vladislavbelov
ffc4a56b9f
Fixes #6846 Differential Revision: https://code.wildfiregames.com/D5185 This was SVN commit r27965.
129 lines
3.6 KiB
C++
129 lines
3.6 KiB
C++
/* Copyright (C) 2020 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_LOS
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#define INCLUDED_LOS
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// It doesn't seem worth moving the implementation to c++ and early-declaring Grid
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// since files must include "Los.h" explicitly, and that's only done in .cpp files.
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#include "Grid.h"
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/**
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* Computing LOS data at a very high resolution is not necessary and quite slow.
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* This is the size, in meters, separating each LOS vertex.
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* (Note that this also means it is the minimal meaningful resolution of any vision range change).
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*/
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static constexpr i32 LOS_TILE_SIZE = 4;
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enum class LosState : u8
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{
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UNEXPLORED = 0,
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EXPLORED = 1,
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VISIBLE = 2,
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MASK = 3
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};
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/**
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* Object providing efficient abstracted access to the LOS state.
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* This depends on some implementation details of CCmpRangeManager.
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*
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* This *ignores* the GetLosRevealAll flag - callers should check that explicitly.
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*/
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class CLosQuerier
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{
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private:
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friend class CCmpRangeManager;
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friend class TestLOSTexture;
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CLosQuerier(u32 playerMask, const Grid<u32>& data, ssize_t verticesPerSide) :
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m_Data(data), m_PlayerMask(playerMask), m_VerticesPerSide(verticesPerSide)
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{
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}
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const CLosQuerier& operator=(const CLosQuerier&); // not implemented
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public:
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/**
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* Returns whether the given vertex is visible (i.e. is within a unit's LOS).
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*/
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inline bool IsVisible(ssize_t i, ssize_t j) const
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{
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if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide))
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return false;
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// Check high bit of each bit-pair
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if ((m_Data.get(i, j) & m_PlayerMask) & 0xAAAAAAAAu)
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return true;
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else
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return false;
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}
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/**
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* Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS).
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*/
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inline bool IsExplored(ssize_t i, ssize_t j) const
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{
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if (!(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide))
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return false;
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// Check low bit of each bit-pair
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if ((m_Data.get(i, j) & m_PlayerMask) & 0x55555555u)
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return true;
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else
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return false;
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}
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/**
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* Returns whether the given vertex is visible (i.e. is within a unit's LOS).
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* i and j must be in the range [0, verticesPerSide), else behaviour is undefined.
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*/
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inline bool IsVisible_UncheckedRange(ssize_t i, ssize_t j) const
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{
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#ifndef NDEBUG
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ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
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#endif
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// Check high bit of each bit-pair
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if ((m_Data.get(i, j) & m_PlayerMask) & 0xAAAAAAAAu)
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return true;
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else
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return false;
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}
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/**
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* Returns whether the given vertex is explored (i.e. was (or still is) within a unit's LOS).
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* i and j must be in the range [0, verticesPerSide), else behaviour is undefined.
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*/
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inline bool IsExplored_UncheckedRange(ssize_t i, ssize_t j) const
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{
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#ifndef NDEBUG
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ENSURE(i >= 0 && j >= 0 && i < m_VerticesPerSide && j < m_VerticesPerSide);
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#endif
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// Check low bit of each bit-pair
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if ((m_Data.get(i, j) & m_PlayerMask) & 0x55555555u)
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return true;
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else
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return false;
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}
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private:
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u32 m_PlayerMask;
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const Grid<u32>& m_Data;
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ssize_t m_VerticesPerSide;
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};
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#endif // INCLUDED_LOS
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