1562 lines
53 KiB
C++
1562 lines
53 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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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 General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (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 General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: PartitionManager.h //////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: RTS3
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//
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// File name: PartitionManager.h
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//
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// Created: Steven Johnson, September 2001
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//
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// Desc: Partition management, this system will allow us to partition the
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// objects in space, iterate objects in specified volumes,
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// regions, by types and other properties.
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//
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//-----------------------------------------------------------------------------
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#pragma once
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#ifndef __PARTITIONMANAGER_H_
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#define __PARTITIONMANAGER_H_
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//-----------------------------------------------------------------------------
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// Includes
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//-----------------------------------------------------------------------------
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#include "Common/GameCommon.h" // ensure we get DUMP_PERF_STATS, or not
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#include "GameLogic/ObjectIter.h"
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#include "Common/KindOf.h"
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#include "Common/Snapshot.h"
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#include "Common/Geometry.h"
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#include "GameClient/Display.h" // for ShroudLevel
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//-----------------------------------------------------------------------------
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// defines
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//-----------------------------------------------------------------------------
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/*
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Note, this isn't very accurate currently, so use with caution. (srj)
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*/
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#define PM_CACHE_TERRAIN_HEIGHT
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/*
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5% speed improvement, at cost of more memory.
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*/
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#define FASTER_GCO
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const Real HUGE_DIST = 1000000.0f;
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//-----------------------------------------------------------------------------
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// Type Definitions
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//-----------------------------------------------------------------------------
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struct Coord3D;
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class CellAndObjectIntersection;
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class Object;
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class PartitionManager;
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class PartitionData;
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class PartitionFilter;
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class PartitionCell;
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class Player;
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class PolygonTrigger;
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class Squad;
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class Team;
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class ThingTemplate;
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class GhostObject;
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class CommandButton;
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enum CommandSourceType;
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// ----------------------------------------------------------------------------------------------
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enum ValueOrThreat
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{
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VOT_CashValue = 1,
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VOT_ThreatValue,
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VOT_NumItems
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};
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// ----------------------------------------------------------------------------------------------
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enum FindPositionFlags
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{
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FPF_NONE = 0x00000000, // no options, default behavior
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FPF_IGNORE_WATER = 0x00000001, // a position found underwater is ok
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FPF_WATER_ONLY = 0x00000002, // find positions in the water only
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FPF_IGNORE_ALL_OBJECTS = 0x00000004, // ignore all objects, positions inside objects are ok
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FPF_IGNORE_ALLY_OR_NEUTRAL_UNITS = 0x00000008, // ignore friendly units (requires relationshipObject)
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FPF_IGNORE_ALLY_OR_NEUTRAL_STRUCTURES = 0x00000010, // ignore friendly structures (requires relationshipObject)
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FPF_IGNORE_ENEMY_UNITS = 0x00000020, // ignore enemy units (requires relationshipObject)
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FPF_IGNORE_ENEMY_STRUCTURES = 0x00000040, // ignore enemy structures (requires relationshipObject)
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FPF_USE_HIGHEST_LAYER = 0x00000080, // examine pos on highest layer at given xy (rather than on ground layer)
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};
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// ----------------------------------------------------------------------------------------------
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const Real RANDOM_START_ANGLE = -99999.9f; ///< no start angle (an unlikely number to use for the start angle)
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struct FindPositionOptions
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{
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FindPositionOptions( void )
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{
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flags = FPF_NONE;
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minRadius = 0.0f;
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maxRadius = 0.0f;
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startAngle = RANDOM_START_ANGLE;
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maxZDelta = 1e10f; // ie, any z delta.
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ignoreObject = NULL;
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sourceToPathToDest = NULL;
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relationshipObject = NULL;
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};
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FindPositionFlags flags; ///< flags for finding the legal position
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Real minRadius; ///< min radius to search around
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Real maxRadius; ///< max radius to search around
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Real startAngle; ///< use this angle to start the search at
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Real maxZDelta; ///< maximum delta-z we will allow
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const Object *ignoreObject; ///< ignore this object in legal position checks
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const Object *sourceToPathToDest; ///< object that must be able to path to the position chosen
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const Object *relationshipObject; ///< object to use for relationship tests
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};
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//=====================================
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/** */
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//=====================================
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enum DistanceCalculationType
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{
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FROM_CENTER_2D = 0, ///< measure from Object center in 2d.
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FROM_CENTER_3D = 1, ///< measure from Object center in 3d.
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FROM_BOUNDINGSPHERE_2D = 2, ///< measure from Object bounding sphere in 2d.
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FROM_BOUNDINGSPHERE_3D = 3 ///< measure from Object bounding sphere in 3d.
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};
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//=====================================
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/**
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a Plain Old Data structure that is used to get optional results from collidesWith().
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*/
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struct CollideLocAndNormal
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{
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Coord3D loc;
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Coord3D normal;
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};
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//=====================================
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/**
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PartitionContactList is a utility class used by the Partition Manager
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to hold potential collisions as it updates objects in the partition.
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It stores pairs of potentially-colliding objects (eliminating duplicates)
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for processing after all partitions are updated.
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*/
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//=====================================
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class PartitionContactList;
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//=====================================
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/**
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This class (often called COI for short) is the abstraction
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of the intersection between an Object and a Partition Cell.
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For every Cell that an Object's geometry touches, even partially,
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we allocate a COI. This allows us to maintain an efficient two-way
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list, such that for every Object, we know the Cells that it touches;
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and, for every Cell, we know the Objects that touch it.
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*/
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//=====================================
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class CellAndObjectIntersection // not MPO: we allocate these in arrays
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{
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private:
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PartitionCell *m_cell; ///< the cell being touched
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PartitionData *m_module; ///< the module (and thus, Object) touching
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CellAndObjectIntersection *m_prevCoi, *m_nextCoi; ///< if in use, next/prev in this cell. if not in use, next/prev free in this module.
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public:
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// Note, we allocate these in arrays, thus we must have a default ctor (and NOT descend from MPO)
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CellAndObjectIntersection();
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~CellAndObjectIntersection();
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/**
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make 'this' refer to the specified cell and module. Normally, this
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involves updated the member variables and adding 'this' to the Cell's
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list of COIs.
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*/
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void addCoverage(PartitionCell *cell, PartitionData *module);
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/**
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make 'this' refer to nothing at all. this involves resetting the member
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variables to null, and removing 'this' from the Cell's list of COI's.
