0ad/source/simulation/LOSManager.cpp
janwas a34b759720 . split up lib.h/.cpp, include the remnants from PCH, remove (pretty much universal) include of it.
. timer, config: fix definition of ALLOW_RDTSC
. add movsx_be64 (for whirlpool), revise implementation, move to
byte_order, add test
. MAX -> std::max, remove those macros
. add timestamp to system_info as requested by philip

This was SVN commit r5050.
2007-05-09 21:01:11 +00:00

256 lines
6.2 KiB
C++

#include "precompiled.h"
#include "LOSManager.h"
#include "ps/Game.h"
#include "ps/Player.h"
#include "graphics/Terrain.h"
#include "Entity.h"
#include "EntityManager.h"
#include "EntityTemplate.h"
#include "graphics/Unit.h"
#include "maths/Bound.h"
#include "graphics/Model.h"
#include "lib/allocators.h"
#include "lib/timer.h"
CLOSManager::CLOSManager() : m_LOSSetting(0), m_FogOfWar(true)
{
#ifdef _2_los
m_Explored = 0;
m_Visible = 0;
#else
m_VisibilityMatrix = 0;
#endif
}
CLOSManager::~CLOSManager()
{
#ifdef _2_los
matrix_free((void**)m_Explored);
m_Explored = 0;
matrix_free((void**)m_Visible);
m_Visible = 0;
#else
matrix_free((void**)m_VisibilityMatrix);
m_VisibilityMatrix = 0;
#endif
}
void CLOSManager::Initialize(uint losSetting, bool fogOfWar)
{
// Set special LOS setting
m_LOSSetting = losSetting;
m_FogOfWar = fogOfWar;
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
m_TilesPerSide = terrain->GetVerticesPerSide() - 1;
m_TilesPerSide_1 = m_TilesPerSide-1;
// Create the LOS data arrays
#ifdef _2_los
m_Explored = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
m_Visible = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
#else
m_VisibilityMatrix = (u16**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(u16));
#endif
// TODO: This memory should be freed somewhere when the engine supports
// multiple sessions without restarting the program.
// JW: currently free it in the dtor
// Set initial values
#ifdef _2_los
uint explored_value = (m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE)? 0xFF : 0;
uint vis_value = (m_LOSSetting == ALL_VISIBLE)? 0xFF : 0;
#else
u16 vis_value = 0;
if(m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE)
for(int i = 0; i < 8; i++) vis_value |= LOS_EXPLORED << (i*2);
if(m_LOSSetting == ALL_VISIBLE || (m_LOSSetting == EXPLORED && !m_FogOfWar) )
for(int i = 0; i < 8; i++) vis_value |= LOS_VISIBLE << (i*2);
#endif
for(uint x=0; x<m_TilesPerSide; x++)
{
#ifdef _2_los
memset(m_Explored[x], explored_value, m_TilesPerSide*sizeof(int));
memset(m_Visible [x], vis_value , m_TilesPerSide*sizeof(int));
#else
for(uint y=0; y<m_TilesPerSide; y++)
for(uint x=0; x<m_TilesPerSide; x++)
m_VisibilityMatrix[y][x] = vis_value;
#endif
}
// Just Update() to set the visible array and also mark currently visible tiles as explored.
// NOTE: this will have to be changed if we decide to use incremental LOS
Update();
}
// NOTE: this will have to be changed if we decide to use incremental LOS
void CLOSManager::Update()
{
if(m_LOSSetting == ALL_VISIBLE)
return;
// Clear the visible array
#ifdef _2_los
if( m_FogOfWar )
{
for(int x=0; x<m_TilesPerSide; x++)
{
memset(m_Visible[x], 0, m_TilesPerSide*sizeof(int));
}
}
#else
if( m_FogOfWar )
{
u16 not_all_vis = 0xFFFF;
for(int i = 0; i < 8; i++)
