// 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) uint m_TilesPerSide; bool m_DelayedRecalculate; public: CTerritoryManager(); ~CTerritoryManager(); void Initialize(); // initialize, called after the game is fully loaded void Recalculate(); // recalculate the territory boundaries 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