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*/
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void removeAllCoverage();
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/**
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return the Cell for this COI (null if the COI is not in use)
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*/
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inline PartitionCell *getCell() { return m_cell; }
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/**
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return the Module for this COI (null if the COI is not in use)
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*/
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inline PartitionData *getModule() { return m_module; }
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/**
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return the previous COI in the Cell's list of COIs.
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*/
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inline CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; }
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/**
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return the next COI in the Cell's list of COIs.
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*/
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inline CellAndObjectIntersection *getNextCoi() { return m_nextCoi; }
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// only for use by PartitionCell.
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void friend_addToCellList(CellAndObjectIntersection **pListHead);
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void friend_removeFromCellList(CellAndObjectIntersection **pListHead);
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};
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/**
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This class encapsulates one area interaction with PartitionCells. The user decides what to do with it.
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*/
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class SightingInfo : public MemoryPoolObject, public Snapshot
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SightingInfo, "SightingInfo" );
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public:
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SightingInfo();
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void reset();
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Bool isInvalid() const;
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Coord3D m_where;
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Real m_howFar;
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PlayerMaskType m_forWhom; // ask not for whom the sighting is masked; it masks for thee
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UnsignedInt m_data; // Threat and value use as the value. Sighting uses it for a Timestamp
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protected:
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// snapshot method
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virtual void crc( Xfer *xfer );
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virtual void xfer( Xfer *xfer );
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virtual void loadPostProcess();
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};
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//=====================================
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/**
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We sometimes need to save whether or not an area was fogged or permanently revealed through a
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script. This helps us do so.
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*/
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//=====================================
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enum
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{
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STORE_DONTTOUCH = 0,
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STORE_FOG = 1,
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STORE_PERMANENTLY_REVEALED = 2
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};
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struct ShroudStatusStoreRestore
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{
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std::vector<UnsignedByte> m_foggedOrRevealed[MAX_PLAYER_COUNT];
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Int m_cellsWide; // m_cellsHigh is computed by m_foggedOrRevealed[0].size() / m_cellsWide
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};
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//=====================================
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/**
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The world's terrain is partitioned into a large grid of Partition Cells.
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The Cell is the fundamental unit of space in the Partition Manager.
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*/
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//=====================================
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class PartitionCell : public Snapshot // not MPO: allocated in an array
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{
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private:
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CellAndObjectIntersection* m_firstCoiInCell; ///< list of COIs in this cell (may be null).
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ShroudLevel m_shroudLevel[MAX_PLAYER_COUNT];
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#ifdef PM_CACHE_TERRAIN_HEIGHT
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Real m_loTerrainZ; ///< lowest terrain-pt in this cell
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Real m_hiTerrainZ; ///< highest terrain-pt in this cell
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#endif
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Int m_threatValue[MAX_PLAYER_COUNT];
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Int m_cashValue[MAX_PLAYER_COUNT];
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Short m_coiCount; ///< number of COIs in this cell.
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Short m_cellX; ///< x-coord of this cell within the Partition Mgr coords (NOT in world coords)
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Short m_cellY; ///< y-coord of this cell within the Partition Mgr coords (NOT in world coords)
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public:
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// Note, we allocate these in arrays, thus we must have a default ctor (and NOT descend from MPO)
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PartitionCell();
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#ifdef PM_CACHE_TERRAIN_HEIGHT
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void init(Int x, Int y, Real loZ, Real hiZ) { m_cellX = x; m_cellY = y; m_loTerrainZ = loZ; m_hiTerrainZ = hiZ; }
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#else
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void init(Int x, Int y) { m_cellX = x; m_cellY = y; }
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#endif
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~PartitionCell();
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// --------------- inherited from Snapshot interface --------------
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void crc( Xfer *xfer );
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void xfer( Xfer *xfer );
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void loadPostProcess( void );
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Int getCoiCount() const { return m_coiCount; } ///< return number of COIs touching this cell.
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Int getCellX() const { return m_cellX; }
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Int getCellY() const { return m_cellY; }
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void addLooker( Int playerIndex );
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void removeLooker( Int playerIndex );
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void addShrouder( Int playerIndex );
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void removeShrouder( Int playerIndex );
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CellShroudStatus getShroudStatusForPlayer( Int playerIndex ) const;
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// @todo: All of these are inline candidates
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UnsignedInt getThreatValue( Int playerIndex );
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void addThreatValue( Int playerIndex, UnsignedInt threatValue );
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void removeThreatValue( Int playerIndex, UnsignedInt threatValue );
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UnsignedInt getCashValue( Int playerIndex );
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void addCashValue( Int playerIndex, UnsignedInt cashValue );
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void removeCashValue( Int playerIndex, UnsignedInt cashValue );
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void invalidateShroudedStatusForAllCois(Int playerIndex);
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#ifdef PM_CACHE_TERRAIN_HEIGHT
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inline Real getLoTerrain() const { return m_loTerrainZ; }
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inline Real getHiTerrain() const { return m_hiTerrainZ; }
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#endif
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void getCellCenterPos(Real& x, Real& y);
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inline CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; }
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#ifdef _DEBUG
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void validateCoiList();
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#endif
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// intended only for CellAndObjectIntersection.
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void friend_addToCellList(CellAndObjectIntersection *coi);
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// intended only for CellAndObjectIntersection.
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void friend_removeFromCellList(CellAndObjectIntersection *coi);
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};
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//=====================================
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/**
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A PartitionData is the part of an Object that understands
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how to maintain the Object in the space partitioning system.
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*/
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//=====================================
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class PartitionData : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(PartitionData, "PartitionDataPool" )
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private:
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enum DirtyStatus
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{
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NOT_DIRTY,
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NEED_COLLISION_CHECK,
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NEED_CELL_UPDATE_AND_COLLISION_CHECK
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};
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Object *m_object; ///< Object this module is for
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GhostObject *m_ghostObject; ///< Temporary object used when real object is gone but player thinks it's there because of fog.
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PartitionData *m_next; ///< next module in master list
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PartitionData *m_prev; ///< prev module in master list
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PartitionData *m_nextDirty;
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PartitionData *m_prevDirty;
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Int m_coiArrayCount; ///< number of COIs allocated (may be more than are in use)
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Int m_coiInUseCount; ///< number of COIs that are actually in use
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CellAndObjectIntersection *m_coiArray; ///< The array of COIs
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Int m_doneFlag;
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DirtyStatus m_dirtyStatus;
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ObjectShroudStatus m_shroudedness[MAX_PLAYER_COUNT];
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ObjectShroudStatus m_shroudednessPrevious[MAX_PLAYER_COUNT]; ///<previous frames value of m_shroudedness
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Bool m_everSeenByPlayer[MAX_PLAYER_COUNT]; ///<whether this object has ever been seen by a given player.
