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https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-22 13:47:15 +00:00
# SwEng
. the massive renaming undertaking: camelCase functions -> PascalCase. . add some cppdoc. . minor additional renaming improvements: e.g. GetIsClosed -> IsClosed . in entity code, replace constructs like "pvec = new vector; return pvec; use *pvec; delete pvec" with a simple stack variable passed as output parameter (avoid unnecessary dynamic allocs) . timer: simpler handling of raw ticks vs normal timer (less #if) This was SVN commit r5017.
This commit is contained in:
@@ -76,18 +76,18 @@ void CEntity::ScriptingInit()
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AddMethod<jsval, &CEntity::RegisterDamage>( "registerDamage", 0 );
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AddMethod<jsval, &CEntity::RegisterOrderChange>( "registerOrderChange", 0 );
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AddMethod<jsval, &CEntity::GetAttackDirections>( "getAttackDirections", 0 );
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AddMethod<jsval, &CEntity::FindSector>( "findSector", 4);
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AddMethod<jsval, &CEntity::FindSector>( "FindSector", 4);
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AddMethod<jsval, &CEntity::GetHeight>( "getHeight", 0 );
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AddMethod<jsval, &CEntity::HasRallyPoint>( "hasRallyPoint", 0 );
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AddMethod<jsval, &CEntity::SetRallyPoint>( "setRallyPoint", 0 );
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AddMethod<jsval, &CEntity::GetRallyPoint>( "getRallyPoint", 0 );
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AddMethod<jsval, &CEntity::OnDamaged>( "onDamaged", 1 );
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AddMethod<jsval, &CEntity::OnDamaged>( "OnDamaged", 1 );
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AddMethod<jsval, &CEntity::GetVisibleEntities>( "getVisibleEntities", 0 );
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AddMethod<float, &CEntity::GetDistance>( "getDistance", 1 );
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AddMethod<jsval, &CEntity::FlattenTerrain>( "flattenTerrain", 0 );
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AddClassProperty( L"traits.id.classes", (GetFn)&CEntity::getClassSet, (SetFn)&CEntity::setClassSet );
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AddClassProperty( L"template", (CEntityTemplate* CEntity::*)&CEntity::m_base, false, (NotifyFn)&CEntity::loadBase );
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AddClassProperty( L"traits.id.classes", (GetFn)&CEntity::GetClassSet, (SetFn)&CEntity::SetClassSet );
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AddClassProperty( L"template", (CEntityTemplate* CEntity::*)&CEntity::m_base, false, (NotifyFn)&CEntity::LoadBase );
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/* Any inherited property MUST be added to EntityTemplate.cpp as well */
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@@ -97,12 +97,12 @@ void CEntity::ScriptingInit()
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AddClassProperty( L"actions.move.run.range", &CEntity::m_runMaxRange );
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AddClassProperty( L"actions.move.run.regenRate", &CEntity::m_runRegenRate );
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AddClassProperty( L"actions.move.run.decayRate", &CEntity::m_runDecayRate );
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AddClassProperty( L"selected", &CEntity::m_selected, false, (NotifyFn)&CEntity::checkSelection );
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AddClassProperty( L"group", &CEntity::m_grouped, false, (NotifyFn)&CEntity::checkGroup );
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AddClassProperty( L"selected", &CEntity::m_selected, false, (NotifyFn)&CEntity::CheckSelection );
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AddClassProperty( L"group", &CEntity::m_grouped, false, (NotifyFn)&CEntity::CheckGroup );
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AddClassProperty( L"traits.extant", &CEntity::m_extant );
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AddClassProperty( L"actions.move.turningRadius", &CEntity::m_turningRadius );
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AddClassProperty( L"position", &CEntity::m_position, false, (NotifyFn)&CEntity::teleport );
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AddClassProperty( L"orientation", &CEntity::m_orientation, false, (NotifyFn)&CEntity::reorient );
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AddClassProperty( L"position", &CEntity::m_position, false, (NotifyFn)&CEntity::Teleport );
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AddClassProperty( L"orientation", &CEntity::m_orientation, false, (NotifyFn)&CEntity::Reorient );
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AddClassProperty( L"player", (GetFn)&CEntity::JSI_GetPlayer, (SetFn)&CEntity::JSI_SetPlayer );
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AddClassProperty( L"traits.health.curr", &CEntity::m_healthCurr );
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AddClassProperty( L"traits.health.max", &CEntity::m_healthMax );
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@@ -113,7 +113,7 @@ void CEntity::ScriptingInit()
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AddClassProperty( L"traits.stamina.max", &CEntity::m_staminaMax );
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AddClassProperty( L"traits.rank.name", &CEntity::m_rankName );
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AddClassProperty( L"traits.vision.los", &CEntity::m_los );
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AddClassProperty( L"traits.ai.stance.curr", &CEntity::m_stanceName, false, (NotifyFn)&CEntity::stanceChanged );
