0ad/source/simulation/TerritoryManager.h

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/* 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/>.
*/
// TerritoryManager.h
//
// Calculates territory boundaries and maintains territory data.
//
// Usage:
#ifndef INCLUDED_TERRITORYMANAGER
#define INCLUDED_TERRITORYMANAGER
#include "ps/Vector2D.h"
#include "maths/Vector3D.h"
#include "EntityHandles.h"
class CUnit;
class CPlayer;
const float TERRITORY_PRECISION_STEP = 1.0f;
class CTerritory
{
public:
CPlayer* owner; // owner of the territory, or Gaia for none
HEntity centre; // centre object of this territory
std::vector<CVector2D> boundary; // boundary polygon, in map coordinates
private:
// cached coordinates for the polygon's edge segments (conformed to the terrain)
std::vector<std::vector<CVector3D> > edgeCoords;
public:
CTerritory(CPlayer* owner_, HEntity centre_, std::vector<CVector2D> boundary_)
: owner(owner_), centre(centre_), boundary(boundary_) {}
const std::vector<CVector3D>& GetEdgeCoords(size_t edge);
void ClearEdgeCache();
};
class CTerritoryManager
{
std::vector<CTerritory*> m_Territories;
CTerritory*** m_TerritoryMatrix; // m_TerritoryMatrix[x][z] points to the territory for tile (x, z)
size_t m_TilesPerSide;
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
bool m_DelayedRecalculate;
public:
CTerritoryManager();
~CTerritoryManager();
void Initialize(); // initialize, called after the game is fully loaded
void Recalculate(); // recalculate the territory boundaries
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
void DelayedRecalculate(); // recalculate the territory boundaries when next rendered
void RenderTerritories();
CTerritory* GetTerritory(int x, int z); // get the territory to which the given tile belongs
CTerritory* GetTerritory(float x, float z); // get the territory to which the given world-space point belongs
std::vector<CTerritory*>& GetTerritories() { return m_Territories; }
private:
void CalculateBoundary( std::vector<CEntity*>& centres, size_t index, std::vector<CVector2D>& boundary );
};
#endif