1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189
|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name unit_cache.cpp - The unit cache. */
//
// Cache to find units faster from position.
// Sort of trivial implementation, since most queries are on a single tile.
// Unit is just inserted in a double linked list for every tile it's on.
//
// (c) Copyright 2004-2007 by Crestez Leonard and Jimmy Salmon
//
// This program 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; only version 2 of the License.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//@{
/*----------------------------------------------------------------------------
-- Includes
----------------------------------------------------------------------------*/
#include <string.h>
#include "stratagus.h"
#include "unit_cache.h"
#include "unit.h"
#include "unittype.h"
CUnitCache UnitCache;
/**
** Initialize unit-cache.
**
** @param mapWidth Map width
** @param mapHeight Map height
*/
void CUnitCache::Init(int mapWidth, int mapHeight)
{
width = mapWidth;
height = mapHeight;
cache.clear();
cache.resize(width);
for (int i = 0; i < width; ++i) {
cache[i].resize(height);
}
}
/**
** Insert new unit into cache.
**
** @param unit Unit pointer to place in cache.
*/
void CUnitCache::Insert(CUnit *unit)
{
Assert(!unit->Removed);
for (int i = 0; i < unit->Type->TileWidth; ++i) {
for (int j = 0; j < unit->Type->TileHeight; ++j) {
cache[unit->X + i][unit->Y + j].push_back(unit);
}
}
}
/**
** Remove unit from cache.
**
** @param unit Unit pointer to remove from cache.
*/
void CUnitCache::Remove(CUnit *unit)
{
Assert(!unit->Removed);
for (int i = 0; i < unit->Type->TileWidth; ++i) {
for (int j = 0; j < unit->Type->TileHeight; ++j) {
for (std::vector<CUnit *>::iterator k = cache[unit->X + i][unit->Y + j].begin();
k != cache[unit->X + i][unit->Y + j].end(); ++k) {
if (*k == unit) {
cache[unit->X + i][unit->Y + j].erase(k);
break;
}
}
}
}
}
/**
** Select units in rectangle range.
**
** @param x1 Left column of selection rectangle
** @param y1 Top row of selection rectangle
** @param x2 Right column of selection rectangle
** @param y2 Bottom row of selection rectangle
** @param table All units in the selection rectangle
** @param tablesize Size of table array
**
** @return Returns the number of units found
*/
int CUnitCache::Select(int x1, int y1, int x2, int y2, CUnit **table, int tablesize)
{
int i;
int j;
int n;
CUnit *unit;
bool unitAdded[UnitMax];
// Optimize small searches.
if (x1 >= x2 - 1 && y1 >= y2 - 1) {
return UnitCache.Select(x1, y1, table, tablesize);
}
//
// Reduce to map limits.
//
x1 = std::max(x1, 0);
y1 = std::max(y1, 0);
x2 = std::min(x2, width - 1);
y2 = std::min(y2, height - 1);
memset(unitAdded, 0, sizeof(unitAdded));
n = 0;
for (i = x1; i <= x2 && n < tablesize; ++i) {
for (j = y1; j <= y2 && n < tablesize; ++j) {
for (size_t k = 0, end = cache[i][j].size(); k < end && n < tablesize; ++k) {
//
// To avoid getting a unit in multiple times we use a cache lock.
// It should only be used in here, unless you somehow want the unit
// to be out of cache.
//
unit = cache[i][j][k];
if (!unitAdded[unit->Slot] && !unit->Type->Revealer) {
Assert(!unit->Removed);
unitAdded[unit->Slot] = true;
table[n++] = unit;
}
}
}
}
return n;
}
/**
** Select units on map tile.
**
** @param x Map X tile position
** @param y Map Y tile position
** @param table All units in the selection rectangle
** @param tablesize Size of table array
**
** @return Returns the number of units found
*/
int CUnitCache::Select(int x, int y, CUnit **table, int tablesize)
{
//
// Unlike in UnitCacheSelect, there's no way a unit can show up twice,
// so there is no need for Cache Locks.
//
int n = 0;
std::vector<CUnit *>::iterator i, end;
for (i = cache[x][y].begin(), end = cache[x][y].end(); i != end && n < tablesize; ++i) {
Assert(!(*i)->Removed);
table[n++] = *i;
}
return n;
}
|