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forked from 0ad/0ad
0ad/source/simulation/TerritoryManager.h
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

66 lines
1.8 KiB
C++

// TerritoryManager.h
//
// Calculates territory boundaries and maintains territory data.
//
// Usage:
#ifndef INCLUDED_TERRITORYMANAGER
#define INCLUDED_TERRITORYMANAGER
#include "ps/Vector2D.h"
#include "maths/Vector3D.h"
#include "EntityHandles.h"
class CUnit;
class CPlayer;
const float TERRITORY_PRECISION_STEP = 1.0f;
class CTerritory
{
public:
CPlayer* owner; // owner of the territory, or Gaia for none
HEntity centre; // centre object of this territory
std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
private:
// cached coordinates for the polygon's edge segments (conformed to the terrain)
std::vector<std::vector<CVector3D> > edgeCoords;
public:
CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
: owner(owner_), centre(centre_), boundary(boundary_) {}
const std::vector<CVector3D>& GetEdgeCoords(size_t edge);
void ClearEdgeCache();
};
class CTerritoryManager
{
std::vector<CTerritory*> m_Territories;
CTerritory*** m_TerritoryMatrix; // m_TerritoryMatrix[x][z] points to the territory for tile (x, z)
uint m_TilesPerSide;
bool m_DelayedRecalculate;
public:
CTerritoryManager();
~CTerritoryManager();
void Initialize(); // initialize, called after the game is fully loaded
void Recalculate(); // recalculate the territory boundaries
void DelayedRecalculate(); // recalculate the territory boundaries when next rendered
void RenderTerritories();
CTerritory* GetTerritory(int x, int z); // get the territory to which the given tile belongs
CTerritory* GetTerritory(float x, float z); // get the territory to which the given world-space point belongs
std::vector<CTerritory*>& GetTerritories() { return m_Territories; }
private:
void CalculateBoundary( std::vector<CEntity*>& centres, size_t index, std::vector<CVector2D>& boundary );
};
#endif