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const PartitionCell *m_lastCell; ///< The last cell I thought my center was in.
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/**
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Given a shape's geometry and size parameters, calculate the maximum number of COIs
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that the object could possibly occupy.
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*/
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Int calcMaxCoiForShape(GeometryType geom, Real majorRadius, Real minorRadius, Bool isSmall);
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/**
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Given an object's geometry and size parameters, calculate the maximum number of COIs
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that the object could possibly occupy. (This simply extracts the information from the object
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and calls calcMaxCoiForShape.)
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*/
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Int calcMaxCoiForObject();
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/**
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allocate the array of COIs (m_coiArray) for this module.
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*/
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void allocCoiArray();
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/**
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free the array of COIs (m_coiArray) for this module (if any).
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*/
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void freeCoiArray();
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/**
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marks self as touching no cells. (and any previous cells as not touching self!)
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*/
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void removeAllTouchedCells();
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/**
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this discards all current 'touch' information (via removeAllTouchedCells) and recalculates
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the cells touched by this module, based on the object's geometry. this will be called frequently and so
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needs to be as efficient as possible.
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*/
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void updateCellsTouched();
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/**
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If you imagine the array of Partition Cells as pixels, then this method
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'sets' the pixel [cell] at cell coordinate (x, y).
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*/
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void addSubPixToCoverage(PartitionCell *cell);
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/**
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fill in the pixels covered by the given 'small' shape with the given
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center and radius. 'small' shapes are special in that they
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are always assumed to cover at most 4 Cells, and so we can use
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a more efficient special-purpose filler, rather than a general
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rasterizer.
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*/
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void doSmallFill(
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Real centerX,
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Real centerY,
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Real radius
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);
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/// helper function for doCircleFill.
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void hLineCircle(Int x1, Int x2, Int y);
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/**
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fill in the pixels covered by the given circular shape with the given
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center and radius. Note that this is used for both spheres and cylinders.
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*/
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void doCircleFill(
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Real centerX,
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Real centerY,
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Real radius
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);
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/**
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fill in the pixels covered by the given rectangular shape with the given
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center, dimensions, and rotation.
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*/
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void doRectFill(
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Real centerX,
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Real centerY,
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Real halfsizeX,
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Real halfsizeY,
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Real angle
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);
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/**
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do a careful test of the geometries of 'this' and 'that', and return
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true iff the geometries touch (or intersect). if true is returned,
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loc will be filled in to the collision location, and normal will be
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filled in to the normal to the surface of 'this' at the collide location.
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*/
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Bool collidesWith(const PartitionData *that, CollideLocAndNormal *cinfo) const;
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public:
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PartitionData();
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void attachToObject( Object* object );
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void detachFromObject( void );
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void attachToGhostObject(GhostObject* object);
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void detachFromGhostObject(void);
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void setNext( PartitionData *next ) { m_next = next; } ///< set next pointer
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PartitionData *getNext( void ) { return m_next; } ///< get the next pointer
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void setPrev( PartitionData *prev ) { m_prev = prev; } ///< set the prev pointer
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PartitionData *getPrev( void ) { return m_prev; } ///< get the prev pointer
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/// mark the given module as being "dirty", needing recalcing during next update phase.
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// if needToUpdateCells is true, we'll recalc the partition cells it touches and do collision testing.
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// if needToUpdateCells is false, we'll just do the collision testing.
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void makeDirty(Bool needToUpdateCells);
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Bool isInNeedOfUpdatingCells() const { return m_dirtyStatus == NEED_CELL_UPDATE_AND_COLLISION_CHECK; }
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Bool isInNeedOfCollisionCheck() const { return m_dirtyStatus != NOT_DIRTY; }
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void invalidateShroudedStatusForPlayer(Int playerIndex);
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void invalidateShroudedStatusForAllPlayers();
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ObjectShroudStatus getShroudedStatus(Int playerIndex);
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inline Int wasSeenByAnyPlayers() const ///<check if a player in the game has seen the object but is now looking at fogged version.
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{
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for (Int i=0; i<MAX_PLAYER_COUNT; i++)
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if (m_everSeenByPlayer[i] && m_shroudedness[i] == OBJECTSHROUD_FOGGED)
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|
return i;
|
|
return i;
|
|
}
|
|
|
|
|
|
Int getControllingPlayerIndex() const;
|
|
|
|
/**
|
|
enumerate the objects that share space with 'this'
|
|
(ie, the objects in the same Partition Cells) and
|
|
add 'em to the given contact list. also, if self
|
|
is intersecting the ground, add it to the list as a possible
|
|
collide-with-ground.
|
|
*/
|
|
void addPossibleCollisions(PartitionContactList *ctList);
|
|
|
|
Object *getObject() { return m_object; } ///< return the Object that owns this module
|
|
const Object *getObject() const { return m_object; } ///< return the Object that owns this module
|
|
void friend_setObject(Object *object) { m_object = object;} ///< to be used only by the partition manager.
|
|
GhostObject *getGhostObject() const { return m_ghostObject; } ///< return the ghost object that serves as fogged memory of object.
|
|
void friend_setGhostObject(GhostObject *object) {m_ghostObject=object;} ///<used by ghost object manager to free link to partition data.
|
|
void friend_setShroudednessPrevious(Int playerIndex,ObjectShroudStatus status); ///<only used to restore state after map border resizing and/or xfer!
|
|
ObjectShroudStatus friend_getShroudednessPrevious(Int playerIndex) {return m_shroudednessPrevious[playerIndex];}
|
|
|
|
void friend_removeAllTouchedCells() { removeAllTouchedCells(); } ///< this is only for use by PartitionManager
|
|
void friend_updateCellsTouched() { updateCellsTouched(); } ///< this is only for use by PartitionManager
|
|
Int friend_getCoiInUseCount() { return m_coiInUseCount; } ///< this is only for use by PartitionManager
|
|
Bool friend_collidesWith(const PartitionData *that, CollideLocAndNormal *cinfo) const { return collidesWith(that, cinfo); } ///< this is only for use by PartitionContactList
|
|
|
|
// these are only for use by getClosestObjects.
