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.
66 lines
1.8 KiB
C++
66 lines
1.8 KiB
C++
// 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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#ifndef INCLUDED_TERRITORYMANAGER
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#define INCLUDED_TERRITORYMANAGER
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#include "ps/Vector2D.h"
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#include "maths/Vector3D.h"
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#include "EntityHandles.h"
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class CUnit;
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class CPlayer;
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const float TERRITORY_PRECISION_STEP = 1.0f;
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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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HEntity centre; // centre object of this territory
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std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
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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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CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
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: owner(owner_), centre(centre_), boundary(boundary_) {}
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const std::vector<CVector3D>& GetEdgeCoords(size_t edge);
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void ClearEdgeCache();
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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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size_t m_TilesPerSide;
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bool m_DelayedRecalculate;
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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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void DelayedRecalculate(); // recalculate the territory boundaries when next rendered
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void RenderTerritories();
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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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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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