simulation
Class CEntityManager
in EntityManager.h
in EntityManager.cpp
- class CEntityManager
Method Summary |
void |
AddEntityClassData( const HEntity& handle )
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void |
ConformAll()
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HEntity |
Create( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr >& actorSelections, const CStrW* building )
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HEntity |
Create( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation, const CStrW* building = 0 )
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HEntity |
Create( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr8 >& actorSelections, const CStrW* building = 0 )
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HEntity |
CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation )
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void |
DeleteAll()
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private void |
DeleteAllHelper()
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private void |
Destroy( u16 handle )
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static bool |
EntityPredicateLogicalAnd( CEntity* target, void* userdata )
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static bool |
EntityPredicateLogicalNot( CEntity* target, void* userdata )
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static bool |
EntityPredicateLogicalOr( CEntity* target, void* userdata )
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HEntity* |
GetByHandle( u16 index )
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std::vector< CEntity* >* |
GetCollisionPatch( CEntity* e )
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bool |
GetDeath()
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void |
GetExtant( std::vector< CEntity* >& results )
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void |
GetExtantAsHandles( std::vector< HEntity >& results )
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CHandle* |
GetHandle( int index )
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void |
GetInLOS( CEntity* entity, std::vector< CEntity* >& results )
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void |
GetInRange( float x, float z, float radius, std::vector< CEntity* >& results )
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void |
GetMatchingAsHandles( std::vector< HEntity >& matchlist, CEntityManager::EntityPredicate predicate, void* userdata = 0 )
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inline int |
GetPlayerUnitCount( size_t player, const CStrW& name )
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void |
InitializeAll()
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void |
InterpolateAll( float relativeoffset )
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void |
InvalidateAll()
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private inline bool |
IsEntityRefd( u16 index )
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static inline bool |
IsExtant()
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void |
RemoveUnitCount( CEntity* ent )
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void |
RenderAll()
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void |
SetDeath( bool set )
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void |
UpdateAll( size_t timestep )
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m_collisionPatches
private std::vector< CEntity* >* m_collisionPatches;
m_collisionPatchesPerSide
private int m_collisionPatchesPerSide;
m_death
private bool m_death;
m_entities
private CHandle m_entities[ 4096 ];
m_entityClassData
private std::map< size_t, std::map< CStrW, int > > m_entityClassData;
m_extant
private static bool m_extant;
m_nextalloc
private int m_nextalloc;
m_reaper
private std::vector< CEntity* > m_reaper;
m_refd
private std::bitset< 4096 > m_refd;
m_screenshotMode
public bool m_screenshotMode;
CEntityManager
public CEntityManager();
~CEntityManager
public ~CEntityManager();
AddEntityClassData
public void AddEntityClassData( const HEntity& handle );
ConformAll
public void ConformAll();
Create
HEntity Create( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr >& actorSelections, const CStrW* building );
Create
public HEntity Create( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation, const CStrW* building = 0 );
Create
public HEntity Create( CEntityTemplate* base, CVector3D position, float orientation, const std::set< CStr8 >& actorSelections, const CStrW* building = 0 );
CreateFoundation
public HEntity CreateFoundation( const CStrW& templateName, CPlayer* player, CVector3D position, float orientation );
DeleteAll
public void DeleteAll();
DeleteAllHelper
private void DeleteAllHelper();
Destroy
private void Destroy( u16 handle );
EntityPredicateLogicalAnd
public static bool EntityPredicateLogicalAnd( CEntity* target, void* userdata );
EntityPredicateLogicalNot
public static bool EntityPredicateLogicalNot( CEntity* target, void* userdata );
EntityPredicateLogicalOr
public static bool EntityPredicateLogicalOr( CEntity* target, void* userdata );
GetByHandle
public HEntity* GetByHandle( u16 index );
GetCollisionPatch
public std::vector< CEntity* >* GetCollisionPatch( CEntity* e );
GetDeath
public bool GetDeath();
GetExtant
public void GetExtant( std::vector< CEntity* >& results );
GetExtantAsHandles
public void GetExtantAsHandles( std::vector< HEntity >& results );
GetHandle
public CHandle* GetHandle( int index );
GetInLOS
public void GetInLOS( CEntity* entity, std::vector< CEntity* >& results );
GetInRange
public void GetInRange( float x, float z, float radius, std::vector< CEntity* >& results );
GetMatchingAsHandles
public void GetMatchingAsHandles( std::vector< HEntity >& matchlist, CEntityManager::EntityPredicate predicate, void* userdata = 0 );
GetPlayerUnitCount
public inline int GetPlayerUnitCount( size_t player, const CStrW& name );
InitializeAll
public void InitializeAll();
InterpolateAll
public void InterpolateAll( float relativeoffset );
InvalidateAll
public void InvalidateAll();
IsEntityRefd
private inline bool IsEntityRefd( u16 index );
IsExtant
public static inline bool IsExtant();
RemoveUnitCount
public void RemoveUnitCount( CEntity* ent );
RenderAll
public void RenderAll();
SetDeath
public void SetDeath( bool set );
UpdateAll
public void UpdateAll( size_t timestep );