/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2013 Warzone 2100 Project Warzone 2100 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. Warzone 2100 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 Warzone 2100; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ /** @file * Allows querying which objects are within a given radius of a given location. */ #ifndef __INCLUDED_SRC_MAPGRID_H__ #define __INCLUDED_SRC_MAPGRID_H__ typedef std::vector GridList; typedef GridList::const_iterator GridIterator; // initialise the grid system extern bool gridInitialise(void); // shutdown the grid system extern void gridShutDown(void); // Reset the grid system. Called once per update. // Resets seenThisTick[] to false. extern void gridReset(void); /// Find all objects within radius. GridList const &gridStartIterate(int32_t x, int32_t y, uint32_t radius); /// Find all objects within radius. GridList const &gridStartIterateArea(int32_t x, int32_t y, uint32_t x2, uint32_t y2); // Isn't, but could be used by some cluster system. Don't really understand what cluster.c is for. /// Find all objects within radius where object->type == OBJ_DROID && object->player == player. GridList const &gridStartIterateDroidsByPlayer(int32_t x, int32_t y, uint32_t radius, int player); // Used for visibility. /// Find all objects within radius where object->seenThisTick[player] != 255. GridList const &gridStartIterateUnseen(int32_t x, int32_t y, uint32_t radius, int player); #endif // __INCLUDED_SRC_MAPGRID_H__