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AddClassProperty( L"traits.ai.stance.curr", &CEntity::m_stanceName, false, (NotifyFn)&CEntity::StanceChanged );
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AddClassProperty( L"lastCombatTime", &CEntity::m_lastCombatTime );
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AddClassProperty( L"lastRunTime", &CEntity::m_lastRunTime );
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AddClassProperty( L"building", &CEntity::m_building );
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@@ -153,7 +153,7 @@ JSBool CEntity::Construct( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsva
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JS_ReportError( cx, "Invalid template identifier" );
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return( JS_TRUE );
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}
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baseEntity = g_EntityTemplateCollection.getTemplate( templateName );
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baseEntity = g_EntityTemplateCollection.GetTemplate( templateName );
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}
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if( !baseEntity )
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@@ -198,7 +198,7 @@ JSBool CEntity::Construct( JSContext* cx, JSObject* UNUSED(obj), uint argc, jsva
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}
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std::set<CStr8> selections; // TODO: let scripts specify selections?
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HEntity handle = g_EntityManager.create( baseEntity, position, orientation, selections );
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HEntity handle = g_EntityManager.Create( baseEntity, position, orientation, selections );
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handle->m_actor->SetPlayerID( player->GetPlayerID() );
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handle->Initialize();
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@@ -343,8 +343,8 @@ bool CEntity::Order( JSContext* cx, uintN argc, jsval* argv, CEntityOrder::EOrde
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}
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if( !Queued )
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clearOrders();
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pushOrder( newOrder );
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ClearOrders();
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PushOrder( newOrder );
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return( true );
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}
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@@ -354,7 +354,7 @@ bool CEntity::Kill( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval* UNUSED(arg
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CEventDeath evt;
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DispatchEvent( &evt );
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kill(true);
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Kill(true);
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return( true );
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}
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@@ -423,7 +423,7 @@ jsval CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
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// Then step around the edge (clockwise) until a free space is found, or
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// we've gone all the way around.
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while( getCollisionObject( &spawn ) )
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while( GetCollisionObject( &spawn ) )
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{
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switch( edge )
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{
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@@ -468,7 +468,7 @@ jsval CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
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return( JSVAL_NULL );
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spawn.m_pos = pos;
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}
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CVector3D rval( pos.x, getAnchorLevel( pos.x, pos.y ), pos.y );
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CVector3D rval( pos.x, GetAnchorLevel( pos.x, pos.y ), pos.y );
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return( ToJSVal( rval ) );
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}
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else if( m_bounds->m_type == CBoundingObject::BOUND_CIRCLE )
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@@ -484,15 +484,15 @@ jsval CEntity::GetSpawnPoint( JSContext* UNUSED(cx), uintN argc, jsval* argv )
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{
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x = m_position.X + radius * cos( ang );
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y = m_position.Z + radius * sin( ang );
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spawn.setPosition( x, y );
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if( !getCollisionObject( &spawn ) )
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spawn.SetPosition( x, y );
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if( !GetCollisionObject( &spawn ) )
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break;
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}
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if( ang < ang_end )
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{
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// Found a satisfactory position...