|
|
// (note, if we ever use other bits in this, smarten this up...)
|
|
Int friend_getDoneFlag() { return m_doneFlag; }
|
|
void friend_setDoneFlag(Int i) { m_doneFlag = i; }
|
|
|
|
inline Bool isInListDirtyModules(PartitionData* const* pListHead) const
|
|
{
|
|
Bool result = (*pListHead == this || m_prevDirty || m_nextDirty);
|
|
DEBUG_ASSERTCRASH(result == (m_dirtyStatus != NOT_DIRTY), ("dirty flag mismatch"));
|
|
return result;
|
|
}
|
|
inline void prependToDirtyModules(PartitionData** pListHead)
|
|
{
|
|
DEBUG_ASSERTCRASH((m_dirtyStatus != NOT_DIRTY), ("dirty flag mismatch"));
|
|
m_nextDirty = *pListHead;
|
|
if (*pListHead)
|
|
(*pListHead)->m_prevDirty = this;
|
|
*pListHead = this;
|
|
}
|
|
void removeFromDirtyModules(PartitionData** pListHead)
|
|
{
|
|
m_dirtyStatus = NOT_DIRTY;
|
|
if (m_nextDirty)
|
|
m_nextDirty->m_prevDirty = m_prevDirty;
|
|
if (m_prevDirty)
|
|
m_prevDirty->m_nextDirty = m_nextDirty;
|
|
else
|
|
*pListHead = m_nextDirty;
|
|
m_prevDirty = 0;
|
|
m_nextDirty = 0;
|
|
}
|
|
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
this is an ABC. PartitionData::iterate allows you to pass multiple filters
|
|
to filter out objects you don't want. it calls this method on the objects
|
|
in question; any that get false returned, are not iterated. Note that
|
|
either modMain or posMain will be null, but not both: the filter must be aware
|
|
of this, and respond appropriately. (ie, the filter may be used for filtering
|
|
against an object, or against a position.)
|
|
*/
|
|
class PartitionFilter
|
|
{
|
|
public:
|
|
virtual Bool allow(Object *objOther) = 0;
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() = 0;
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that aren't currently flying.
|
|
*/
|
|
class PartitionFilterIsFlying : public PartitionFilter
|
|
{
|
|
public:
|
|
PartitionFilterIsFlying() { }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterIsFlying"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
class PartitionFilterWouldCollide : public PartitionFilter
|
|
{
|
|
private:
|
|
Coord3D m_position;
|
|
GeometryInfo m_geom;
|
|
Real m_angle;
|
|
Bool m_desiredCollisionResult; // collision must match this for allow to return true
|
|
public:
|
|
PartitionFilterWouldCollide(const Coord3D& pos, const GeometryInfo& geom, Real angle, Bool desired);
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterWouldCollide"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that aren't controlled by the same player.
|
|
*/
|
|
class PartitionFilterSamePlayer : public PartitionFilter
|
|
{
|
|
private:
|
|
const Player *m_player;
|
|
public:
|
|
PartitionFilterSamePlayer(const Player *player) : m_player(player) { }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterSamePlayer"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that don't match the alliance
|
|
affiliations compared with 'm_obj'. You
|
|
may reject objects that are allied, neutral,
|
|
or enemy with respect to it.
|
|
*/
|
|
class PartitionFilterRelationship : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_obj;
|
|
Int m_flags;
|
|
public:
|
|
enum
|
|
{
|
|
ALLOW_ALLIES = (1<<ALLIES), ///< allow objects that m_obj considers allies
|
|
ALLOW_ENEMIES = (1<<ENEMIES), ///< allow objects that m_obj considers enemy
|
|
ALLOW_NEUTRAL = (1<<NEUTRAL) ///< allow objects that m_obj considers neutral
|
|
};
|
|
PartitionFilterRelationship(const Object *obj, Int flags) : m_obj(obj), m_flags(flags) { }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRelationship"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that aren't on the specific
|
|
team.
|
|
*/
|
|
class PartitionFilterAcceptOnTeam : public PartitionFilter
|
|
{
|
|
private:
|
|
const Team *m_team;
|
|
public:
|
|
PartitionFilterAcceptOnTeam(const Team *team);
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterAcceptOnTeam"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that aren't on the specific
|
|
squad.
|
|
*/
|
|
class PartitionFilterAcceptOnSquad : public PartitionFilter
|
|
{
|
|
private:
|
|
const Squad *m_squad;
|
|
public:
|
|
PartitionFilterAcceptOnSquad(const Squad *squad);
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterAcceptOnSquad"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Reject any objects that are not within clear line-of-sight
|
|
of a given object. "Line of sight" takes into account
|
|
terrain (ie, no hills between 'em) but does not
|
|
yet take into account structures. Note that this
|
|
requires more computation that other filters, so
|
|
this should generally put toward the end of the filter
|
|
list so that simpler filters can reject other (simpler)
|
|
cases earlier.
|
|
*/
|
|
class PartitionFilterLineOfSight : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_obj;
|
|
public:
|
|
PartitionFilterLineOfSight(const Object *obj);
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterLineOfSight"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Only objects that Can Possibly be attacked by the given object
|
|
*/
|
|
class PartitionFilterPossibleToAttack : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_obj;
|
|
CommandSourceType m_commandSource;
|
|
AbleToAttackType m_attackType;
|
|
public:
|
|
PartitionFilterPossibleToAttack(AbleToAttackType t, const Object *obj, CommandSourceType commandSource);
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterPossibleToAttack"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept only the last object who attacked me. Very fast.
|
|
*/
|
|
class PartitionFilterLastAttackedBy : public PartitionFilter
|
|
{
|
|
private:
|
|
ObjectID m_lastAttackedBy;
|
|
public:
|
|
PartitionFilterLastAttackedBy(Object *obj);
|
|
virtual Bool allow(Object *other);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterLastAttackedBy"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Only objects that match the given masks are accepted.
|
|
*/
|
|
class PartitionFilterAcceptByObjectStatus : public PartitionFilter
|
|
{
|
|
private:
|
|
UnsignedInt m_mustBeSet, m_mustBeClear;
|
|
public:
|
|
PartitionFilterAcceptByObjectStatus(UnsignedInt mustBeSet, UnsignedInt mustBeClear) : m_mustBeSet(mustBeSet), m_mustBeClear(mustBeClear) { }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterAcceptByObjectStatus"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Just like PartitionFilterAcceptByObjectStatus, except that objects
|
|
that match the given masks are REJECTED.
