// 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 );
}
*/