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CVector3D pos( x, 0, y );
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pos.Y = getAnchorLevel( x, y );
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pos.Y = GetAnchorLevel( x, y );
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return( ToJSVal( pos ) );
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}
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else
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@@ -751,11 +751,11 @@ jsval CEntity::RegisterDamage( JSContext* cx, uintN argc, jsval* argv )
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CEntity* inflictor = ToNative<CEntity>( argv[0] );
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CVector2D up(1.0f, 0.0f);
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CVector2D pos = CVector2D( inflictor->m_position.X, inflictor->m_position.Z );
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CVector2D posDelta = (pos - m_position).normalize();
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CVector2D posDelta = (pos - m_position).Normalize();
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float angle = acosf( up.dot(posDelta) );
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float angle = acosf( up.Dot(posDelta) );
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//Find what section it is between and "activate" it
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int sector = findSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f))-1;
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int sector = FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f))-1;
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m_sectorValues[sector]=true;
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return JS_TRUE;
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}
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@@ -766,11 +766,11 @@ jsval CEntity::RegisterOrderChange( JSContext* cx, uintN argc, jsval* argv )
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CVector2D up(1.0f, 0.0f);
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CVector2D pos = CVector2D( idleEntity->m_position.X, idleEntity->m_position.Z );
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CVector2D posDelta = (pos - m_position).normalize();
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CVector2D posDelta = (pos - m_position).Normalize();
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float angle = acosf( up.dot(posDelta) );
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float angle = acosf( up.Dot(posDelta) );
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//Find what section it is between and "deactivate" it
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int sector = std::max(0, findSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f)));
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int sector = std::max(0, FindSector(m_base->m_sectorDivs, angle, DEGTORAD(360.0f)));
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m_sectorValues[sector]=false;
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return JS_TRUE;
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}
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@@ -796,11 +796,11 @@ jsval CEntity::FindSector( JSContext* cx, uintN argc, jsval* argv )
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float maxAngle = ToPrimitive<float>( argv[2] );
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bool negative = ToPrimitive<bool>( argv[3] );
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return ToJSVal( findSector(divs, angle, maxAngle, negative) );
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return ToJSVal( FindSector(divs, angle, maxAngle, negative) );
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}
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catch( PSERROR_Scripting_ConversionFailed )
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{
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JS_ReportError( cx, "Invalid parameters for findSector" );
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JS_ReportError( cx, "Invalid parameters for FindSector" );
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return 0;
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}
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}
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@@ -824,7 +824,7 @@ jsval CEntity::OnDamaged( JSContext* cx, uintN argc, jsval* argv )
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{
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JSU_REQUIRE_PARAMS_CPP(1);
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CEntity* damageSource = ToNative<CEntity>( argv[0] );
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m_stance->onDamaged( damageSource );
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m_stance->OnDamaged( damageSource );
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return JSVAL_VOID;
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}
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@@ -844,7 +844,7 @@ float CEntity::GetDistance( JSContext* cx, uintN argc, jsval* argv )
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CEntity* target = ToNative<CEntity>( argv[0] );
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if( !target )
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return -1.0f;
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return this->distance2D( target );
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return this->Distance2D( target );
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}
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/*
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@@ -896,6 +896,6 @@ jsval CEntity::FlattenTerrain( JSContext* UNUSED(cx), uintN UNUSED(argc), jsval*
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// points[i].y *= sin*circle.Z;
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//}
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g_Game->GetWorld()->GetTerrain()->FlattenArea(pos.X-xDiff, pos.X+xDiff, pos.Z-yDiff, pos.Z+yDiff);
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snapToGround();
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SnapToGround();
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return JS_TRUE;
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}
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