|
|
*/
|
|
class PartitionFilterRejectByObjectStatus : public PartitionFilter
|
|
{
|
|
private:
|
|
UnsignedInt m_mustBeSet, m_mustBeClear;
|
|
public:
|
|
PartitionFilterRejectByObjectStatus(UnsignedInt mustBeSet, UnsignedInt mustBeClear)
|
|
: m_mustBeSet(mustBeSet), m_mustBeClear(mustBeClear)
|
|
{
|
|
}
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRejectByObjectStatus"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Objects that are stealthed and not detected or disguised are accepted or rejected based on allow bool.
|
|
*/
|
|
class PartitionFilterStealthedAndUndetected : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_obj;
|
|
Bool m_allow;
|
|
public:
|
|
PartitionFilterStealthedAndUndetected( const Object *obj, Bool allow ) { m_obj = obj; m_allow = allow; }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterStealthedAndUndetected"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Only objects that match the given masks are accepted.
|
|
*/
|
|
class PartitionFilterAcceptByKindOf : public PartitionFilter
|
|
{
|
|
private:
|
|
KindOfMaskType m_mustBeSet, m_mustBeClear;
|
|
public:
|
|
PartitionFilterAcceptByKindOf(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear) : m_mustBeSet(mustBeSet), m_mustBeClear(mustBeClear) { }
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterAcceptByKindOf"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
Just like PartitionFilterAcceptByKindOf, except that objects
|
|
that match the given masks are REJECTED.
|
|
*/
|
|
class PartitionFilterRejectByKindOf : public PartitionFilter
|
|
{
|
|
private:
|
|
KindOfMaskType m_mustBeSet, m_mustBeClear;
|
|
public:
|
|
PartitionFilterRejectByKindOf(const KindOfMaskType& mustBeSet, const KindOfMaskType& mustBeClear)
|
|
: m_mustBeSet(mustBeSet), m_mustBeClear(mustBeClear)
|
|
{
|
|
}
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRejectByKindOf"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Reject any objects "behind" the given object.
|
|
* This is a 3D check.
|
|
*/
|
|
class PartitionFilterRejectBehind: public PartitionFilter
|
|
{
|
|
private:
|
|
Object *m_obj;
|
|
public:
|
|
PartitionFilterRejectBehind( Object *obj );
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRejectBehind"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Allow only living victims
|
|
*/
|
|
class PartitionFilterAlive : public PartitionFilter
|
|
{
|
|
public:
|
|
PartitionFilterAlive(void) { }
|
|
protected:
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterAlive"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* If obj is on the map, reject all off-map objects.
|
|
* If obj is off the map, reject all on-map objects.
|
|
*/
|
|
class PartitionFilterSameMapStatus : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_obj;
|
|
public:
|
|
PartitionFilterSameMapStatus(const Object *obj) : m_obj(obj) { }
|
|
protected:
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterSameMapStatus"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* If obj is on the map, accept it.
|
|
*/
|
|
class PartitionFilterOnMap : public PartitionFilter
|
|
{
|
|
public:
|
|
PartitionFilterOnMap() { }
|
|
protected:
|
|
virtual Bool allow(Object *objOther);
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterOnMap"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Reject buildings, unless they can attack, or
|
|
* we are the computer-controlled AI and the building
|
|
* is owned by the enemy.
|
|
*/
|
|
class PartitionFilterRejectBuildings : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_self;
|
|
Bool m_acquireEnemies;
|
|
public:
|
|
PartitionFilterRejectBuildings(const Object *o);
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRejectBuildings"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept/Reject Insignificant buildings
|
|
* Note: This will allow things that
|
|
*/
|
|
class PartitionFilterInsignificantBuildings : public PartitionFilter
|
|
{
|
|
private:
|
|
Bool m_allowNonBuildings;
|
|
Bool m_allowInsignificant;
|
|
public:
|
|
PartitionFilterInsignificantBuildings(Bool allowNonBuildings, Bool allowInsignificant) :
|
|
m_allowNonBuildings(allowNonBuildings), m_allowInsignificant(allowInsignificant) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterInsignificantBuildings"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept if they are clear, not fogged or shrouded
|
|
*/
|
|
class PartitionFilterFreeOfFog : public PartitionFilter
|
|
{
|
|
private:
|
|
Int m_comparisonIndex;
|
|
public:
|
|
PartitionFilterFreeOfFog(Int toWhom) :
|
|
m_comparisonIndex(toWhom){}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterFreeOfFog"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept repulsor (enemies, or flagged as repulsor).
|
|
*/
|
|
class PartitionFilterRepulsor : public PartitionFilter
|
|
{
|
|
private:
|
|
const Object *m_self;
|
|
public:
|
|
PartitionFilterRepulsor(const Object *o) : m_self(o) { }
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterRepulsor"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Reject all objects outside of the irregularly shaped area defined by the set of points
|
|
* passed in at creation. This is done using the even-odd rule against the points, assuming
|
|
* that the area is closed.
|
|
*/
|
|
class PartitionFilterIrregularArea : public PartitionFilter
|
|
{
|
|
private:
|
|
Coord3D *m_area;
|
|
Int m_numPointsInArea;
|
|
|
|
public:
|
|
PartitionFilterIrregularArea(Coord3D* area, Int numPointsInArea) : m_area(area), m_numPointsInArea(numPointsInArea) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterIrregularArea"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Reject all objects inside the irregularly trigger area
|
|
* passed in at creation. This is done using the even-odd rule against the points, assuming
|
|
* that the area is closed.
|
|
*/
|
|
class PartitionFilterPolygonTrigger : public PartitionFilter
|
|
{
|
|
private:
|
|
const PolygonTrigger *m_trigger;
|
|
|
|
public:
|
|
PartitionFilterPolygonTrigger(const PolygonTrigger *trigger) : m_trigger(trigger) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterPolygonTrigger"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Reject all objects that aren't (or are) the player
|
|
* passed in at creation. .
