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0ad/source/simulation/LOSManager.h

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// LOSManager.h
//
// Matei Zaharia matei@sprint.ca / matei@wildfiregames.com
//
// Maintains and updates line of sight data (including Shroud of Darkness
// and Fog of War).
//
// Usage: Doesn't do anything useful right now.
#ifndef LOS_MANAGER_INCLUDED
#define LOS_MANAGER_INCLUDED
#include "Singleton.h"
#include "Game.h"
#include "World.h"
#include "Player.h"
class CUnit;
class CPlayer;
enum ELOSStatus
{
LOS_VISIBLE = 2, // tile is currently in LOS of one of the player's units
LOS_EXPLORED = 1, // tile was explored before but is now in Fog of War
LOS_UNEXPLORED = 0 // tile is unexplored and therefore in Shroud of Darkness
};
enum EUnitLOSStatus
{
UNIT_VISIBLE = 2, // unit is in LOS of one of the player's units
UNIT_REMEMBERED = 1, // unit was seen before and is permanent but is no longer in LOS
UNIT_HIDDEN = 0 // unit is either not permanent or was never seen before
};
class CLOSManager : public Singleton<CLOSManager>
{
int** m_Explored; // (m_Explored[x][z] & (1<<p) says whether player p has explored tile (x,z),
// i.e. has removed Shroud of Darkness from it.
int** m_Visible; // (m_Visible[x][z] & (1<<p)) says whether player p currently sees tile (x,z).
// NOTE: This will have to be changed to a 3D array where each element stores the number of units
// of a certain player that can see a certain tile if we want to use incremental LOS.
public:
bool m_MapRevealed; // Set to true to ignore LOS
CLOSManager();
~CLOSManager();
void Initialize();
void Update();
// Get LOS status for a tile (in tile coordinates)
ELOSStatus GetStatus(int tx, int tz, CPlayer* player);
// Get LOS status for a point (in game coordinates)
ELOSStatus GetStatus(float fx, float fz, CPlayer* player);
// Returns whether a given entity is visible to the given player
EUnitLOSStatus GetUnitStatus(CUnit* unit, CPlayer* player);
};
#endif