# Bug fixes and cleanup of entity kill code.

Put all entity cleanup code in kill(), so the JS function Kill() can
just call kill(), and made the code more correct in both cases. Also
fixed a bug with auras (a unit kept around auras that had been deleted).
Also fixed up some notifier code that was causing crashes (although that
can still happen in some cases).

Fixes #176.

This was SVN commit r4810.
This commit is contained in:
Matei
2007-01-25 07:00:31 +00:00
parent d05a6ca78d
commit 5e7baf3a43
11 changed files with 101 additions and 97 deletions
+61 -21
View File
@@ -140,6 +140,7 @@ CEntity::~CEntity()
entf_set(ENTF_DESTROY_NOTIFIERS);
for ( size_t i=0; i<m_listeners.size(); i++ )
m_listeners[i].m_sender->DestroyNotifier( this );
m_listeners.clear();
DestroyAllNotifiers();
CEntity* remove = this;
@@ -188,16 +189,14 @@ void CEntity::loadBase()
}
// Re-enter all our auras so they can take into account our new traits
for( AuraSet::iterator it = m_aurasInfluencingMe.begin(); it != m_aurasInfluencingMe.end(); it++ )
{
(*it)->Remove( this );
}
ExitAuras();
// Resize sectors array
m_sectorValues.resize(m_base->m_sectorDivs);
for ( int i=0; i<m_base->m_sectorDivs; ++i )
m_sectorValues[i] = false;
}
void CEntity::initAuraData()
{
if ( m_auras.empty() )
@@ -217,36 +216,71 @@ void CEntity::initAuraData()
}
}
}
void CEntity::kill()
void CEntity::kill(bool keepActor)
{
g_Selection.removeAll( me );
CEntity* remove = this;
g_FormationManager.RemoveUnit(remove);
if( entf_get( ENTF_DESTROYED ) )
{
return; // We were already killed this frame
}
g_FormationManager.RemoveUnit(this);
entf_set(ENTF_DESTROY_NOTIFIERS);
for ( size_t i=0; i<m_listeners.size(); i++ )
m_listeners[i].m_sender->DestroyNotifier( this );
m_listeners.clear();
DestroyAllNotifiers();
for( AuraTable::iterator it = m_auras.begin(); it != m_auras.end(); it++ )
{
it->second->RemoveAll();
delete it->second;
}
m_auras.clear();
ExitAuras();
clearOrders();
SAFE_DELETE(m_bounds);
m_extant = false;
entf_set(ENTF_DESTROYED);
g_EntityManager.m_refd[me.m_handle] = false;
//Shutdown(); // PT: tentatively removed - this seems to be called by ~CJSComplex, and we don't want to do it twice
updateCollisionPatch();
if( m_actor )
g_Selection.removeAll( me );
// If we have a death animation and want to keep the actor, play that animation
if( keepActor && m_actor &&
m_actor->GetRandomAnimation( "death" ) != m_actor->GetRandomAnimation( "idle" ) )
{
// Prevent "wiggling" as we try to interpolate between here and our death position (if we were moving)
m_graphics_position = m_position;
m_position_previous = m_position;
m_graphics_orientation = m_orientation;
m_orientation_previous = m_orientation;
updateActorTransforms();
// Play death animation and keep the actor in the game in a dead state
// (TODO: remove the actor after some time through some kind of fading mechanism)
m_actor->SetEntitySelection( "death" );
m_actor->SetRandomAnimation( "death", true );
}
else
{
g_Game->GetWorld()->GetUnitManager().RemoveUnit( m_actor );
delete( m_actor );
m_actor = NULL;
}
updateCollisionPatch();
entf_set(ENTF_DESTROYED);
me = HEntity(); // will deallocate the entity, assuming nobody else has a reference to it
g_EntityManager.m_refd[me.m_handle] = false;
g_EntityManager.SetDeath(true); // remember that a unit died this frame
me = HEntity(); // Will deallocate the entity, assuming nobody else has a reference to it
}
void CEntity::SetPlayer(CPlayer *pPlayer)
@@ -496,9 +530,8 @@ void CEntity::update( size_t timestep )
if( m_lastState != -1 )
{
PROFILE( "state transition event" );
CEntity* d0;
CVector3D d1;
CEventOrderTransition evt( m_lastState, -1, d0, d1 );
CVector3D vec(0, 0, 0);
CEventOrderTransition evt( m_lastState, -1, 0, vec );
DispatchEvent( &evt );
m_lastState = -1;
@@ -534,7 +567,7 @@ void CEntity::updateCollisionPatch()
}
}
if( m_extant )
if( newPatch )
{
// add ourselves to new patch
newPatch->push_back( this );
@@ -745,8 +778,6 @@ struct isListenerSender
int CEntity::DestroyNotifier( CEntity* target )
{
if ( target->m_listeners.empty() )
return 0;
//Stop listening
// (Don't just loop and use 'erase', because modifying the deque while
// looping over it is a bit dangerous)
@@ -1005,3 +1036,12 @@ void CEntity::CalculateRegen(float timestep)
m_staminaCurr = regen(m_staminaCurr, m_staminaMax, timestep, m_runRegenRate);
}
}
void CEntity::ExitAuras()
{
for( AuraSet::iterator it = m_aurasInfluencingMe.begin(); it != m_aurasInfluencingMe.end(); it++ )
{
(*it)->Remove( this );
}
m_aurasInfluencingMe.clear();
}