mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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216 lines
5.4 KiB
C++
216 lines
5.4 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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#include "cell.h"
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using namespace std;
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using namespace NLMISC;
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using namespace NLPACS;
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/****************************************************************\
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****************************************************************
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CCell
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****************************************************************
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\****************************************************************/
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// Static cell allocator
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CBlockMemory<CCell> CCell::_CellAllocator;
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/*
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* Adds an entity to the cell
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*/
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void CCell::add(CWorldEntity* entity)
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{
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// check entity is not null
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nlassert(entity != NULL);
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// check entity no longer linked
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nlassert(entity->CellPtr == NULL);
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nlassert(entity->Previous == NULL);
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nlassert(entity->Next == NULL);
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// insert entity in good list, depending on if it is an object or not
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if (entity->getType() == CWorldEntity::Object)
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{
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_ObjectsList.insertAtHead(entity);
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}
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else
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{
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_EntitiesList.insertAtHead(entity);
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if (entity->getType() == CWorldEntity::Player && entity->PlayerInfos != NULL)
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{
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_PlayersList.insertAtHead(entity->PlayerInfos);
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}
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}
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// set CellPtr and Cell id
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entity->CellPtr = this;
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entity->Cell = _CellId;
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}
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/*
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* Removes an entity from the cell
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*/
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void CCell::remove(CWorldEntity* entity)
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{
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// check entity is not null
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nlassert(entity != NULL);
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// check entity points to this cell
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nlassert(entity->CellPtr == this);
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// remove entity from good list, depending on if it is an object or not
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if (entity->getType() == CWorldEntity::Object)
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{
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_ObjectsList.remove(entity);
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}
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else
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{
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_EntitiesList.remove(entity);
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if (entity->getType() == CWorldEntity::Player && entity->PlayerInfos != NULL)
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{
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_PlayersList.remove(entity->PlayerInfos);
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}
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}
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// reset CellPtr and Cell id
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entity->CellPtr = NULL;
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//entity->Cell = 0; // not set at this time, perhaps user somewhere else (CellId 0 might crash!)
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}
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/****************************************************************\
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updateCell()
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\****************************************************************/
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/*
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void CCell::updateCell( CWorldEntity* pWorldEntity )
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{
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// updateCell should not be called for objects
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nlassert(pWorldEntity != NULL && !pWorldEntity->IsStaticObject);
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// if entity didn't changed cell, no update
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if (pWorldEntity->CellPtr == this)
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return;
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// if previously was in a cell, remove it
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if( pWorldEntity->CellPtr != NULL )
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pWorldEntity->CellPtr->removeEntity( pWorldEntity );
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addEntity(pWorldEntity);
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}
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*/
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/****************************************************************\
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addEntity()
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\****************************************************************/
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/*
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void CCell::addEntity( CWorldEntity* pWorldEntity )
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{
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nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == NULL);
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// if entity has vision, update vision stats of the cell
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if (pWorldEntity->HasVision)
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{
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nlassert(pWorldEntity->PlayerInfos != NULL);
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// add player to players list
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_PlayersList.insertAtHead(pWorldEntity->PlayerInfos);
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}
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_EntitiesList.insertAtHead(pWorldEntity);
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// if (pWorldEntity->IsInvisible)
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// _InvisiblesList.insertAtHead(pWorldEntity);
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// else
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// _EntitiesList.insertAtHead(pWorldEntity);
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pWorldEntity->CellPtr = this;
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pWorldEntity->Cell = _CellId;
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//CWorldPositionManager::cellUpdated( this );
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}
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*/
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/****************************************************************\
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addObject()
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\****************************************************************/
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/*
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void CCell::addObject( CWorldEntity* pWorldEntity )
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{
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nlassert(pWorldEntity->CellPtr == NULL);
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_ObjectsList.insertAtHead(pWorldEntity);
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pWorldEntity->CellPtr = this;
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pWorldEntity->Cell = _CellId;
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//CWorldPositionManager::cellUpdated( this );
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}
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*/
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/****************************************************************\
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removeEntity()
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\****************************************************************/
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/*
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void CCell::removeEntity( CWorldEntity* pWorldEntity )
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{
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nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == this);
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// if entity has vision
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if (pWorldEntity->HasVision)
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{
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nlassert(pWorldEntity->PlayerInfos != NULL);
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// removes player from players list
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_PlayersList.remove(pWorldEntity->PlayerInfos);
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}
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// finds the entity in entities list, and remove it
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pWorldEntity->removeFromCellAsEntity();
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//CWorldPositionManager::cellUpdated( this );
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}
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*/
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/****************************************************************\
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removeObject()
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\****************************************************************/
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/*
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void CCell::removeObject( CWorldEntity* pWorldEntity )
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{
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nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == this);
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// finds the entity in entities list, and remove it
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pWorldEntity->removeFromCellAsObject();
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//CWorldPositionManager::cellUpdated( this );
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}
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*/
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