#include "precompiled.h" #include "LOSManager.h" #include "ps/Game.h" #include "ps/Player.h" #include "graphics/Terrain.h" #include "Entity.h" #include "EntityManager.h" #include "graphics/Unit.h" #include "maths/Bound.h" #include "graphics/Model.h" #include "lib/allocators.h" #include "lib/timer.h" using namespace std; CLOSManager::CLOSManager() : m_LOSSetting(0) { #ifdef _2_los m_Explored = 0; m_Visible = 0; #else m_VisibilityMatrix = 0; #endif } CLOSManager::~CLOSManager() { #ifdef _2_los matrix_free((void**)m_Explored); m_Explored = 0; matrix_free((void**)m_Visible); m_Visible = 0; #else matrix_free((void**)m_VisibilityMatrix); m_VisibilityMatrix = 0; #endif } void CLOSManager::Initialize(uint losSetting) { // Set special LOS setting m_LOSSetting = losSetting; CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); m_TilesPerSide = terrain->GetVerticesPerSide() - 1; m_TilesPerSide_1 = m_TilesPerSide-1; // Create the LOS data arrays #ifdef _2_los m_Explored = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int)); m_Visible = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int)); #else m_VisibilityMatrix = (u16**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(u16)); #endif // TODO: This memory should be freed somewhere when the engine supports // multiple sessions without restarting the program. // JW: currently free it in the dtor // Set initial values #ifdef _2_los uint explored_value = (m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE)? 0xFF : 0; uint vis_value = (m_LOSSetting == ALL_VISIBLE)? 0xFF : 0; #else u16 vis_value = 0; if(m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE) for(int i = 0; i < 8; i++) vis_value |= LOS_EXPLORED << (i*2); if(m_LOSSetting == ALL_VISIBLE) for(int i = 0; i < 8; i++) vis_value |= LOS_VISIBLE << (i*2); #endif for(uint x=0; x extant; g_Game->GetWorld()->GetEntityManager()->GetExtant(extant); for(size_t i=0; im_los; if(los == 0) { continue; } #ifdef _2_los int mask = (1 << e->GetPlayer()->GetPlayerID()); #else uint shift = e->GetPlayer()->GetPlayerID()*2; #endif int cx, cz; CTerrain::CalcFromPosition(e->m_position.X, e->m_position.Z, cx, cz); int minX = MAX(cx-los, 0); int minZ = MAX(cz-los, 0); int maxX = MIN(cx+los, (int)m_TilesPerSide_1); int maxZ = MIN(cz+los, (int)m_TilesPerSide_1); for(int x=minX; x<=maxX; x++) { for(int z=minZ; z<=maxZ; z++) { if((x-cx)*(x-cx) + (z-cz)*(z-cz) <= los*los) { #ifdef _2_los m_Visible[x][z] |= mask; m_Explored[x][z] |= mask; #else m_VisibilityMatrix[x][z] |= (LOS_EXPLORED|LOS_VISIBLE) << shift; #endif } } } } } uint LOS_GetTokenFor(uint player_id) { #ifdef _2_los return 1u << player_id; #else return player_id*2; #endif } //TIMER_ADD_CLIENT(tc_getstatus); ELOSStatus CLOSManager::GetStatus(int tx, int tz, CPlayer* player) { //TIMER_ACCRUE(tc_getstatus); // Ensure that units off the map don't cause the visibility arrays to be // accessed out of bounds if ((unsigned)tx >= m_TilesPerSide || (unsigned)tz >= m_TilesPerSide) return LOS_VISIBLE; // because we don't want them to be permanently hidden // TODO: Make the mask depend on the player's diplomacy (just OR all his allies' masks) #ifdef _2_los const int mask = player->GetLOSToken(); if((m_Visible[tx][tz] & mask) || m_LOSSetting == ALL_VISIBLE) { return LOS_VISIBLE; } else if((m_Explored[tx][tz] & mask) || m_LOSSetting == EXPLORED) { return LOS_EXPLORED; } else { return LOS_UNEXPLORED; } #else const uint shift = player->GetLOSToken(); return (ELOSStatus)((m_VisibilityMatrix[tx][tz] >> shift) & 3); #endif } ELOSStatus CLOSManager::GetStatus(float fx, float fz, CPlayer* player) { int ix, iz; CTerrain::CalcFromPosition(fx, fz, ix, iz); return GetStatus(ix, iz, player); } EUnitLOSStatus CLOSManager::GetUnitStatus(CUnit* unit, CPlayer* player) { CVector3D centre = unit->GetModel()->GetTransform().GetTranslation(); ELOSStatus status = GetStatus(centre.X, centre.Z, player); if(status & LOS_VISIBLE) return UNIT_VISIBLE; if(status & LOS_EXPLORED) { if(unit->GetEntity() == 0 || unit->GetEntity()->m_permanent) { // both actors (which are usually for decoration) and units with the // permanent flag should be remembered return UNIT_REMEMBERED; // TODO: the unit status system will have to be replaced with a "ghost actor" // system so that we can't remember units that we haven't seen and so we can // see permanent units that have died but that we haven't been near lately } } return UNIT_HIDDEN; }