit* unit, const Vec2i &pos)const{
NetworkCommand command(this->world,nctSetMeetingPoint, unit->getId(), -1, pos);
pushNetworkCommand(&command);
}
// ==================== PRIVATE ====================
Vec2i Commander::computeRefPos(const Selection *selection) const{
Vec2i total= Vec2i(0);
for(int i=0; i<selection->getCount(); ++i){
total= total+selection->getUnit(i)->getPos();
}
return Vec2i(total.x/ selection->getCount(), total.y/ selection->getCount());
}
Vec2i Commander::computeDestPos(const Vec2i &refUnitPos, const Vec2i &unitPos, const Vec2i &commandPos) const{
Vec2i pos;
Vec2i posDiff= unitPos-refUnitPos;
if(abs(posDiff.x)>=3){
posDiff.x= posDiff.x % 3;
}
if(abs(posDiff.y)>=3){
posDiff.y= posDiff.y % 3;
}
pos= commandPos+posDiff;
world->getMap()->clampPos(pos);
return pos;
}
CommandResult Commander::computeResult(const CommandResultContainer &results) const{
switch(results.size()){
case 0:
return crFailUndefined;
case 1:
return results.front();
default:
for(int i=0; i<results.size(); ++i){
if(results[i]!=crSuccess){
return crSomeFailed;
}
}
return crSuccess;
}
}
CommandResult Commander::pushNetworkCommand(const NetworkCommand* networkCommand) const{
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
const Unit* unit= world->findUnitById(networkCommand->getUnitId());
CommandResult cr= crSuccess;
//validate unit
if(unit==NULL){
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s - %d] Command refers to non existant unit id = %d. Game out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
throw runtime_error(szBuf);
}
//add the command to the interface
gameNetworkInterface->requestCommand(networkCommand);
//calculate the result of the command
if(networkCommand->getNetworkCommandType()==nctGiveCommand){
Command* command= buildCommand(networkCommand);
cr= unit->checkCommand(command);
delete command;
}
return cr;
}
void Commander::updateNetwork(){
NetworkManager &networkManager= NetworkManager::getInstance();
//chech that this is a keyframe
if( !networkManager.isNetworkGame() || (world->getFrameCount() % GameConstants::networkFramePeriod)==0){
GameNetworkInterface *gameNetworkInterface= NetworkManager::getInstance().getGameNetworkInterface();
//update the keyframe
gameNetworkInterface->updateKeyframe(world->getFrameCount());
//give pending commands
for(int i= 0; i < gameNetworkInterface->getPendingCommandCount(); ++i){
giveNetworkCommand(gameNetworkInterface->getPendingCommand(i));
}
gameNetworkInterface->clearPendingCommands();
}
}
/*
void Commander::giveNetworkCommandSpecial(const NetworkCommand* networkCommand) const {
switch(networkCommand->getNetworkCommandType()) {
case nctNetworkCommand: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
switch(networkCommand->getCommandTypeId()) {
case ncstRotateUnit: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
//!!!
int unitTypeId = networkCommand->getUnitId();
int factionIndex = networkCommand->getUnitTypeId();
int rotateAmount = networkCommand->getTargetId();
//const Faction *faction = world->getFaction(factionIndex);
//const UnitType* unitType= world->findUnitTypeById(faction->getType(), factionIndex);
char unitKey[50]="";
sprintf(unitKey,"%d_%d",unitTypeId,factionIndex);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] unitKey = [%s]\n",__FILE__,__FUNCTION__,__LINE__,unitKey);
Game *game = this->world->getGame();
Gui *gui = game->getGui();
gui->setUnitTypeBuildRotation(unitKey,rotateAmount);
//unit->setRotateAmount(networkCommand->getTargetId());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found ncstRotateUnit [%d]\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getTargetId());
}
break;
}
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctNetworkCommand\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
default:
assert(false);
}
}
*/
void Commander::giveNetworkCommand(NetworkCommand* networkCommand) const {
networkCommand->preprocessNetworkCommand(this->world);
/*
if(networkCommand->getNetworkCommandType() == nctNetworkCommand) {
giveNetworkCommandSpecial(networkCommand);
}
else
*/
{
Unit* unit= world->findUnitById(networkCommand->getUnitId());
//exec ute command, if unit is still alive
if(unit!=NULL) {
switch(networkCommand->getNetworkCommandType()){
case nctGiveCommand:{
assert(networkCommand->getCommandTypeId()!=CommandType::invalidId);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
Command* command= buildCommand(networkCommand);
unit->giveCommand(command);
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctGiveCommand networkCommand->getUnitId() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
}
break;
case nctCancelCommand: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
unit->cancelCommand();
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctCancelCommand\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
case nctSetMeetingPoint: {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
unit->setMeetingPos(networkCommand->getPosition());
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] found nctSetMeetingPoint\n",__FILE__,__FUNCTION__,__LINE__);
}
break;
default:
assert(false);
}
}
else {
SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d] NULL Unit for id = %d, networkCommand->getNetworkCommandType() = %d\n",__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId(),networkCommand->getNetworkCommandType());
}
}
}
Command* Commander::buildCommand(const NetworkCommand* networkCommand) const{
assert(networkCommand->getNetworkCommandType()==nctGiveCommand);
Unit* target= NULL;
const CommandType* ct= NULL;
const Unit* unit= world->findUnitById(networkCommand->getUnitId());
//validate unit
if(unit == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s - %d] Can not find unit with id: %d. Game out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->getUnitId());
throw runtime_error(szBuf);
}
const UnitType* unitType= world->findUnitTypeById(unit->getFaction()->getType(), networkCommand->getUnitTypeId());
ct= unit->getType()->findCommandTypeById(networkCommand->getCommandTypeId());
//validate command type
if(ct == NULL) {
char szBuf[1024]="";
sprintf(szBuf,"In [%s::%s - %d] Can not find command type with id = %d in unit = %d [%s]. Game out of synch.",
__FILE__,__FUNCTION__,__LINE__,networkCommand->getCommandTypeId(),unit->getId(), unit->getDesc().c_str());
throw runtime_error(szBuf);
}
//get target, the target might be dead due to lag, cope with it
if(networkCommand->getTargetId()!=Unit::invalidId){
target= world->findUnitById(networkCommand->getTargetId());
}
//create command
Command *command= NULL;
if(unitType!=NULL){
command= new Command(ct, networkCommand->getPosition(), unitType);
}
else if(target==NULL){
command= new Command(ct, networkCommand->getPosition());
}
else{
command= new Command(ct, target);
}
//issue command
return command;
}
}}//end namespace