|
|
*/
|
|
class PartitionFilterPlayer : public PartitionFilter
|
|
{
|
|
private:
|
|
const Player *m_player;
|
|
Bool m_match;
|
|
|
|
public:
|
|
PartitionFilterPlayer(const Player *player, Bool match) : m_player(player), m_match(match) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterPlayer"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Allow or reject (based on match) all Objects whose affiliation matches one of those
|
|
* specified by
|
|
*/
|
|
class PartitionFilterPlayerAffiliation : public PartitionFilter
|
|
{
|
|
private:
|
|
const Player *m_player;
|
|
Bool m_match;
|
|
UnsignedInt m_affiliation;
|
|
|
|
public:
|
|
// whichAffiliation should use AllowPlayerRelationship flags specified in PlayerList.h
|
|
PartitionFilterPlayerAffiliation(const Player *player, UnsignedInt whichAffiliation, Bool match)
|
|
: m_player(player), m_affiliation(whichAffiliation), m_match(match)
|
|
{
|
|
}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterPlayerAffiliation"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept all objects that aren't (or are) the thing
|
|
* passed in at creation. .
|
|
*/
|
|
class PartitionFilterThing : public PartitionFilter
|
|
{
|
|
private:
|
|
const ThingTemplate *m_tThing;
|
|
Bool m_match;
|
|
|
|
public:
|
|
PartitionFilterThing(const ThingTemplate *thing, Bool match) : m_tThing(thing), m_match(match) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterThing"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept all objects that can/cannot be garrisoned by anyone.
|
|
*/
|
|
class PartitionFilterGarrisonable : public PartitionFilter
|
|
{
|
|
private:
|
|
Player *m_player;
|
|
Bool m_match;
|
|
|
|
public:
|
|
PartitionFilterGarrisonable( Bool match ) : m_match(match)
|
|
{
|
|
//Added By Sadullah Nader
|
|
//Initializations
|
|
m_player = NULL;
|
|
//
|
|
}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterGarrisonable"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept all objects that can/cannot be garrisoned by source *Player*.
|
|
*/
|
|
class PartitionFilterGarrisonableByPlayer : public PartitionFilter
|
|
{
|
|
private:
|
|
Player *m_player;
|
|
Bool m_match;
|
|
CommandSourceType m_commandSource;
|
|
|
|
public:
|
|
PartitionFilterGarrisonableByPlayer( Player *player, Bool match, CommandSourceType commandSource ):
|
|
m_player(player), m_match(match), m_commandSource(commandSource)
|
|
{
|
|
}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterGarrisonableByPlayer"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept all objects that are/n't unmanned.
|
|
*/
|
|
class PartitionFilterUnmannedObject : public PartitionFilter
|
|
{
|
|
private:
|
|
Bool m_match;
|
|
|
|
public:
|
|
PartitionFilterUnmannedObject( Bool match ) : m_match(match) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterUnmannedObject"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
* Accept all objects that can/cannot have object X perform a command ability on them
|
|
*/
|
|
class PartitionFilterValidCommandButtonTarget : public PartitionFilter
|
|
{
|
|
private:
|
|
Object *m_source;
|
|
const CommandButton *m_commandButton;
|
|
Bool m_match;
|
|
CommandSourceType m_commandSource;
|
|
|
|
public:
|
|
PartitionFilterValidCommandButtonTarget( Object *source, const CommandButton *commandButton, Bool match, CommandSourceType commandSource) :
|
|
m_source(source), m_commandButton(commandButton), m_match(match), m_commandSource(commandSource) {}
|
|
protected:
|
|
virtual Bool allow( Object *other );
|
|
#if defined(_DEBUG) || defined(_INTERNAL)
|
|
virtual const char* debugGetName() { return "PartitionFilterValidCommandButtonTarget"; }
|
|
#endif
|
|
};
|
|
|
|
//=====================================
|
|
/**
|
|
PartitionManager is the singleton class that manages the entire partition/collision
|
|
system. It maintains the set of PartitionCells that correspond to the world system,
|
|
and updates the PartitionDatas as needed during update phase.
|
|
*/
|
|
class PartitionManager : public SubsystemInterface, public Snapshot
|
|
{
|
|
|
|
private:
|
|
|
|
#ifdef FASTER_GCO
|
|
typedef std::vector<ICoord2D> OffsetVec;
|
|
typedef std::vector<OffsetVec> RadiusVec;
|
|
#endif
|
|
|
|
PartitionData *m_moduleList; ///< master partition module list
|
|
|
|
Region3D m_worldExtents; ///< should be same as TheTerrainLogic->getExtents()
|
|
Real m_cellSize; ///< edge size of each cell, in world coord space
|
|
Real m_cellSizeInv; ///< 1/cellSize (used for efficiency)
|
|
Int m_cellCountX; ///< number of cells, x
|
|
Int m_cellCountY; ///< number of cells, y
|
|
Int m_totalCellCount; ///< x * y
|
|
PartitionCell* m_cells; ///< array of cells
|
|
PartitionData* m_dirtyModules;
|
|
Bool m_updatedSinceLastReset; ///< Used to force a return of OBJECTSHROUD_INVALID before update has been called.
|
|
|
|
std::queue<SightingInfo *> m_pendingUndoShroudReveals; ///< Anything can queue up an Undo to happen later. This is a queue, because "later" is a constant
|
|
|
|
#ifdef FASTER_GCO
|
|
Int m_maxGcoRadius;
|
|
RadiusVec m_radiusVec;
|
|
#endif
|
|
|
|
protected:
|
|
|
|
/**
|
|
This is an internal function that is used to implement the public
|
|
getClosestObject and iterateObjects calls.
|
|
*/
|
|
Object *PartitionManager::getClosestObjects(
|
|
const Object *obj,
|
|
const Coord3D *pos,
|
|
Real maxDist,
|
|
DistanceCalculationType dc,
|
|
PartitionFilter **filters,
|
|
SimpleObjectIterator *iter, // if nonnull, append ALL satisfactory objects to the iterator (not just the single closest)
|
|
Real *closestDistArg,
|
|
Coord3D *closestVecArg
|
|
);
|
|
|
|
void shutdown( void );
|
|
|
|
/// used to validate the positions for findPositionAround family of methods
|
|
Bool tryPosition( const Coord3D *center, Real dist, Real angle,
|
|
const FindPositionOptions *options, Coord3D *result );
|
|
|
|
typedef Int (*CellAlongLineProc)(PartitionCell* cell, void* userData);
|
|
|
|
Int iterateCellsAlongLine(const Coord3D& pos, const Coord3D& posOther, CellAlongLineProc proc, void* userData);
|
|
|
|
// note iterateCellsBreadthFirst returns the cell index that made the CellBreadthFirstProc return
|
|
// non-Zero.
