forked from 0ad/0ad
237 lines
5.8 KiB
C++
237 lines
5.8 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 "lib/allocators.h"
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#include "timer.h"
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using namespace std;
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CLOSManager::CLOSManager() : m_LOSSetting(0)
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{
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#ifdef _2_los
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m_Explored = 0;
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m_Visible = 0;
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#else
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m_VisibilityMatrix = 0;
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#endif
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}
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CLOSManager::~CLOSManager()
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{
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#ifdef _2_los
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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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#else
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matrix_free((void**)m_VisibilityMatrix);
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m_VisibilityMatrix = 0;
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#endif
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}
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void CLOSManager::Initialize(uint losSetting)
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{
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// Set special LOS setting
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m_LOSSetting = losSetting;
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CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
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m_TilesPerSide = terrain->GetVerticesPerSide() - 1;
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m_TilesPerSide_1 = m_TilesPerSide-1;
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// Create the LOS data arrays
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#ifdef _2_los
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m_Explored = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
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m_Visible = (int**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(int));
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#else
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m_VisibilityMatrix = (u16**)matrix_alloc(m_TilesPerSide, m_TilesPerSide, sizeof(u16));
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#endif
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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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// Set initial values
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#ifdef _2_los
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uint explored_value = (m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE)? 0xFF : 0;
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uint vis_value = (m_LOSSetting == ALL_VISIBLE)? 0xFF : 0;
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#else
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u16 vis_value = 0;
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if(m_LOSSetting == EXPLORED || m_LOSSetting == ALL_VISIBLE)
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for(int i = 0; i < 8; i++) vis_value |= LOS_EXPLORED << (i*2);
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if(m_LOSSetting == ALL_VISIBLE)
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for(int i = 0; i < 8; i++) vis_value |= LOS_VISIBLE << (i*2);
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#endif
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for(uint x=0; x<m_TilesPerSide; x++)
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{
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#ifdef _2_los
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memset(m_Explored[x], explored_value, m_TilesPerSide*sizeof(int));
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memset(m_Visible [x], vis_value , m_TilesPerSide*sizeof(int));
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#else
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for(uint y=0; y<m_TilesPerSide; y++)
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for(uint x=0; x<m_TilesPerSide; x++)
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m_VisibilityMatrix[y][x] = vis_value;
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#endif
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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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}
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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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if(m_LOSSetting == ALL_VISIBLE)
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return;
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// Clear the visible array
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#ifdef _2_los
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for(int x=0; x<m_TilesPerSide; x++)
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{
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memset(m_Visible[x], 0, m_TilesPerSide*sizeof(int));
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}
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#else
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u16 not_all_vis = 0xFFFF;
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for(int i = 0; i < 8; i++)
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not_all_vis &= ~(LOS_VISIBLE << (i*2));
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for(uint y=0; y<m_TilesPerSide; y++)
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for(uint x=0; x<m_TilesPerSide; x++)
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m_VisibilityMatrix[y][x] &= not_all_vis;
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#endif
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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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#ifdef _2_los
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int mask = (1 << e->GetPlayer()->GetPlayerID());
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#else
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uint shift = e->GetPlayer()->GetPlayerID()*2;
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#endif
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int cx, cz;
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CTerrain::CalcFromPosition(e->m_position.X, e->m_position.Z, cx, cz);
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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, (int)m_TilesPerSide_1);
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int maxZ = MIN(cz+los, (int)m_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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#ifdef _2_los
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m_Visible[x][z] |= mask;
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m_Explored[x][z] |= mask;
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#else
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m_VisibilityMatrix[x][z] |= (LOS_EXPLORED|LOS_VISIBLE) << shift;
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#endif
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}
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}
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}
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}
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}
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uint LOS_GetTokenFor(uint player_id)
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{
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#ifdef _2_los
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return 1u << player_id;
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#else
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return player_id*2;
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#endif
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}
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//TIMER_ADD_CLIENT(tc_getstatus);
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ELOSStatus CLOSManager::GetStatus(int tx, int tz, CPlayer* player)
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{
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//TIMER_ACCRUE(tc_getstatus);
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// Ensure that units off the map don't cause the visibility arrays to be
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// accessed out of bounds
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if ((unsigned)tx >= m_TilesPerSide || (unsigned)tz >= m_TilesPerSide)
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return LOS_UNEXPLORED;
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// TODO: Make the mask depend on the player's diplomacy (just OR all his allies' masks)
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#ifdef _2_los
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const int mask = player->GetLOSToken();
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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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#else
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const uint shift = player->GetLOSToken();
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return (ELOSStatus)((m_VisibilityMatrix[tx][tz] >> shift) & 3);
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#endif
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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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int ix, iz;
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CTerrain::CalcFromPosition(fx, fz, ix, iz);
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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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return UNIT_VISIBLE;
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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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}
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return UNIT_HIDDEN;
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}
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