forked from 0ad/0ad
167 lines
4.1 KiB
C++
167 lines
4.1 KiB
C++
#include "precompiled.h"
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#include "LOSManager.h"
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#include "Game.h"
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#include "Player.h"
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#include "Terrain.h"
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#include "Entity.h"
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#include "EntityManager.h"
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#include "Unit.h"
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#include "Bound.h"
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#include "Model.h"
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#include "dyn_array.h"
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using namespace std;
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CLOSManager::CLOSManager() : m_LOSSetting(0), m_Explored(0), m_Visible(0)
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{
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}
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CLOSManager::~CLOSManager()
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{
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matrix_free((void**)m_Explored);
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m_Explored = 0;
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matrix_free((void**)m_Visible);
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m_Visible = 0;
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}
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void CLOSManager::Initialize(uint losSetting)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int tilesPerSide = terrain->GetVerticesPerSide() - 1;
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// Create the LOS data arrays
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m_Explored = (int**)matrix_alloc(tilesPerSide, tilesPerSide, sizeof(int));
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m_Visible = (int**)matrix_alloc(tilesPerSide, tilesPerSide, sizeof(int));
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// TODO: This memory should be freed somewhere when the engine supports
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// multiple sessions without restarting the program.
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// JW: currently free it in the dtor
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// Clear everything to unexplored
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for(int x=0; x<tilesPerSide; x++)
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{
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memset(m_Explored[x], 0, tilesPerSide*sizeof(int));
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}
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// Just Update() to set the visible array and also mark currently visible tiles as explored.
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// NOTE: this will have to be changed if we decide to use incremental LOS
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Update();
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// Set special LOS setting
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m_LOSSetting = losSetting;
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}
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// NOTE: this will have to be changed if we decide to use incremental LOS
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void CLOSManager::Update()
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int tilesPerSide = terrain->GetVerticesPerSide() - 1;
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// Clear the visible array
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for(int x=0; x<tilesPerSide; x++)
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{
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memset(m_Visible[x], 0, tilesPerSide*sizeof(int));
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}
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// Set visibility for each entity
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vector<CEntity*> extant;
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g_Game->GetWorld()->GetEntityManager()->GetExtant(extant);
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for(size_t i=0; i<extant.size(); i++)
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{
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CEntity* e = extant[i];
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int los = e->m_los;
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if(los == 0)
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{
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continue;
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}
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int mask = (1 << e->GetPlayer()->GetPlayerID());
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int cx = min(int(e->m_position.X/CELL_SIZE), tilesPerSide-1);
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int cz = min(int(e->m_position.Z/CELL_SIZE), tilesPerSide-1);
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int minX = max(cx-los, 0);
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int minZ = max(cz-los, 0);
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int maxX = min(cx+los, tilesPerSide-1);
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int maxZ = min(cz+los, tilesPerSide-1);
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for(int x=minX; x<=maxX; x++)
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{
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for(int z=minZ; z<=maxZ; z++)
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{
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if((x-cx)*(x-cx) + (z-cz)*(z-cz) <= los*los)
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{
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m_Visible[x][z] |= mask;
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m_Explored[x][z] |= mask;
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}
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}
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}
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}
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}
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ELOSStatus CLOSManager::GetStatus(int tx, int tz, CPlayer* player)
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{
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// TODO: Make the mask depend on the player's diplomacy (just OR all his allies' masks)
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int mask = (1 << player->GetPlayerID());
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if((m_Visible[tx][tz] & mask) || m_LOSSetting == ALL_VISIBLE)
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{
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return LOS_VISIBLE;
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}
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else if((m_Explored[tx][tz] & mask) || m_LOSSetting == EXPLORED)
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{
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return LOS_EXPLORED;
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}
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else
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{
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return LOS_UNEXPLORED;
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}
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}
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ELOSStatus CLOSManager::GetStatus(float fx, float fz, CPlayer* player)
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{
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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int tilesPerSide = terrain->GetVerticesPerSide() - 1;
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int ix = min(int(fx/CELL_SIZE), tilesPerSide-1);
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int iz = min(int(fz/CELL_SIZE), tilesPerSide-1);
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return GetStatus(ix, iz, player);
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}
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EUnitLOSStatus CLOSManager::GetUnitStatus(CUnit* unit, CPlayer* player)
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{
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CVector3D centre;
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unit->GetModel()->GetBounds().GetCentre(centre);
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ELOSStatus status = GetStatus(centre.X, centre.Z, player);
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if(status == LOS_VISIBLE)
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{
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return UNIT_VISIBLE;
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}
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else if(status == LOS_EXPLORED)
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{
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if(unit->GetEntity() == 0 || unit->GetEntity()->m_permanent)
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{
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// both actors (which are usually for decoration) and units with the
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// permanent flag should be remembered
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return UNIT_REMEMBERED;
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// TODO: the unit status system will have to be replaced with a "ghost actor"
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// system so that we can't remember units that we haven't seen and so we can
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// see permanent units that have died but that we haven't been near lately
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}
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else
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{
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return UNIT_HIDDEN;
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}
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}
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else
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{
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return UNIT_HIDDEN;
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}
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}
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