|
|
typedef Int (*CellBreadthFirstProc)(PartitionCell* cell, void* userData);
|
|
Int iterateCellsBreadthFirst(const Coord3D *pos, CellBreadthFirstProc proc, void *userData);
|
|
|
|
#ifdef FASTER_GCO
|
|
Int calcMinRadius(const ICoord2D& cur);
|
|
void calcRadiusVec();
|
|
#endif
|
|
|
|
// These are all friend functions now. They will continue to function as before, but can be passed into
|
|
// the DiscreteCircle::drawCircle function.
|
|
friend void hLineAddLooker(Int x1, Int x2, Int y, void *playerIndex);
|
|
friend void hLineRemoveLooker(Int x1, Int x2, Int y, void *playerIndex);
|
|
friend void hLineAddShrouder(Int x1, Int x2, Int y, void *playerIndex);
|
|
friend void hLineRemoveShrouder(Int x1, Int x2, Int y, void *playerIndex);
|
|
|
|
friend void hLineAddThreat(Int x1, Int x2, Int y, void *threatValueParms);
|
|
friend void hLineRemoveThreat(Int x1, Int x2, Int y, void *threatValueParms);
|
|
friend void hLineAddValue(Int x1, Int x2, Int y, void *threatValueParms);
|
|
friend void hLineRemoveValue(Int x1, Int x2, Int y, void *threatValueParms);
|
|
|
|
void processPendingUndoShroudRevealQueue(Bool considerTimestamp = TRUE); ///< keep popping and processing untill you get to one that is in the future
|
|
void resetPendingUndoShroudRevealQueue(); ///< Just delete everything in the queue without doing anything with them
|
|
|
|
public:
|
|
|
|
PartitionManager( void );
|
|
virtual ~PartitionManager( void );
|
|
|
|
// --------------- inherited from Subsystem interface -------------
|
|
virtual void init( void ); ///< initialize
|
|
virtual void reset( void ); ///< system reset
|
|
virtual void update( void ); ///< system update
|
|
// ----------------------------------------------------------------
|
|
|
|
// --------------- inherited from Snapshot interface --------------
|
|
void crc( Xfer *xfer );
|
|
void xfer( Xfer *xfer );
|
|
void loadPostProcess( void );
|
|
|
|
inline Bool getUpdatedSinceLastReset( void ) const { return m_updatedSinceLastReset; }
|
|
|
|
void registerObject( Object *object ); ///< add thing to system
|
|
void unRegisterObject( Object *object ); ///< remove thing from system
|
|
void registerGhostObject( GhostObject* object); ///<recreate partition data needed to hold object (only used to restore after PM reset).
|
|
void unRegisterGhostObject (GhostObject *object); ///< release partition data held for ghost object.
|
|
|
|
void processEntirePendingUndoShroudRevealQueue(); ///< process every pending one regardless of timestamp
|
|
|
|
/// return the number of PartitionCells in the x-dimension.
|
|
Int getCellCountX() { DEBUG_ASSERTCRASH(m_cellCountX != 0, ("partition not inited")); return m_cellCountX; }
|
|
|
|
/// return the number of PartitionCells in the y-dimension.
|
|
Int getCellCountY() { DEBUG_ASSERTCRASH(m_cellCountY != 0, ("partition not inited")); return m_cellCountY; }
|
|
|
|
/// return the PartitionCell located at cell coordinates (x,y).
|
|
PartitionCell *getCellAt(Int x, Int y);
|
|
const PartitionCell *getCellAt(Int x, Int y) const;
|
|
|
|
/// A convenience funtion to reveal shroud at some location
|
|
// Queueing does not give you control of the timestamp to enforce the queue. I own the delay, you don't.
|
|
void doShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
|
|
void undoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
|
|
void queueUndoShroudReveal( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask );
|
|
|
|
void doShroudCover( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
|
|
void undoShroudCover( Real centerX, Real centerY, Real radius, PlayerMaskType playerMask);
|
|
|
|
/// Perform threat map and value map updates.
|
|
void doThreatAffect( Real centerX, Real centerY, Real radius, UnsignedInt threatVal, PlayerMaskType playerMask);
|
|
void undoThreatAffect( Real centerX, Real centerY, Real radius, UnsignedInt threatVal, PlayerMaskType playerMask);
|
|
void doValueAffect( Real centerX, Real centerY, Real radius, UnsignedInt valueVal, PlayerMaskType playerMask);
|
|
void undoValueAffect( Real centerX, Real centerY, Real radius, UnsignedInt valueVal, PlayerMaskType playerMask);
|
|
|
|
void getCellCenterPos(Int x, Int y, Real& xx, Real& yy);
|
|
|
|
// find the cell that covers the world coords (wx,wy) and return its coords.
|
|
void worldToCell(Real wx, Real wy, Int *cx, Int *cy);
|
|
|
|
// given a distance in world coords, return the number of cells needed to cover that distance (rounding up)
|
|
Int worldToCellDist(Real w);
|
|
|
|
Object *getClosestObject(
|
|
const Object *obj,
|
|
Real maxDist,
|
|
DistanceCalculationType dc,
|
|
PartitionFilter **filters = NULL,
|
|
Real *closestDist = NULL,
|
|
Coord3D *closestDistVec = NULL
|
|
);
|
|
Object *getClosestObject(
|
|
const Coord3D *pos,
|
|
Real maxDist,
|
|
DistanceCalculationType dc,
|
|
PartitionFilter **filters = NULL,
|
|
Real *closestDist = NULL,
|
|
Coord3D *closestDistVec = NULL
|
|
);
|
|
|
|
Real getRelativeAngle2D( const Object *obj, const Object *otherObj );
|
|
Real getRelativeAngle2D( const Object *obj, const Coord3D *pos );
|
|
|
|
void getVectorTo(const Object *obj, const Object *otherObj, DistanceCalculationType dc, Coord3D& vec);
|
|
void getVectorTo(const Object *obj, const Coord3D *pos, DistanceCalculationType dc, Coord3D& vec);
|
|
|
|
// just like 'getDistance', but return the dist-sqr, meaning we save a sqrt() call if you don't need it.
|
|
Real getDistanceSquared(const Object *obj, const Object *otherObj, DistanceCalculationType dc, Coord3D *vec = NULL);
|
|
Real getDistanceSquared(const Object *obj, const Coord3D *pos, DistanceCalculationType dc, Coord3D *vec = NULL);
|
|
|
|
// just like 'getDistanceSquared', but return the dist-sqr where the obj is at goalPos.
