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0ad/source/simulation/TerritoryManager.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

83 lines
2.5 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// 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)
size_t 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