2006-07-09 00:40:01 +02:00
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// TerritoryManager.h
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//
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// Calculates territory boundaries and maintains territory data.
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//
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// Usage:
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2007-05-07 18:33:24 +02:00
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#ifndef INCLUDED_TERRITORYMANAGER
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#define INCLUDED_TERRITORYMANAGER
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2006-07-09 00:40:01 +02:00
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#include "ps/Vector2D.h"
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2006-09-08 18:03:18 +02:00
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#include "maths/Vector3D.h"
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2006-07-09 00:40:01 +02:00
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#include "EntityHandles.h"
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class CUnit;
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class CPlayer;
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2006-08-25 21:31:01 +02:00
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const float TERRITORY_PRECISION_STEP = 1.0f;
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2006-08-25 08:04:33 +02:00
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2006-07-09 00:40:01 +02:00
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class CTerritory
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{
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public:
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CPlayer* owner; // owner of the territory, or Gaia for none
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2006-07-10 01:12:37 +02:00
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HEntity centre; // centre object of this territory
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2006-09-08 18:03:18 +02:00
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std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
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2006-07-09 00:40:01 +02:00
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2006-09-08 18:03:18 +02:00
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private:
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// cached coordinates for the polygon's edge segments (conformed to the terrain)
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std::vector<std::vector<CVector3D> > edgeCoords;
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public:
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2006-07-10 01:12:37 +02:00
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CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
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2006-07-09 00:40:01 +02:00
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: owner(owner_), centre(centre_), boundary(boundary_) {}
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2006-09-08 18:03:18 +02:00
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const std::vector<CVector3D>& GetEdgeCoords(size_t edge);
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void ClearEdgeCache();
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2006-07-09 00:40:01 +02:00
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};
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class CTerritoryManager
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{
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std::vector<CTerritory*> m_Territories;
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CTerritory*** m_TerritoryMatrix; // m_TerritoryMatrix[x][z] points to the territory for tile (x, z)
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uint m_TilesPerSide;
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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bool m_DelayedRecalculate;
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2006-07-09 00:40:01 +02:00
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public:
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CTerritoryManager();
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~CTerritoryManager();
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void Initialize(); // initialize, called after the game is fully loaded
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void Recalculate(); // recalculate the territory boundaries
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# Added tool for viewing models and animations outside the game.
Atlas: Added ActorViewer. Moved GL canvas into separate class for shared
use. Disabled message-handling callback while blocked on the game, and
stopped creating dialog boxes inside the game thread in order to avoid
deadlocks (hopefully). Support multiple Views (for independent sets of
camera/update/render code). Recalculate territory boundaries when
necessary. Changed default list of animations to match those currently
used by actors.
# Tidied up more code.
Moved some more #includes out of .h files, to minimise unnecessary
compilation.
MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2
(use PI/2), MAX3, ABS (use abs)).
ObjectManager: Removed some ScEd-specific things.
Unit: Moved creation out of UnitManager, so units can be created without
adding to the manager. Changed CStr8 to the more conventional CStr.
app_hooks: Removed warning for setting multiple times.
win: Restored SEH catcher.
GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do
what it says it does ("force renderer to load everything") since we're
loading-on-demand most stuff and it doesn't seem especially useful since
we'd prefer to minimise loading times (but feel free to correct me if
I'm wrong). (And because it crashes when things need to be initialised
in a different order, so it's easier to remove than to understand and
fix it.)
PatchRData, Renderer: Work sensibly when there's no game (hence no LOS
manager, water, etc).
LOSManager: Use entity position instead of actor position when possible.
TerritoryManager: Allow delayed recalculations (so Atlas can issue lots
of move+recalculate commands per frame).
Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to
be deleted manually.
This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
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void DelayedRecalculate(); // recalculate the territory boundaries when next rendered
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2007-05-02 14:07:08 +02:00
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void RenderTerritories();
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2006-07-09 00:40:01 +02:00
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CTerritory* GetTerritory(int x, int z); // get the territory to which the given tile belongs
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CTerritory* GetTerritory(float x, float z); // get the territory to which the given world-space point belongs
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std::vector<CTerritory*>& GetTerritories() { return m_Territories; }
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2006-08-25 08:04:33 +02:00
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2006-07-09 00:40:01 +02:00
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private:
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void CalculateBoundary( std::vector<CEntity*>& centres, size_t index, std::vector<CVector2D>& boundary );
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};
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#endif
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