MegaGlest/source/glest_game/world/map.h

312 lines
11 KiB
C++

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