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0ad/source/simulation/LOSManager.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

105 lines
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C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// LOSManager.h
//
// Maintains and updates line of sight data (including Shroud of Darkness
// and Fog of War).
//
// Usage:
// - Initialize() is called when the game is started to allocate the visibility arrays
// - Update() is called each frame by CSimulation::Update() to update the visibility arrays
// - m_MapRevealed can be set to true to reveal the entire map (remove both LOS and FOW)
// - GetStatus can be used to obtain the LOS status of a tile or a world-space point
// - GetUnitStatus returns the LOS status of an entity or actor
#ifndef INCLUDED_LOSMANAGER
#define INCLUDED_LOSMANAGER
class CUnit;
class CEntity;
class CPlayer;
#undef _2_los
enum ELOSStatus
{
LOS_VISIBLE = 2, // tile is currently in LOS of one of the player's units
LOS_EXPLORED = 1, // tile was explored before but is now in Fog of War
LOS_UNEXPLORED = 0 // tile is unexplored and therefore in Shroud of Darkness
};
// if changing these values, adapt ScriptGlue!RevealMap
enum ELOSSetting
{
LOS_SETTING_NORMAL,
LOS_SETTING_EXPLORED,
LOS_SETTING_ALL_VISIBLE
};
enum EUnitLOSStatus
{
UNIT_VISIBLE = 2, // unit is in LOS of one of the player's units
UNIT_REMEMBERED = 1, // unit was seen before and is permanent but is no longer in LOS
UNIT_HIDDEN = 0 // unit is either not permanent or was never seen before
};
extern size_t LOS_GetTokenFor(size_t player_id);
class CLOSManager
{
#ifdef _2_los
int** m_Explored; // (m_Explored[x][z] & (1<<p) says whether player p has explored tile (x,z),
// i.e. has removed Shroud of Darkness from it.
int** m_Visible; // (m_Visible[x][z] & (1<<p)) says whether player p currently sees tile (x,z).
// NOTE: This will have to be changed to a 3D array where each element stores the number of units
// of a certain player that can see a certain tile if we want to use incremental LOS.
#else
u16** m_VisibilityMatrix;
#endif
size_t m_TilesPerSide;
size_t m_TilesPerSide_1; // as above, -1
public:
ELOSSetting m_LOSSetting;
bool m_FogOfWar;
CLOSManager();
~CLOSManager();
void Initialize(ELOSSetting losSetting, bool fogOfWar);
void Update();
// Get LOS status for a tile (in tile coordinates)
ELOSStatus GetStatus(ssize_t tx, ssize_t tz, CPlayer* player);
// Get LOS status for a point (in game coordinates)
ELOSStatus GetStatus(float fx, float fz, CPlayer* player);
// Returns whether a given actor is visible to the given player
EUnitLOSStatus GetUnitStatus(CUnit* unit, CPlayer* player);
// Returns whether a given entity is visible to the given player
EUnitLOSStatus GetUnitStatus(CEntity* entity, CPlayer* player);
};
#endif