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forked from 0ad/0ad
0ad/source/simulation/LOSManager.cpp
Ykkrosh 2f53eea71a Actor Viewer: Added controls for wireframe, background colour, move-when-walking. Reduced CPU usage when 'playing' things with no animation.
Color: Moved SColor* structs into SColor.h, so they can be used without
indirectly including CVector[34]D.
Terrain: Added 'base colour', for the Actor Viewer to be able to
modulate the colour of normally-white terrain.
Removed some "using namespace std" (because it doesn't make the code
easier to read, and it defeats the point of namespaces, and the rest of
the code doesn't do it).

This was SVN commit r4392.
2006-09-26 01:44:20 +00:00

248 lines
6.0 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)
{
#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)
{
// Set special LOS setting
m_LOSSetting = losSetting;
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)
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
for(int x=0; x<m_TilesPerSide; x++)
{
memset(m_Visible[x], 0, m_TilesPerSide*sizeof(int));
}
#else
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_Game->GetWorld()->GetEntityManager()->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 = MAX(cx-los, 0);
int minZ = MAX(cz-los, 0);
int maxX = MIN(cx+los, (int)m_TilesPerSide_1);
int maxZ = 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 );
}