88 lines
2.7 KiB
C++
88 lines
2.7 KiB
C++
// LOSManager.h
|
|
//
|
|
// Matei Zaharia matei@sprint.ca / matei@wildfiregames.com
|
|
//
|
|
// Maintains and updates line of sight data (including Shroud of Darkness
|
|
// and Fog of War).
|
|
//
|
|
// Usage:
|
|
// - Initialize() is called when the game is started to allocate the visibility arrays
|
|
// - Update() is called each frame by CSimulation::Update() to update the visibility arrays
|
|
// - m_MapRevealed can be set to true to reveal the entire map (remove both LOS and FOW)
|
|
// - GetStatus can be used to obtain the LOS status of a tile or a world-space point
|
|
// - GetUnitStatus returns the LOS status of an entity or actor
|
|
|
|
|
|
#ifndef LOS_MANAGER_INCLUDED
|
|
#define LOS_MANAGER_INCLUDED
|
|
|
|
#include "ps/Singleton.h"
|
|
#include "ps/Game.h"
|
|
#include "ps/World.h"
|
|
#include "ps/Player.h"
|
|
|
|
class CUnit;
|
|
class CEntity;
|
|
class CPlayer;
|
|
|
|
#undef _2_los
|
|
|
|
enum ELOSStatus
|
|
{
|
|
LOS_VISIBLE = 2, // tile is currently in LOS of one of the player's units
|
|
LOS_EXPLORED = 1, // tile was explored before but is now in Fog of War
|
|
LOS_UNEXPLORED = 0 // tile is unexplored and therefore in Shroud of Darkness
|
|
};
|
|
|
|
enum EUnitLOSStatus
|
|
{
|
|
UNIT_VISIBLE = 2, // unit is in LOS of one of the player's units
|
|
UNIT_REMEMBERED = 1, // unit was seen before and is permanent but is no longer in LOS
|
|
UNIT_HIDDEN = 0 // unit is either not permanent or was never seen before
|
|
};
|
|
|
|
extern uint LOS_GetTokenFor(uint player_id);
|
|
|
|
class CLOSManager
|
|
{
|
|
#ifdef _2_los
|
|
int** m_Explored; // (m_Explored[x][z] & (1<<p) says whether player p has explored tile (x,z),
|
|
// i.e. has removed Shroud of Darkness from it.
|
|
int** m_Visible; // (m_Visible[x][z] & (1<<p)) says whether player p currently sees tile (x,z).
|
|
// NOTE: This will have to be changed to a 3D array where each element stores the number of units
|
|
// of a certain player that can see a certain tile if we want to use incremental LOS.
|
|
#else
|
|
u16** m_VisibilityMatrix;
|
|
#endif
|
|
|
|
uint m_TilesPerSide;
|
|
uint m_TilesPerSide_1; // as above, -1
|
|
|
|
public:
|
|
static const int NORMAL = 0;
|
|
static const int EXPLORED = 1;
|
|
static const int ALL_VISIBLE = 2;
|
|
|
|
int m_LOSSetting;
|
|
|
|
CLOSManager();
|
|
~CLOSManager();
|
|
|
|
void Initialize(uint losSetting); // 0 = normal, 1 = explored, 2 = all visible
|
|
void Update();
|
|
|
|
// Get LOS status for a tile (in tile coordinates)
|
|
ELOSStatus GetStatus(int tx, int tz, CPlayer* player);
|
|
|
|
// Get LOS status for a point (in game coordinates)
|
|
ELOSStatus GetStatus(float fx, float fz, CPlayer* player);
|
|
|
|
// Returns whether a given actor is visible to the given player
|
|
EUnitLOSStatus GetUnitStatus(CUnit* unit, CPlayer* player);
|
|
|
|
// Returns whether a given entity is visible to the given player
|
|
EUnitLOSStatus GetUnitStatus(CEntity* entity, CPlayer* player);
|
|
};
|
|
|
|
#endif
|