// 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 . #include "stdpch.h" #include "cell.h" using namespace std; using namespace NLMISC; using namespace NLPACS; /****************************************************************\ **************************************************************** CCell **************************************************************** \****************************************************************/ // Static cell allocator CBlockMemory CCell::_CellAllocator; /* * Adds an entity to the cell */ void CCell::add(CWorldEntity* entity) { // check entity is not null nlassert(entity != NULL); // check entity no longer linked nlassert(entity->CellPtr == NULL); nlassert(entity->Previous == NULL); nlassert(entity->Next == NULL); // insert entity in good list, depending on if it is an object or not if (entity->getType() == CWorldEntity::Object) { _ObjectsList.insertAtHead(entity); } else { _EntitiesList.insertAtHead(entity); if (entity->getType() == CWorldEntity::Player && entity->PlayerInfos != NULL) { _PlayersList.insertAtHead(entity->PlayerInfos); } } // set CellPtr and Cell id entity->CellPtr = this; entity->Cell = _CellId; } /* * Removes an entity from the cell */ void CCell::remove(CWorldEntity* entity) { // check entity is not null nlassert(entity != NULL); // check entity points to this cell nlassert(entity->CellPtr == this); // remove entity from good list, depending on if it is an object or not if (entity->getType() == CWorldEntity::Object) { _ObjectsList.remove(entity); } else { _EntitiesList.remove(entity); if (entity->getType() == CWorldEntity::Player && entity->PlayerInfos != NULL) { _PlayersList.remove(entity->PlayerInfos); } } // reset CellPtr and Cell id entity->CellPtr = NULL; //entity->Cell = 0; // not set at this time, perhaps user somewhere else (CellId 0 might crash!) } /****************************************************************\ updateCell() \****************************************************************/ /* void CCell::updateCell( CWorldEntity* pWorldEntity ) { // updateCell should not be called for objects nlassert(pWorldEntity != NULL && !pWorldEntity->IsStaticObject); // if entity didn't changed cell, no update if (pWorldEntity->CellPtr == this) return; // if previously was in a cell, remove it if( pWorldEntity->CellPtr != NULL ) pWorldEntity->CellPtr->removeEntity( pWorldEntity ); addEntity(pWorldEntity); } */ /****************************************************************\ addEntity() \****************************************************************/ /* void CCell::addEntity( CWorldEntity* pWorldEntity ) { nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == NULL); // if entity has vision, update vision stats of the cell if (pWorldEntity->HasVision) { nlassert(pWorldEntity->PlayerInfos != NULL); // add player to players list _PlayersList.insertAtHead(pWorldEntity->PlayerInfos); } _EntitiesList.insertAtHead(pWorldEntity); // if (pWorldEntity->IsInvisible) // _InvisiblesList.insertAtHead(pWorldEntity); // else // _EntitiesList.insertAtHead(pWorldEntity); pWorldEntity->CellPtr = this; pWorldEntity->Cell = _CellId; //CWorldPositionManager::cellUpdated( this ); } */ /****************************************************************\ addObject() \****************************************************************/ /* void CCell::addObject( CWorldEntity* pWorldEntity ) { nlassert(pWorldEntity->CellPtr == NULL); _ObjectsList.insertAtHead(pWorldEntity); pWorldEntity->CellPtr = this; pWorldEntity->Cell = _CellId; //CWorldPositionManager::cellUpdated( this ); } */ /****************************************************************\ removeEntity() \****************************************************************/ /* void CCell::removeEntity( CWorldEntity* pWorldEntity ) { nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == this); // if entity has vision if (pWorldEntity->HasVision) { nlassert(pWorldEntity->PlayerInfos != NULL); // removes player from players list _PlayersList.remove(pWorldEntity->PlayerInfos); } // finds the entity in entities list, and remove it pWorldEntity->removeFromCellAsEntity(); //CWorldPositionManager::cellUpdated( this ); } */ /****************************************************************\ removeObject() \****************************************************************/ /* void CCell::removeObject( CWorldEntity* pWorldEntity ) { nlassert(pWorldEntity != NULL && pWorldEntity->CellPtr == this); // finds the entity in entities list, and remove it pWorldEntity->removeFromCellAsObject(); //CWorldPositionManager::cellUpdated( this ); } */