/* Copyright (C) 2013 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 .
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpMinimap.h"
#include "simulation2/components/ICmpPlayerManager.h"
#include "simulation2/components/ICmpPlayer.h"
#include "simulation2/components/ICmpOwnership.h"
#include "simulation2/MessageTypes.h"
#include "ps/Shapes.h"
class CCmpMinimap : public ICmpMinimap
{
public:
static void ClassInit(CComponentManager& componentManager)
{
componentManager.SubscribeToMessageType(MT_PositionChanged);
componentManager.SubscribeToMessageType(MT_OwnershipChanged);
componentManager.SubscribeToMessageType(MT_MinimapPing);
}
DEFAULT_COMPONENT_ALLOCATOR(Minimap)
// Template state:
bool m_UsePlayerColor;
u8 m_R, m_G, m_B; // static template state if m_UsePlayerColor 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
// Not serialized (based on renderer timing):
// TODO: eventually ping state should be serialized and tied into simulation time, but currently lag causes too many problems
double m_PingEndTime;
bool m_IsPinging;
static std::string GetSchema()
{
return
""
""
"food"
"wood"
"stone"
"metal"
"structure"
"settlement"
"unit"
"support"
"hero"
""
""
""
""
""
"0255"
""
""
"0255"
""
""
"0255"
""
""
"";
}
virtual void Init(const CParamNode& paramNode)
{
m_Active = true;
m_IsPinging = false;
m_PingEndTime = 0.0;
const CParamNode& color = paramNode.GetChild("Color");
if (color.IsOk())
{
m_UsePlayerColor = false;
m_R = (u8)color.GetChild("@r").ToInt();
m_G = (u8)color.GetChild("@g").ToInt();
m_B = (u8)color.GetChild("@b").ToInt();
}
else
{
m_UsePlayerColor = true;
// Choose a bogus color which will get replaced once we have an owner
m_R = 255;
m_G = 0;
m_B = 255;
}
}
virtual void Deinit()
{
}
template
void SerializeCommon(S& serialize)
{
if (m_UsePlayerColor)
{
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 (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_UsePlayerColor)
break;
const CMessageOwnershipChanged& msgData = static_cast (msg);
// If there's no new owner (e.g. the unit is dying) then don't try updating the color
if (msgData.to == -1)
break;
// Find the new player's color
CmpPtr cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
break;
CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(msgData.to));
if (!cmpPlayer)
break;
CColor color = cmpPlayer->GetColor();
m_R = (u8)(color.r*255.0);
m_G = (u8)(color.g*255.0);
m_B = (u8)(color.b*255.0);
// TODO: probably should avoid using floating-point here
break;
}
case MT_MinimapPing:
{
CmpPtr cmpOwnership(GetSimContext(), GetEntityId());
if (!cmpOwnership || cmpOwnership->GetOwner() != (player_id_t)GetSimContext().GetCurrentDisplayedPlayer())
break;
// This depends on the viewing player, so don't alter the synchronized simulation state
m_IsPinging = true;
m_PingEndTime = 0.0;
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;
}
virtual bool CheckPing(double currentTime, double pingDuration)
{
if (!m_Active || !m_IsPinging)
return false;
// We're currently pinging
if (m_PingEndTime == 0.0)
m_PingEndTime = currentTime + pingDuration;
else if (currentTime > m_PingEndTime)
{
m_IsPinging = false;
m_PingEndTime = 0;
}
return m_IsPinging;
}
};
REGISTER_COMPONENT_TYPE(Minimap)