not_all_vis &= ~(LOS_VISIBLE << (i*2));
for(uint y=0; y<m_TilesPerSide; y++)
for(uint x=0; x<m_TilesPerSide; x++)
m_VisibilityMatrix[y][x] &= not_all_vis;
}
#endif
// Set visibility for each entity
std::vector<CEntity*> extant;
g_EntityManager.GetExtant(extant);
for(size_t i=0; i<extant.size(); i++)
{
CEntity* e = extant[i];
int los = e->m_los;
if(los == 0)
{
continue;
}
#ifdef _2_los
int mask = (1 << e->GetPlayer()->GetPlayerID());
#else
uint shift = e->GetPlayer()->GetPlayerID()*2;
#endif
int cx, cz;
CTerrain::CalcFromPosition(e->m_position.X, e->m_position.Z, cx, cz);
int minX = std::max(cx-los, 0);
int minZ = std::max(cz-los, 0);
int maxX = std::min(cx+los, (int)m_TilesPerSide_1);
int maxZ = std::min(cz+los, (int)m_TilesPerSide_1);
for(int x=minX; x<=maxX; x++)
{
for(int z=minZ; z<=maxZ; z++)
{
if((x-cx)*(x-cx) + (z-cz)*(z-cz) <= los*los)
{
#ifdef _2_los
m_Visible[x][z] |= mask;
m_Explored[x][z] |= mask;
#else
m_VisibilityMatrix[x][z] |= (LOS_EXPLORED|LOS_VISIBLE) << shift;
#endif
}
}
}
}
}
uint LOS_GetTokenFor(uint player_id)
{
#ifdef _2_los
return 1u << player_id;
#else
return player_id*2;
#endif
}
//TIMER_ADD_CLIENT(tc_getstatus);
ELOSStatus CLOSManager::GetStatus(int tx, int tz, CPlayer* player)
{
//TIMER_ACCRUE(tc_getstatus);
// Ensure that units off the map don't cause the visibility arrays to be
// accessed out of bounds
if ((unsigned)tx >= m_TilesPerSide || (unsigned)tz >= m_TilesPerSide)
return LOS_VISIBLE; // because we don't want them to be permanently hidden
// TODO: Make the mask depend on the player's diplomacy (just OR all his allies' masks)
#ifdef _2_los
const int mask = player->GetLOSToken();
if((m_Visible[tx][tz] & mask) || m_LOSSetting == ALL_VISIBLE)
{
return LOS_VISIBLE;
}
else if((m_Explored[tx][tz] & mask) || m_LOSSetting == EXPLORED)
{
return LOS_EXPLORED;
}
else
{
return LOS_UNEXPLORED;
}
#else
const uint shift = player->GetLOSToken();
return (ELOSStatus)((m_VisibilityMatrix[tx][tz] >> shift) & 3);
#endif
}
ELOSStatus CLOSManager::GetStatus(float fx, float fz, CPlayer* player)
{
int ix, iz;
CTerrain::CalcFromPosition(fx, fz, ix, iz);
return GetStatus(ix, iz, player);
}
EUnitLOSStatus CLOSManager::GetUnitStatus(CUnit* unit, CPlayer* player)
{
CVector3D centre;
// For entities, we must use the simulation position so that we stay synchronised
// (because the output of this function will presumably affect AI)
CEntity* entity = unit->GetEntity();
if (entity)
centre = entity->m_position;
else
centre = unit->GetModel()->GetTransform().GetTranslation();
ELOSStatus status = GetStatus(centre.X, centre.Z, player);
if(status & LOS_VISIBLE)
return UNIT_VISIBLE;
if(status & LOS_EXPLORED)
{
if(!entity || entity->m_base->m_visionPermanent)
{
// both actors (which are usually for decoration) and units with the
// permanent flag should be remembered
return UNIT_REMEMBERED;
// TODO: the unit status system will have to be replaced with a "ghost actor"
// system so that we can't remember units that we haven't seen and so we can
// see permanent units that have died but that we haven't been near lately
}
}
return UNIT_HIDDEN;
}
EUnitLOSStatus CLOSManager::GetUnitStatus(CEntity* entity, CPlayer* player)
{
return GetUnitStatus( entity->m_actor, player );
}