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[0ad.git] / source / graphics / TerritoryBoundary.cpp
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1 /* Copyright (C) 2012 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #include "precompiled.h"
19 #include "TerritoryBoundary.h"
21 #include <algorithm> // for reverse
23 #include "graphics/Terrain.h"
24 #include "simulation2/helpers/Grid.h"
25 #include "simulation2/helpers/Pathfinding.h"
26 #include "simulation2/components/ICmpTerritoryManager.h"
28 std::vector<STerritoryBoundary> CTerritoryBoundaryCalculator::ComputeBoundaries(const Grid<u8>* territory)
30 std::vector<STerritoryBoundary> boundaries;
32 // Copy the territories grid so we can mess with it
33 Grid<u8> grid(*territory);
35 // Some constants for the border walk
36 CVector2D edgeOffsets[] = {
37 CVector2D(0.5f, 0.0f),
38 CVector2D(1.0f, 0.5f),
39 CVector2D(0.5f, 1.0f),
40 CVector2D(0.0f, 0.5f)
43 // syntactic sugar
44 const u8 TILE_BOTTOM = 0;
45 const u8 TILE_RIGHT = 1;
46 const u8 TILE_TOP = 2;
47 const u8 TILE_LEFT = 3;
49 const int CURVE_CW = -1;
50 const int CURVE_CCW = 1;
52 // === Find territory boundaries ===
54 // The territory boundaries delineate areas of tiles that belong to the same player, and that all have the same
55 // connected-to-a-root-influence-entity status (see also STerritoryBoundary for a more wordy definition). Note that the grid
56 // values contain bit-packed information (i.e. not just the owning player ID), so we must be careful to only compare grid
57 // values using the player ID and connected flag bits. The joint mask to select these is referred to as the discriminator mask.
59 // The idea is to scan the (i,j)-grid going up row by row and look for tiles that have a different territory assignment from
60 // the one right underneath it (or, if it's a tile on the first row, they need only have a territory assignment). These tiles
61 // are necessarily edge tiles of a territory, and hence a territory boundary must pass through their bottom edge. Therefore,
62 // we start tracing the outline of the territory starting from said bottom edge, and go CCW around the territory boundary.
63 // Tracing continues until the starting point is reached, at which point the boundary is complete.
65 // While tracing a boundary, every tile in which the boundary passes through the bottom edge are marked as 'processed', so that
66 // we know not to start a new run from these tiles when scanning continues (when the boundary is complete). This information
67 // is maintained in the grid values themselves by means of the 'processed' bit mask (stressing the importance of using the
68 // discriminator mask to compare only player ID and connected flag).
70 // Thus, we can identify the following conditions for starting a trace from a tile (i,j). Let g(i,j) indicate the
71 // discriminator grid value at position (i,j); then the conditions are:
72 // - g(i,j) != 0; the tile must not be neutral
73 // - j=0 or g(i,j) != g(i,j-1); the tile directly underneath it must have a different owner and/or connected flag
74 // - the tile must not already be marked as 'processed'
76 // Additionally, there is one more point to be made; the algorithm initially assumes it's tracing CCW around the territory.
77 // If it's tracing an inner edge, however, this will actually cause it to trace in the CW direction (because inner edges curve
78 // 'backwards' compared to the outer edges when starting the trace in the same direction). This turns out to actually be
79 // exactly what the renderer needs to render two territory boundaries on the same edge back-to-back (instead of overlapping
80 // each other).
82 // In either case, we keep track of the way the outline curves while we're tracing to determine whether we're going CW or CCW.
83 // If at some point we ever need to revert the winding order or external code needs to know about it explicitly, then we can
84 // do this by looking at a curvature value which we define to start at 0, and which is incremented by 1 for every CCW turn and
85 // decremented by 1 for every CW turn. Hence, a negative multiple of 4 means a CW winding order, and a positive one means CCW.
