2006-07-09 00:40:01 +02:00
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// TerritoryManager.h
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//
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// Matei Zaharia matei@sprint.ca / matei@wildfiregames.com
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//
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// Calculates territory boundaries and maintains territory data.
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//
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// Usage:
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#ifndef TERRITORY_MANAGER_INCLUDED
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#define TERRITORY_MANAGER_INCLUDED
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#include "ps/Singleton.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "ps/Player.h"
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#include "ps/Vector2D.h"
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#include "EntityHandles.h"
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class CUnit;
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class CPlayer;
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class CTerritory
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{
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public:
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CPlayer* owner; // owner of the territory, or Gaia for none
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2006-07-10 01:12:37 +02:00
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HEntity centre; // centre object of this territory
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2006-07-09 00:40:01 +02:00
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std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
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2006-07-10 01:12:37 +02:00
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CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
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2006-07-09 00:40:01 +02:00
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: owner(owner_), centre(centre_), boundary(boundary_) {}
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};
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class CTerritoryManager
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{
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std::vector<CTerritory*> m_Territories;
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CTerritory*** m_TerritoryMatrix; // m_TerritoryMatrix[x][z] points to the territory for tile (x, z)
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uint m_TilesPerSide;
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public:
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CTerritoryManager();
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~CTerritoryManager();
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void Initialize(); // initialize, called after the game is fully loaded
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void Recalculate(); // recalculate the territory boundaries
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CTerritory* GetTerritory(int x, int z); // get the territory to which the given tile belongs
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CTerritory* GetTerritory(float x, float z); // get the territory to which the given world-space point belongs
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std::vector<CTerritory*>& GetTerritories() { return m_Territories; }
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private:
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void CalculateBoundary( std::vector<CEntity*>& centres, size_t index, std::vector<CVector2D>& boundary );
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};
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#endif
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