janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
254 lines
6.4 KiB
C++
254 lines
6.4 KiB
C++
#include "precompiled.h"
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#include "LOSManager.h"
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#include "ps/Game.h"
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#include "ps/Player.h"
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#include "graphics/Terrain.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "EntityTemplate.h"
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#include "graphics/Unit.h"
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#include "maths/Bound.h"
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#include "graphics/Model.h"
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#include "lib/allocators/allocators.h" // matrix_alloc
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#include "lib/timer.h"
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CLOSManager::CLOSManager() : m_LOSSetting(LOS_SETTING_NORMAL), m_FogOfWar(true)
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{
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#ifdef _2_los
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m_Explored = 0;
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m_Visible = 0;
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#else
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m_VisibilityMatrix = 0;
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#endif
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}
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CLOSManager::~CLOSManager()
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{
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#ifdef _2_los
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matrix_free((void**)m_Explored);
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m_Explored = 0;
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matrix_free((void**)m_Visible);
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m_Visible = 0;
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#else
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matrix_free((void**)m_VisibilityMatrix);
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m_VisibilityMatrix = 0;
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#endif
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}
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void CLOSManager::Initialize(ELOSSetting losSetting, bool fogOfWar)
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{
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// Set special LOS setting
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m_LOSSetting = losSetting;
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m_FogOfWar = fogOfWar;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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m_TilesPerSide = terrain->GetVerticesPerSide() - 1;
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m_TilesPerSide_1 = m_TilesPerSide-1;
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// Create the LOS data arrays
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#ifdef _2_los
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m_Explored = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
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m_Visible = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
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#else
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m_VisibilityMatrix = (u16**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(u16));
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#endif
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// TODO: This memory should be freed somewhere when the engine supports
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// multiple sessions without restarting the program.
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// JW: currently free it in the dtor
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// Set initial values
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#ifdef _2_los
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int explored_value = (m_LOSSetting == LOS_SETTING_EXPLORED || m_LOSSetting == LOS_SETTING_ALL_VISIBLE)? 0xFF : 0;
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int vis_value = (m_LOSSetting == LOS_SETTING_ALL_VISIBLE)? 0xFF : 0;
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#else
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u16 vis_value = 0;
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if(m_LOSSetting == LOS_SETTING_EXPLORED || m_LOSSetting == LOS_SETTING_ALL_VISIBLE)
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for(int i = 0; i < 8; i++) vis_value |= LOS_EXPLORED << (i*2);
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if(m_LOSSetting == LOS_SETTING_ALL_VISIBLE || (m_LOSSetting == LOS_SETTING_EXPLORED && !m_FogOfWar) )
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for(int i = 0; i < 8; i++) vis_value |= LOS_VISIBLE << (i*2);
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#endif
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for(size_t x=0; x<m_TilesPerSide; x++)
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{
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#ifdef _2_los
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memset(m_Explored[x], explored_value, m_TilesPerSide*sizeof(int));
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memset(m_Visible [x], vis_value , m_TilesPerSide*sizeof(int));
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#else
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for(size_t y=0; y<m_TilesPerSide; y++)
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for(size_t x=0; x<m_TilesPerSide; x++)
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m_VisibilityMatrix[y][x] = vis_value;
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#endif
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}
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// Just Update() to set the visible array and also mark currently visible tiles as explored.
