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295 lines
9.7 KiB
C++
Executable File
295 lines
9.7 KiB
C++
Executable File
// ==============================================================
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// This file is part of Glest (www.glest.org)
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//
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// Copyright (C) 2001-2008 Martio Figueroa
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//
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// You can redistribute this code and/or modify it under
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// the terms of the GNU General Public License as published
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// by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version
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// ==============================================================
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#ifndef _GLEST_GAME_MAP_H_
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#define _GLEST_GAME_MAP_H_
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#include "vec.h"
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#include "math_util.h"
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#include "command_type.h"
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#include "logger.h"
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#include "object.h"
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#include "game_constants.h"
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#include "selection.h"
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#include <cassert>
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#include "leak_dumper.h"
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namespace Glest{ namespace Game{
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using Shared::Graphics::Vec4f;
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using Shared::Graphics::Quad2i;
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using Shared::Graphics::Rect2i;
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using Shared::Graphics::Vec4f;
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using Shared::Graphics::Vec2f;
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using Shared::Graphics::Vec2i;
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using Shared::Graphics::Texture2D;
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class Tileset;
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class Unit;
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class Resource;
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class TechTree;
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class GameSettings;
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// =====================================================
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// class Cell
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//
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/// A map cell that holds info about units present on it
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// =====================================================
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class Cell{
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private:
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Unit *units[fieldCount]; //units on this cell
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Unit *unitsWithEmptyCellMap[fieldCount]; //units with an empty cellmap on this cell
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float height;
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private:
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Cell(Cell&);
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void operator=(Cell&);
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public:
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Cell();
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//get
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Unit *getUnit(int field) const {return units[field];}
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Unit *getUnitWithEmptyCellMap(int field) const {return unitsWithEmptyCellMap[field];}
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float getHeight() const {return height;}
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void setUnit(int field, Unit *unit) {units[field]= unit;}
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void setUnitWithEmptyCellMap(int field, Unit *unit) {unitsWithEmptyCellMap[field]= unit;}
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void setHeight(float height) {this->height= height;}
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bool isFree(Field field) const;
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};
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// =====================================================
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// class SurfaceCell
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//
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// A heightmap cell, each surface cell is composed by more than one Cell
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// =====================================================
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class SurfaceCell{
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private:
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//geometry
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Vec3f vertex;
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Vec3f normal;
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Vec3f color;
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//tex coords
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Vec2f fowTexCoord; //tex coords for TEXTURE1 when multitexturing and fogOfWar
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Vec2f surfTexCoord; //tex coords for TEXTURE0
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//surface
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int surfaceType;
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const Texture2D *surfaceTexture;
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//object & resource
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Object *object;
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//visibility
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bool visible[GameConstants::maxPlayers + GameConstants::specialFactions];
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bool explored[GameConstants::maxPlayers + GameConstants::specialFactions];
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//cache
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bool nearSubmerged;
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public:
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SurfaceCell();
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~SurfaceCell();
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//get
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const Vec3f &getVertex() const {return vertex;}
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float getHeight() const {return vertex.y;}
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const Vec3f &getColor() const {return color;}
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const Vec3f &getNormal() const {return normal;}
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int getSurfaceType() const {return surfaceType;}
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const Texture2D *getSurfaceTexture() const {return surfaceTexture;}
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Object *getObject() const {return object;}
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Resource *getResource() const {return object==NULL? NULL: object->getResource();}
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const Vec2f &getFowTexCoord() const {return fowTexCoord;}
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const Vec2f &getSurfTexCoord() const {return surfTexCoord;}
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bool getNearSubmerged() const {return nearSubmerged;}
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bool isVisible(int teamIndex) const {return visible[teamIndex];}
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bool isExplored(int teamIndex) const {return explored[teamIndex];}
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//set
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void setVertex(const Vec3f &vertex) {this->vertex= vertex;}
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void setHeight(float height) {vertex.y= height;}
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void setNormal(const Vec3f &normal) {this->normal= normal;}
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void setColor(const Vec3f &color) {this->color= color;}
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void setSurfaceType(int surfaceType) {this->surfaceType= surfaceType;}
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void setSurfaceTexture(const Texture2D *st) {this->surfaceTexture= st;}
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void setObject(Object *object) {this->object= object;}
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void setFowTexCoord(const Vec2f &ftc) {this->fowTexCoord= ftc;}
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void setSurfTexCoord(const Vec2f &stc) {this->surfTexCoord= stc;}
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void setExplored(int teamIndex, bool explored);
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void setVisible(int teamIndex, bool visible);
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void setNearSubmerged(bool nearSubmerged) {this->nearSubmerged= nearSubmerged;}
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//misc
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void deleteResource();
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bool isFree() const;
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};
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// =====================================================
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// class Map
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//
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/// Represents the game map (and loads it from a gbm file)
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// =====================================================
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class Map{
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public:
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static const int cellScale; //number of cells per surfaceCell
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static const int mapScale; //horizontal scale of surface
