warzone2100/src/mapgrid.cpp

210 lines
6.1 KiB
C++

/*
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
*/
/*
* mapgrid.cpp
*
* Functions for storing objects in a quad-tree like object over the map.
* The objects are stored in the quad-tree.
*
*/
#include "lib/framework/types.h"
#include "objects.h"
#include "map.h"
#include "mapgrid.h"
#include "pointtree.h"
static PointTree *gridPointTree = NULL; // A quad-tree-like object.
static PointTree::Filter *gridFiltersUnseen;
static PointTree::Filter *gridFiltersDroidsByPlayer;
// initialise the grid system
bool gridInitialise(void)
{
ASSERT(gridPointTree == NULL, "gridInitialise already called, without calling gridShutDown.");
gridPointTree = new PointTree;
gridFiltersUnseen = new PointTree::Filter[MAX_PLAYERS];
gridFiltersDroidsByPlayer = new PointTree::Filter[MAX_PLAYERS];
return true; // Yay, nothing failed!
}
// reset the grid system
void gridReset(void)
{
gridPointTree->clear();
// Put all existing objects into the point tree.
for (unsigned player = 0; player < MAX_PLAYERS; player++)
{
BASE_OBJECT *start[3] = {(BASE_OBJECT *)apsDroidLists[player], (BASE_OBJECT *)apsStructLists[player], (BASE_OBJECT *)apsFeatureLists[player]};
for (unsigned type = 0; type != sizeof(start)/sizeof(*start); ++type)
{
for (BASE_OBJECT *psObj = start[type]; psObj != NULL; psObj = psObj->psNext)
{
if (!psObj->died)
{
gridPointTree->insert(psObj, psObj->pos.x, psObj->pos.y);
for (unsigned viewer = 0; viewer < MAX_PLAYERS; ++viewer)
{
psObj->seenThisTick[viewer] = 0;
}
}
}
}
}
gridPointTree->sort();
for (unsigned player = 0; player < MAX_PLAYERS; ++player)
{
gridFiltersUnseen[player].reset(*gridPointTree);
gridFiltersDroidsByPlayer[player].reset(*gridPointTree);
}
}
// shutdown the grid system
void gridShutDown(void)
{
delete gridPointTree;
gridPointTree = NULL;
delete[] gridFiltersUnseen;
gridFiltersUnseen = NULL;
delete[] gridFiltersDroidsByPlayer;
gridFiltersDroidsByPlayer = NULL;
}
static bool isInRadius(int32_t x, int32_t y, uint32_t radius)
{
return (uint32_t)(x*x + y*y) <= radius*radius;
}
// initialise the grid system to start iterating through units that
// could affect a location (x,y in world coords)
template<class Condition>
static GridList const &gridStartIterateFiltered(int32_t x, int32_t y, uint32_t radius, PointTree::Filter *filter, Condition const &condition)
{
if (filter == NULL)
{
gridPointTree->query(x, y, radius);
}
else
{
gridPointTree->query(*filter, x, y, radius);
}
PointTree::ResultVector::iterator w = gridPointTree->lastQueryResults.begin(), i;
for (i = w; i != gridPointTree->lastQueryResults.end(); ++i)
{
BASE_OBJECT *obj = static_cast<BASE_OBJECT *>(*i);
if (!condition.test(obj)) // Check if we should skip this object.
{
filter->erase(gridPointTree->lastFilteredQueryIndices[i - gridPointTree->lastQueryResults.begin()]); // Stop the object from appearing in future searches.
}
else if (isInRadius(obj->pos.x - x, obj->pos.y - y, radius)) // Check that search result is less than radius (since they can be up to a factor of sqrt(2) more).
{
*w = *i;
++w;
}
}
gridPointTree->lastQueryResults.erase(w, i); // Erase all points that were a bit too far.
/*
// In case you are curious.
debug(LOG_WARNING, "gridStartIterateFiltered(%d, %d, %u) found %u objects", x, y, radius, (unsigned)gridPointTree->lastQueryResults.size());
*/
static GridList gridList;
gridList.resize(gridPointTree->lastQueryResults.size());
for (unsigned n = 0; n < gridList.size(); ++n)
{
gridList[n] = (BASE_OBJECT *)gridPointTree->lastQueryResults[n];
}
return gridList;
}
template<class Condition>
static GridList const &gridStartIterateFilteredArea(int32_t x, int32_t y, int32_t x2, int32_t y2, Condition const &condition)
{
gridPointTree->query(x, y, x2, y2);
static GridList gridList;
gridList.resize(gridPointTree->lastQueryResults.size());
for (unsigned n = 0; n < gridList.size(); ++n)
{
gridList[n] = (BASE_OBJECT *)gridPointTree->lastQueryResults[n];
}
return gridList;
}
struct ConditionTrue
{
bool test(BASE_OBJECT *) const
{
return true;
}
};
GridList const &gridStartIterate(int32_t x, int32_t y, uint32_t radius)
{
return gridStartIterateFiltered(x, y, radius, NULL, ConditionTrue());
}
GridList const &gridStartIterateArea(int32_t x, int32_t y, uint32_t x2, uint32_t y2)
{
return gridStartIterateFilteredArea(x, y, x2, y2, ConditionTrue());
}
struct ConditionDroidsByPlayer
{
ConditionDroidsByPlayer(int32_t player_) : player(player_) {}
bool test(BASE_OBJECT *obj) const
{
return obj->type == OBJ_DROID && obj->player == player;
}
int player;
};
GridList const &gridStartIterateDroidsByPlayer(int32_t x, int32_t y, uint32_t radius, int player)
{
return gridStartIterateFiltered(x, y, radius, &gridFiltersDroidsByPlayer[player], ConditionDroidsByPlayer(player));
}
struct ConditionUnseen
{
ConditionUnseen(int32_t player_) : player(player_) {}
bool test(BASE_OBJECT *obj) const
{
return obj->seenThisTick[player] < UINT8_MAX;
}
int player;
};
GridList const &gridStartIterateUnseen(int32_t x, int32_t y, uint32_t radius, int player)
{
return gridStartIterateFiltered(x, y, radius, &gridFiltersUnseen[player], ConditionUnseen(player));
}
BASE_OBJECT **gridIterateDup(void)
{
size_t bytes = gridPointTree->lastQueryResults.size()*sizeof(void *);
BASE_OBJECT **ret = (BASE_OBJECT **)malloc(bytes);
memcpy(ret, &gridPointTree->lastQueryResults[0], bytes);
return ret;
}