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Give script-spawned entities a negative ID.
This should prevent most ID conflicts and problems related to that, e.g. spurious changes to entity positions while working on a map.
This commit is contained in:
parent
d8da8576e8
commit
f55a70b459
5 changed files with 7 additions and 42 deletions
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@ -220,7 +220,6 @@ Entity::Entity()
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//energyChargeTarget = energyShotTarget = true;
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deathSound = "GenericDeath";
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entityID = 0;
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//assignUniqueID();
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hair = 0;
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maxSpeedLerp = 1;
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fillGridFromQuad = false;
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@ -1141,17 +1140,6 @@ void Entity::frozenUpdate(float dt)
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void Entity::update(float dt)
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{
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/*
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if (position.isnan())
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position = backupPos;
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if (vel.isnan())
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vel = backupVel;
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*/
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/*
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if (entityID == 0)
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assignUniqueID();
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*/
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Vector backupPos = position;
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Vector backupVel = vel;
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@ -2956,9 +2944,10 @@ void Entity::fillGrid()
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}
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}
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void Entity::assignUniqueID()
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void Entity::assignUniqueID(bool temporary)
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{
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int id = 1;
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const int inc = temporary ? -1 : 1;
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int id = inc;
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while (1)
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{
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bool isFree = true;
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@ -2978,7 +2967,7 @@ void Entity::assignUniqueID()
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{
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break;
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}
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id++;
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id += inc;
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}
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entityID = id;
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}
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@ -2996,7 +2985,7 @@ void Entity::setID(int id)
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std::ostringstream os;
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os << "ID conflict between " << name << " and " << e->name;
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debugLog(os.str());
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e->assignUniqueID();
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e->assignUniqueID(e->getID() < 0);
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}
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}
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}
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@ -395,7 +395,7 @@ public:
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InterpolatedVector maxSpeedLerp;
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Hair *hair;
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void assignUniqueID();
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void assignUniqueID(bool temporary);
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int entityID;
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int getMaxSpeed();
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std::string deathSound;
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@ -2659,7 +2659,7 @@ Entity* Game::establishEntity(Entity *e, int id, Vector position, int rot, bool
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}
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else
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{
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e->assignUniqueID();
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e->assignUniqueID(!createSaveData); // when entity is placed on map, give positive ID; otherwise, if script-spawned, give negative ID
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}
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}
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@ -2718,19 +2718,6 @@ void Game::initEntities()
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}
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}
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void Game::assignEntitiesUniqueIDs()
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{
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FOR_ENTITIES(i)
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{
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Entity *e = *i;
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if (e && e->entityID == 0)
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{
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e->assignUniqueID();
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}
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}
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}
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EntitySaveData *Game::getEntitySaveDataForEntity(Entity *e, Vector pos)
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{
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@ -465,7 +465,6 @@ public:
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bool multiSelecting;
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Vector multiSelectPoint;
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std::vector <Element*> selectedElements;
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void fixEntityIDs();
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Vector groupCenter;
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Vector getSelectedElementsCenter();
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@ -1088,7 +1087,6 @@ protected:
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Quad *options;
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Quad *image;
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void assignEntitiesUniqueIDs();
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void initEntities();
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@ -1864,15 +1864,6 @@ void SceneEditor::skinLevel(pngRawInfo *png, int minX, int minY, int maxX, int m
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}
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}
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void SceneEditor::fixEntityIDs()
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{
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FOR_ENTITIES(i)
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{
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Entity *e = *i;
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e->assignUniqueID();
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}
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}
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void SceneEditor::generateLevel()
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{
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//pngSetStandardOrientation(0);
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