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private:
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string title;
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float waterLevel;
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float heightFactor;
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int w;
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int h;
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int surfaceW;
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int surfaceH;
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int maxPlayers;
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Cell *cells;
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SurfaceCell *surfaceCells;
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Vec2i *startLocations;
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private:
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Map(Map&);
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void operator=(Map&);
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public:
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Map();
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~Map();
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void init();
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void load(const string &path, TechTree *techTree, Tileset *tileset);
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//get
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Cell *getCell(int x, int y) const;
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int getCellArraySize() const;
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Cell *getCell(const Vec2i &pos) const {return getCell(pos.x, pos.y);}
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int getSurfaceCellArraySize() const;
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SurfaceCell *getSurfaceCell(int sx, int sy) const;
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SurfaceCell *getSurfaceCell(const Vec2i &sPos) const {return getSurfaceCell(sPos.x, sPos.y);}
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int getW() const {return w;}
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int getH() const {return h;}
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int getSurfaceW() const {return surfaceW;}
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int getSurfaceH() const {return surfaceH;}
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int getMaxPlayers() const {return maxPlayers;}
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float getHeightFactor() const {return heightFactor;}
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float getWaterLevel() const {return waterLevel;}
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Vec2i getStartLocation(int locationIndex) const;
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bool getSubmerged(const SurfaceCell *sc) const {return sc->getHeight()<waterLevel;}
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bool getSubmerged(const Cell *c) const {return c->getHeight()<waterLevel;}
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bool getDeepSubmerged(const SurfaceCell *sc) const {return sc->getHeight()<waterLevel-(1.5f/heightFactor);}
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bool getDeepSubmerged(const Cell *c) const {return c->getHeight()<waterLevel-(1.5f/heightFactor);}
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float getSurfaceHeight(const Vec2i &pos) const;
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//is
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bool isInside(int x, int y) const;
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bool isInside(const Vec2i &pos) const;
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bool isInsideSurface(int sx, int sy) const;
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bool isInsideSurface(const Vec2i &sPos) const;
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bool isResourceNear(const Vec2i &pos, const ResourceType *rt, Vec2i &resourcePos, int size, Unit *unit=NULL,bool fallbackToPeersHarvestingSameResource=false) const;
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bool isResourceNear(const Vec2i &pos, int size, const ResourceType *rt, Vec2i &resourcePos) const;
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//free cells
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bool isFreeCell(const Vec2i &pos, Field field) const;
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bool isFreeCellOrHasUnit(const Vec2i &pos, Field field, const Unit *unit) const;
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bool isAproxFreeCell(const Vec2i &pos, Field field, int teamIndex) const;
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bool isFreeCells(const Vec2i &pos, int size, Field field) const;
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bool isFreeCellsOrHasUnit(const Vec2i &pos, int size, Field field, const Unit *unit) const;
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bool isAproxFreeCells(const Vec2i &pos, int size, Field field, int teamIndex) const;
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bool canOccupy(const Vec2i &pos, Field field, const UnitType *ut, CardinalDir facing);
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//unit placement
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bool aproxCanMove(const Unit *unit, const Vec2i &pos1, const Vec2i &pos2, std::map<Vec2i, std::map<Vec2i, std::map<int, std::map<int, std::map<Field,bool> > > > > *lookupCache=NULL) const;
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bool canMove(const Unit *unit, const Vec2i &pos1, const Vec2i &pos2,std::map<Vec2i, std::map<Vec2i, std::map<int, std::map<Field,bool> > > > *lookupCache=NULL) const;
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void putUnitCells(Unit *unit, const Vec2i &pos);
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void clearUnitCells(Unit *unit, const Vec2i &pos);
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Vec2i computeRefPos(const Selection *selection) const;
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Vec2i computeDestPos( const Vec2i &refUnitPos, const Vec2i &unitPos,
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const Vec2i &commandPos) const;
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const Unit * findClosestUnitToPos(const Selection *selection, Vec2i originalBuildPos,
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const UnitType *ut) const;
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bool isInUnitTypeCells(const UnitType *ut, const Vec2i &pos,const Vec2i &testPos) const;
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bool isNextToUnitTypeCells(const UnitType *ut, const Vec2i &pos,const Vec2i &testPos) const;
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Vec2i findBestBuildApproach(Vec2i unitBuilderPos, Vec2i originalBuildPos,
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const UnitType *ut) const;
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std::pair<float,Vec2i> getUnitDistanceToPos(const Unit *unit,Vec2i pos,const UnitType *ut);
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//misc
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bool isNextTo(const Vec2i &pos, const Unit *unit) const;
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bool isNextTo(const Vec2i &pos, const Vec2i &nextToPos) const;
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void clampPos(Vec2i &pos) const;
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void prepareTerrain(const Unit *unit);
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void flatternTerrain(const Unit *unit);
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void computeNormals();
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void computeInterpolatedHeights();
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//static
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static Vec2i toSurfCoords(const Vec2i &unitPos) {return unitPos / cellScale;}
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static Vec2i toUnitCoords(const Vec2i &surfPos) {return surfPos * cellScale;}
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static string getMapPath(const string &mapName, string scenarioDir="", bool errorOnNotFound=true);
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private:
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//compute
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void smoothSurface();
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void computeNearSubmerged();
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void computeCellColors();
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};
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// ===============================
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// class PosCircularIterator
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// ===============================
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class PosCircularIterator{
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private:
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Vec2i center;
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int radius;
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const Map *map;
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Vec2i pos;
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public:
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PosCircularIterator(const Map *map, const Vec2i ¢er, int radius);
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bool next();
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const Vec2i &getPos();
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};
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// ===============================
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// class PosQuadIterator
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// ===============================
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class PosQuadIterator {
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private:
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Quad2i quad;
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Rect2i boundingRect;
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Vec2i pos;
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int step;
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public:
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PosQuadIterator(const Quad2i &quad, int step=1);
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bool next();
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void skipX();
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const Vec2i &getPos();
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};
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} } //end namespace
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#endif
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