/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 Warzone Resurrection 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 */ /* * Cluster.h * * Form droids and structures into clusters * */ #ifndef _cluster_h #define _cluster_h // maximum number of clusters in a game #define CLUSTER_MAX UBYTE_MAX // distance between units for them to be in the same cluster //#define CLUSTER_DIST (TILE_UNITS*4) // cluster information flags #define CLUSTER_PLAYER_MASK 0x07 #define CLUSTER_DROID 0x08 #define CLUSTER_STRUCTURE 0x10 // Indirect the cluster ID to an actual cluster number extern UBYTE aClusterMap[CLUSTER_MAX]; // number of droids in a cluster extern UWORD aClusterUsage[CLUSTER_MAX]; // whether a cluster can be seen by a player extern UBYTE aClusterVisibility[CLUSTER_MAX]; // when a cluster was last attacked extern UDWORD aClusterAttacked[CLUSTER_MAX]; // information about the cluster extern UBYTE aClusterInfo[CLUSTER_MAX]; // initialise the cluster system extern void clustInitialise(void); // update routine for the cluster system extern void clusterUpdate(void); // tell the cluster system about a new droid extern void clustNewDroid(DROID *psDroid); // tell the cluster system about a new structure extern void clustNewStruct(STRUCTURE *psStruct); // update the cluster information for an object extern void clustUpdateObject(BASE_OBJECT * psObj); // update all objects from a list belonging to a specific cluster extern void clustUpdateCluster(BASE_OBJECT *psList, SDWORD cluster); // remove an object from the cluster system extern void clustRemoveObject(BASE_OBJECT *psObj); // display the current clusters extern void clustDisplay(void); // tell the cluster system that an objects visibility has changed extern void clustObjectSeen(BASE_OBJECT *psObj, BASE_OBJECT *psViewer); // tell the cluster system that an object has been attacked extern void clustObjectAttacked(BASE_OBJECT *psObj); // get the cluster ID for an object extern SDWORD clustGetClusterID(BASE_OBJECT *psObj); // get the actual cluster number from a cluster ID extern SDWORD clustGetClusterFromID(SDWORD clusterID); // find the center of a cluster extern void clustGetCenter(BASE_OBJECT *psObj, SDWORD *px, SDWORD *py); // initialise iterating a cluster extern void clustInitIterate(SDWORD clusterID); // iterate a cluster extern BASE_OBJECT *clustIterate(void); // reset the visibility for all clusters for a particular player extern void clustResetVisibility(SDWORD player); #endif