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// NOTE: this will have to be changed if we decide to use incremental LOS
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Update();
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}
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// NOTE: this will have to be changed if we decide to use incremental LOS
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void CLOSManager::Update()
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{
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if(m_LOSSetting == LOS_SETTING_ALL_VISIBLE)
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return;
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// Clear the visible array
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#ifdef _2_los
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if( m_FogOfWar )
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{
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for(int x=0; x<m_TilesPerSide; x++)
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{
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memset(m_Visible[x], 0, m_TilesPerSide*sizeof(int));
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}
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}
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#else
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if( m_FogOfWar )
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{
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u16 not_all_vis = 0xFFFF;
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for(int i = 0; i < 8; i++)
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not_all_vis &= ~(LOS_VISIBLE << (i*2));
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for(size_t y=0; y<m_TilesPerSide; y++)
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for(size_t x=0; x<m_TilesPerSide; x++)
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m_VisibilityMatrix[y][x] &= not_all_vis;
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}
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#endif
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// Set visibility for each entity
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std::vector<CEntity*> extant;
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g_EntityManager.GetExtant(extant);
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for(size_t i=0; i<extant.size(); i++)
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{
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CEntity* e = extant[i];
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ssize_t los = e->m_los;
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if(los == 0)
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continue;
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#ifdef _2_los
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size_t mask = (size_t(1) << e->GetPlayer()->GetPlayerID());
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#else
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size_t shift = e->GetPlayer()->GetPlayerID()*2;
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#endif
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ssize_t cx, cz;
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CTerrain::CalcFromPosition(e->m_position.X, e->m_position.Z, cx, cz);
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ssize_t minX = std::max(cx-los, ssize_t(0));
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ssize_t minZ = std::max(cz-los, ssize_t(0));
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ssize_t maxX = std::min(cx+los, ssize_t(m_TilesPerSide_1));
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ssize_t maxZ = std::min(cz+los, ssize_t(m_TilesPerSide_1));
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for(ssize_t x=minX; x<=maxX; x++)
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{
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for(ssize_t z=minZ; z<=maxZ; z++)
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{
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if((x-cx)*(x-cx) + (z-cz)*(z-cz) <= los*los)
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{
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#ifdef _2_los
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m_Visible[x][z] |= mask;
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m_Explored[x][z] |= mask;
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#else
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m_VisibilityMatrix[x][z] |= (LOS_EXPLORED|LOS_VISIBLE) << shift;
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#endif
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}
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}
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}
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}
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}
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size_t LOS_GetTokenFor(size_t player_id)
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{
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#ifdef _2_los
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return size_t(1) << player_id;
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#else
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return player_id*2;
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#endif
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}
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//TIMER_ADD_CLIENT(tc_getstatus);
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ELOSStatus CLOSManager::GetStatus(ssize_t tx, ssize_t tz, CPlayer* player)
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{
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//TIMER_ACCRUE(tc_getstatus);
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// Ensure that units off the map don't cause the visibility arrays to be
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// accessed out of bounds
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if ((size_t)tx >= m_TilesPerSide || (size_t)tz >= m_TilesPerSide)
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return LOS_VISIBLE; // because we don't want them to be permanently hidden
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// TODO: Make the mask depend on the player's diplomacy (just OR all his allies' masks)
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#ifdef _2_los
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const int mask = player->GetLOSToken();
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if((m_Visible[tx][tz] & mask) || m_LOSSetting == LOS_SETTING_ALL_VISIBLE)
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{
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return LOS_VISIBLE;
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}
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else if((m_Explored[tx][tz] & mask) || m_LOSSetting == LOS_SETTING_EXPLORED)
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{
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return LOS_EXPLORED;
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}
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else
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{
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return LOS_UNEXPLORED;
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}
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#else
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const size_t shift = player->GetLOSToken();
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return (ELOSStatus)((m_VisibilityMatrix[tx][tz] >> shift) & 3);
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#endif
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}
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ELOSStatus CLOSManager::GetStatus(float fx, float fz, CPlayer* player)
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{
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ssize_t ix, iz;
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CTerrain::CalcFromPosition(fx, fz, ix, iz);
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return GetStatus(ix, iz, player);
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}
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EUnitLOSStatus CLOSManager::GetUnitStatus(CUnit* unit, CPlayer* player)
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{
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CVector3D centre;
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// For entities, we must use the simulation position so that we stay synchronised
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// (because the output of this function will presumably affect AI)
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CEntity* entity = unit->GetEntity();
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if (entity)
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centre = entity->m_position;
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else
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centre = unit->GetModel()->GetTransform().GetTranslation();
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ELOSStatus status = GetStatus(centre.X, centre.Z, player);
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if(status & LOS_VISIBLE)
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return UNIT_VISIBLE;
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if(status & LOS_EXPLORED)
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{
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if(!entity || entity->m_base->m_visionPermanent)
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{
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// both actors (which are usually for decoration) and units with the
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// permanent flag should be remembered
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return UNIT_REMEMBERED;
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// TODO: the unit status system will have to be replaced with a "ghost actor"
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// system so that we can't remember units that we haven't seen and so we can
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// see permanent units that have died but that we haven't been near lately
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}
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}
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return UNIT_HIDDEN;
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}
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EUnitLOSStatus CLOSManager::GetUnitStatus(CEntity* entity, CPlayer* player)
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{
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return GetUnitStatus( entity->m_actor, player );
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}
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