// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#ifndef NL_CELL_H
#define NL_CELL_H
#include "nel/misc/types_nl.h"
#include "nel/misc/debug.h"
#include "world_entity.h"
/**
* CCell contained entity in this cell and updated entity
* \author Alain Saffray
* \author Nevrax France
* \date 2002
*/
class CCell
{
public:
/// default constructor
CCell() : _LastVisionUpdate(0) {};
/// initialisation
void init( sint32 cellId )
{
_LastVisionUpdate = 0;
_CellId = cellId;
}
/// initialisation
void init( uint16 x, uint16 y )
{
nlassert(x <= 32767);
nlassert(y <= 32767);
_LastVisionUpdate = 0;
_CellId = (x<<16) + y;
}
/// \name CCell content management
//@{
/**
* Adds an entity to the cell
*
* \param entity pointer to the entity to add
*/
void add(CWorldEntity* entity);
/**
* Removes an entity from the cell
*
* \param entity pointer to the entity to remove
*/
void remove(CWorldEntity* entity);
//@}
/**
* Remove entity of cell
*
* \param pWorldEntity is pointer of entity's removed from cell
*/
// void removeEntity( CWorldEntity* pWorldEntity );
/**
* Add an entity in the cell
*/
// void addEntity(CWorldEntity* pWorldEntity);
/**
* Add an object in the cell
*/
// void addObject(CWorldEntity* pWorldEntity);
/**
* Add an object in the cell
*/
// void removeObject(CWorldEntity* pWorldEntity);
/*
* Update cell content
*
* \param pWorldEntity is updated entity
* \param pWorldPositionManager is entity position manager in world
*/
// void updateCell( CWorldEntity* pWorldEntity );
/// Get a pointer on the first entity in cell
CWorldEntity *getEntitiesList() { return _EntitiesList.getHead(); }
/// Get a pointer on the first object in cell
CWorldEntity *getObjectsList() { return _ObjectsList.getHead(); }
/// Get a pointer to the first player in cell
CPlayerInfos *getPlayersList() { return _PlayersList.getHead(); }
/// Gets at maximum MAX_SEEN_ENTITIES entities contained in the cell
CVisionEntry* addEntities(CVisionEntry* fillPtr, CVisionEntry* endPtr, uint32 cellMask, uint32 distance)
{
CWorldEntity *ent = _EntitiesList.getHead();
while (ent != NULL && fillPtr < endPtr)
{
sint32 mask = cellMask & (sint32)(ent->WhoSeesMe);
//if (!ent->IsInvisibleToPlayer && mask != 0)
if (mask != 0)
{
fillPtr->Entity = ent;
fillPtr->Mask = mask;
fillPtr->Distance = distance;
++fillPtr;
}
ent = ent->Next;
}
return fillPtr;
}
/// Gets at maximum MAX_SEEN_ENTITIES entities contained in the cell
CVisionEntry* addObjects(CVisionEntry* fillPtr, CVisionEntry* endPtr, uint32 cellMask, uint32 distance)
{
CWorldEntity *ent = _ObjectsList.getHead();
while (ent != NULL && fillPtr < endPtr)
{
sint32 mask = cellMask & (sint32)(ent->WhoSeesMe);
//if (!ent->IsInvisibleToPlayer && mask != 0)
if (mask != 0)
{
fillPtr->Entity = ent;
fillPtr->Mask = mask;
fillPtr->Distance = distance;
++fillPtr;
}
ent = ent->Next;
}
return fillPtr;
}
void setVisionUpdateCycle(NLMISC::TGameCycle gc) { _LastVisionUpdate = gc; }
NLMISC::TGameCycle visionUpdateCycle() { return _LastVisionUpdate; }
inline uint16 x() const { return (uint16)(_CellId>>16); };
inline uint16 y() const { return (uint16)(_CellId&0xffff); };
inline sint32 id() const { return _CellId; }
inline bool isIndoor() const { return _CellId < 0; }
//static TVisionCellContainer &getVisionCells() { return _VisionCells; }
private:
//friend void CWorldEntity::removeFromCellAsEntity();
//friend void CWorldEntity::removeFromCellAsObject();
friend class CWorldPositionManager;
sint32 _CellId;
TEntityList _EntitiesList; // visible moving entities in cell
TEntityList _ObjectsList; // objects in cell
CObjectList _PlayersList; // players in cell
// TEntityList _InvisiblesList; // invisible entities in cell
/// last vision update tick for this cell
NLMISC::TGameCycle _LastVisionUpdate;
public:
/// Creates a new entity (new equivalent). This must be initialised later using init();
static CCell *create() { return _CellAllocator.allocate(); }
/// Removes an entity (delete equivalent).
static void remove(CCell *cell) { _CellAllocator.free(cell); }
private:
/// Static cell allocator
static NLMISC::CBlockMemory _CellAllocator;
};
#endif // NL_CELL_H
/* End of cell.h */