87 const int TERRITORY_DISCR_MASK = (ICmpTerritoryManager::TERRITORY_BLINKING_MASK | ICmpTerritoryManager::TERRITORY_PLAYER_MASK);
89 // Try to find an assigned tile
90 for (u16 j = 0; j < grid.m_H; ++j)
92 for (u16 i = 0; i < grid.m_W; ++i)
94 // saved tile state; from MSB to LSB:
95 // processed bit, blinking bit, player ID
96 u8 tileState = grid.get(i, j);
97 u8 tileDiscr = (tileState & TERRITORY_DISCR_MASK);
99 // ignore neutral tiles (note that tiles without an owner should never have the blinking bit set)
100 if (!tileDiscr)
101 continue;
103 bool tileProcessed = ((tileState & ICmpTerritoryManager::TERRITORY_PROCESSED_MASK) != 0);
104 bool tileEligible = (j == 0 || tileDiscr != (grid.get(i, j-1) & TERRITORY_DISCR_MASK));
106 if (tileProcessed || !tileEligible)
107 continue;
109 // Found the first tile (which must be the lowest j value of any non-zero tile);
110 // start at the bottom edge of it and chase anticlockwise around the border until
111 // we reach the starting point again
113 int curvature = 0; // +1 for every CCW 90 degree turn, -1 for every CW 90 degree turn; must be multiple of 4 at the end
115 boundaries.push_back(STerritoryBoundary());
116 boundaries.back().owner = (tileState & ICmpTerritoryManager::TERRITORY_PLAYER_MASK);
117 boundaries.back().blinking = (tileState & ICmpTerritoryManager::TERRITORY_BLINKING_MASK) != 0;
118 std::vector<CVector2D>& points = boundaries.back().points;
120 u8 dir = TILE_BOTTOM;
122 u8 cdir = dir;
123 u16 ci = i, cj = j;
125 u16 maxi = (u16)(grid.m_W-1);
126 u16 maxj = (u16)(grid.m_H-1);
128 // Size of a territory tile in metres
129 float territoryTileSize = (Pathfinding::NAVCELL_SIZE * ICmpTerritoryManager::NAVCELLS_PER_TERRITORY_TILE).ToFloat();
131 while (true)
133 points.push_back((CVector2D(ci, cj) + edgeOffsets[cdir]) * territoryTileSize);
135 // Given that we're on an edge on a continuous boundary and aiming anticlockwise,
136 // we can either carry on straight or turn left or turn right, so examine each
137 // of the three possible cases (depending on initial direction):
138 switch (cdir)
140 case TILE_BOTTOM:
142 // mark tile as processed so we don't start a new run from it after this one is complete
143 ENSURE(!(grid.get(ci, cj) & ICmpTerritoryManager::TERRITORY_PROCESSED_MASK));
144 grid.set(ci, cj, grid.get(ci, cj) | ICmpTerritoryManager::TERRITORY_PROCESSED_MASK);
146 if (ci < maxi && cj > 0 && (grid.get(ci+1, cj-1) & TERRITORY_DISCR_MASK) == tileDiscr)
148 ++ci;
149 --cj;
150 cdir = TILE_LEFT;
151 curvature += CURVE_CW;
153 else if (ci < maxi && (grid.get(ci+1, cj) & TERRITORY_DISCR_MASK) == tileDiscr)
154 ++ci;
155 else
157 cdir = TILE_RIGHT;
158 curvature += CURVE_CCW;
160 break;
162 case TILE_RIGHT:
163 if (ci < maxi && cj < maxj && (grid.get(ci+1, cj+1) & TERRITORY_DISCR_MASK) == tileDiscr)
165 ++ci;
166 ++cj;
167 cdir = TILE_BOTTOM;
168 curvature += CURVE_CW;
170 else if (cj < maxj && (grid.get(ci, cj+1) & TERRITORY_DISCR_MASK) == tileDiscr)
171 ++cj;
172 else
174 cdir = TILE_TOP;
175 curvature += CURVE_CCW;
177 break;
179 case TILE_TOP:
180 if (ci > 0 && cj < maxj && (grid.get(ci-1, cj+1) & TERRITORY_DISCR_MASK) == tileDiscr)
182 --ci;
183 ++cj;
184 cdir = TILE_RIGHT;
185 curvature += CURVE_CW;
187 else if (ci > 0 && (grid.get(ci-1, cj) & TERRITORY_DISCR_MASK) == tileDiscr)
188 --ci;
189 else
191 cdir = TILE_LEFT;
192 curvature += CURVE_CCW;
194 break;
196 case TILE_LEFT:
197 if (ci > 0 && cj > 0 && (grid.get(ci-1, cj-1) & TERRITORY_DISCR_MASK) == tileDiscr)
199 --ci;
200 --cj;
201 cdir = TILE_TOP;
202 curvature += CURVE_CW;
204 else if (cj > 0 && (grid.get(ci, cj-1) & TERRITORY_DISCR_MASK) == tileDiscr)
205 --cj;
206 else
208 cdir = TILE_BOTTOM;
209 curvature += CURVE_CCW;
211 break;
214 // Stop when we've reached the starting point again
215 if (ci == i && cj == j && cdir == dir)
216 break;
219 ENSURE(curvature != 0 && abs(curvature) % 4 == 0);
223 return boundaries;