File: CCmpMinimap.cpp

package info (click to toggle)
0ad 0~r11863-2
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 30,560 kB
  • sloc: cpp: 201,230; ansic: 28,387; sh: 10,593; perl: 4,847; python: 2,240; makefile: 658; java: 412; xml: 243; sql: 40
file content (203 lines) | stat: -rw-r--r-- 4,990 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
/* Copyright (C) 2012 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 "simulation2/system/Component.h"
#include "ICmpMinimap.h"

#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/MessageTypes.h"

#include "ps/Overlay.h"

class CCmpMinimap : public ICmpMinimap
{
public:
	static void ClassInit(CComponentManager& componentManager)
	{
		componentManager.SubscribeToMessageType(MT_PositionChanged);
		componentManager.SubscribeToMessageType(MT_OwnershipChanged);
	}

	DEFAULT_COMPONENT_ALLOCATOR(Minimap)

	// Template state:

	bool m_UsePlayerColour;

	u8 m_R, m_G, m_B; // static template state if m_UsePlayerColour false; dynamic state if true

	// Dynamic state:

	bool m_Active;
	entity_pos_t m_X, m_Z; // cache the latest position for more efficient rendering; only valid when m_Active true

	static std::string GetSchema()
	{
		return
			"<element name='Type'>"
				"<choice>"
					"<value>food</value>"
					"<value>wood</value>"
					"<value>stone</value>"
					"<value>metal</value>"
					"<value>structure</value>"
					"<value>settlement</value>"
					"<value>unit</value>"
					"<value>support</value>"
					"<value>hero</value>"
				"</choice>"
			"</element>"
			"<optional>"
				"<element name='Colour'>"
					"<attribute name='r'>"
						"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
					"</attribute>"
					"<attribute name='g'>"
						"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
					"</attribute>"
					"<attribute name='b'>"
						"<data type='integer'><param name='minInclusive'>0</param><param name='maxInclusive'>255</param></data>"
					"</attribute>"
				"</element>"
			"</optional>";
	}

	virtual void Init(const CParamNode& paramNode)
	{
		m_Active = true;

		const CParamNode& colour = paramNode.GetChild("Colour");
		if (colour.IsOk())
		{
			m_UsePlayerColour = false;
			m_R = (u8)colour.GetChild("@r").ToInt();
			m_G = (u8)colour.GetChild("@g").ToInt();
			m_B = (u8)colour.GetChild("@b").ToInt();
		}
		else
		{
			m_UsePlayerColour = true;
			// Choose a bogus colour which will get replaced once we have an owner
			m_R = 255;
			m_G = 0;
			m_B = 255;
		}
	}

	virtual void Deinit()
	{
	}

	template<typename S>
	void SerializeCommon(S& serialize)
	{
		if (m_UsePlayerColour)
		{
			serialize.NumberU8_Unbounded("r", m_R);
			serialize.NumberU8_Unbounded("g", m_G);
			serialize.NumberU8_Unbounded("b", m_B);
		}

		serialize.Bool("active", m_Active);

		if (m_Active)
		{
			serialize.NumberFixed_Unbounded("x", m_X);
			serialize.NumberFixed_Unbounded("z", m_Z);
		}
	}

	virtual void Serialize(ISerializer& serialize)
	{
		SerializeCommon(serialize);
	}

	virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
	{
		Init(paramNode);

		SerializeCommon(deserialize);
	}

	virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
	{
		switch (msg.GetType())
		{
		case MT_PositionChanged:
		{
			const CMessagePositionChanged& data = static_cast<const CMessagePositionChanged&> (msg);

			if (data.inWorld)
			{
				m_Active = true;
				m_X = data.x;
				m_Z = data.z;
			}
			else
			{
				m_Active = false;
			}

			break;
		}
		case MT_OwnershipChanged:
		{
			if (!m_UsePlayerColour)
				break;

			const CMessageOwnershipChanged& msgData = static_cast<const CMessageOwnershipChanged&> (msg);

			// If there's no new owner (e.g. the unit is dying) then don't try updating the colour
			if (msgData.to == -1)
				break;

			// Find the new player's colour
			CmpPtr<ICmpPlayerManager> cmpPlayerManager(GetSimContext(), SYSTEM_ENTITY);
			if (!cmpPlayerManager)
				break;
			CmpPtr<ICmpPlayer> cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(msgData.to));
			if (!cmpPlayer)
				break;
			CColor colour = cmpPlayer->GetColour();
			m_R = (u8)(colour.r*255.0);
			m_G = (u8)(colour.g*255.0);
			m_B = (u8)(colour.b*255.0);
			// TODO: probably should avoid using floating-point here

			break;
		}
		}
	}

	virtual bool GetRenderData(u8& r, u8& g, u8& b, entity_pos_t& x, entity_pos_t& z)
	{
		if (!m_Active)
			return false;

		r = m_R;
		g = m_G;
		b = m_B;
		x = m_X;
		z = m_Z;
		return true;
	}
};

REGISTER_COMPONENT_TYPE(Minimap)