83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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// TerritoryManager.h
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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 INCLUDED_TERRITORYMANAGER
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#define INCLUDED_TERRITORYMANAGER
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#include "ps/Vector2D.h"
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#include "maths/Vector3D.h"
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#include "EntityHandles.h"
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class CUnit;
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class CPlayer;
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const float TERRITORY_PRECISION_STEP = 1.0f;
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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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HEntity centre; // centre object of this territory
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std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
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private:
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// cached coordinates for the polygon's edge segments (conformed to the terrain)
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std::vector<std::vector<CVector3D> > edgeCoords;
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public:
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CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
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: owner(owner_), centre(centre_), boundary(boundary_) {}
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const std::vector<CVector3D>& GetEdgeCoords(size_t edge);
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void ClearEdgeCache();
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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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size_t m_TilesPerSide;
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bool m_DelayedRecalculate;
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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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void DelayedRecalculate(); // recalculate the territory boundaries when next rendered
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void RenderTerritories();
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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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