|
|
Real getGoalDistanceSquared(const Object *obj, const Coord3D *goalPos, const Object *otherObj, DistanceCalculationType dc, Coord3D *vec = NULL);
|
|
Real getGoalDistanceSquared(const Object *obj, const Coord3D *goalPos, const Coord3D *otherPos, DistanceCalculationType dc, Coord3D *vec = NULL);
|
|
|
|
#ifdef PM_CACHE_TERRAIN_HEIGHT
|
|
// note that the 2d positions aren't guaranteed to be the actual spot within the cell where the terrain
|
|
// is lowest or highest.... just the center of the relevant cell. this function is used for rough-n-quick
|
|
// estimates only.
|
|
Bool estimateTerrainExtremesAlongLine(const Coord3D& startWorld, const Coord3D& endWorld, Real* minZ, Real* maxZ, Coord2D* minZPos, Coord2D* maxZPos);
|
|
#endif
|
|
|
|
#ifdef DUMP_PERF_STATS
|
|
void getPMStats(double& gcoTimeThisFrameTotal, double& gcoTimeThisFrameAvg);
|
|
#endif
|
|
|
|
SimpleObjectIterator *iterateObjectsInRange(
|
|
const Object *obj,
|
|
Real maxDist,
|
|
DistanceCalculationType dc,
|
|
PartitionFilter **filters = NULL,
|
|
IterOrderType order = ITER_FASTEST
|
|
);
|
|
|
|
SimpleObjectIterator *iterateObjectsInRange(
|
|
const Coord3D *pos,
|
|
Real maxDist,
|
|
DistanceCalculationType dc,
|
|
PartitionFilter **filters = NULL,
|
|
IterOrderType order = ITER_FASTEST
|
|
);
|
|
|
|
SimpleObjectIterator *iterateAllObjects(PartitionFilter **filters = NULL);
|
|
|
|
/**
|
|
return the Objects that would (or would not) collide with the given
|
|
geometry.
|
|
*/
|
|
SimpleObjectIterator* iteratePotentialCollisions(
|
|
const Coord3D* pos,
|
|
const GeometryInfo& geom,
|
|
Real angle,
|
|
Bool use2D = false
|
|
);
|
|
|
|
Bool isColliding( const Object *a, const Object *b ) const;
|
|
|
|
/// Checks a geometry against an arbitrary geometry.
|
|
Bool geomCollidesWithGeom( const Coord3D* pos1,
|
|
const GeometryInfo& geom1,
|
|
Real angle1,
|
|
const Coord3D* pos2,
|
|
const GeometryInfo& geom2,
|
|
Real angle2
|
|
) const;
|
|
|
|
/// finding legal positions in the world
|
|
Bool findPositionAround( const Coord3D *center,
|
|
const FindPositionOptions *options,
|
|
Coord3D *result );
|
|
|
|
/// return the size of a PartitionCell, in world coords.
|
|
Real getCellSize() { return m_cellSize; } // only for the use of PartitionData!
|
|
|
|
/// return (1.0 / getCellSize); this is used frequently, so we cache it for efficiency
|
|
Real getCellSizeInv() { return m_cellSizeInv; }
|
|
|
|
/**
|
|
return true iff there is clear line-of-sight between the two positions.
|
|
this only takes terrain into account; it does not consider objects, units,
|
|
trees, buildings, etc.
|
|
*/
|
|
Bool isClearLineOfSightTerrain(const Object* obj, const Coord3D& objPos, const Object* other, const Coord3D& otherPos);
|
|
|
|
inline Bool isInListDirtyModules(PartitionData* o) const
|
|
{
|
|
return o->isInListDirtyModules(&m_dirtyModules);
|
|
}
|
|
inline void prependToDirtyModules(PartitionData* o)
|
|
{
|
|
o->prependToDirtyModules(&m_dirtyModules);
|
|
}
|
|
inline void removeFromDirtyModules(PartitionData* o)
|
|
{
|
|
o->removeFromDirtyModules(&m_dirtyModules);
|
|
}
|
|
inline void removeAllDirtyModules()
|
|
{
|
|
while (m_dirtyModules)
|
|
{
|
|
PartitionData *tmp = m_dirtyModules;
|
|
removeFromDirtyModules(tmp);
|
|
}
|
|
}
|
|
|
|
/**
|
|
Reveals the map for the given player, but does not override Shroud generation. (Script)
|
|
*/
|
|
void revealMapForPlayer( Int playerIndex );
|
|
|
|
/**
|
|
Reveals the map for the given player, AND permanently disables all Shroud generation (Observer Mode).
|
|
*/
|
|
void revealMapForPlayerPermanently( Int playerIndex );
|
|
|
|
/**
|
|
Adds a layer of permanent blindness. Used solely to undo the permanent reveal for debugging
|
|
*/
|
|
void undoRevealMapForPlayerPermanently( Int playerIndex );
|
|
|
|
/**
|
|
Resets the shroud for the given player with passive shroud (can re-explore).
|
|
*/
|
|
void shroudMapForPlayer( Int playerIndex );
|
|
|
|
/** this doesn't change the actual shroud values in logic, just pushes them
|
|
back out to the display... this should generally only be used when the local
|
|
player changes.
|
|
*/
|
|
void refreshShroudForLocalPlayer();
|
|
|
|
/**
|
|
Shrouded has no absolute meaning. It only makes sense to say "Shrouded for him".
|
|
*/
|
|
CellShroudStatus getShroudStatusForPlayer( Int playerIndex, Int x, Int y ) const;
|
|
CellShroudStatus getShroudStatusForPlayer( Int playerIndex, const Coord3D *loc ) const;
|
|
|
|
Real getGroundOrStructureHeight(Real posx, Real posy);
|
|
|
|
void getMostValuableLocation( Int playerIndex, UnsignedInt whichPlayerTypes, ValueOrThreat valType, Coord3D *outLocation );
|
|
void getNearestGroupWithValue( Int playerIndex, UnsignedInt whichPlayerTypes, ValueOrThreat valType, const Coord3D *sourceLocation,
|
|
Int valueRequired, Bool greaterThan, Coord3D *outLocation );
|
|
|
|
// If saveToFog is true, then we are writing STORE_FOG.
|
|
// If saveToFog is false, then we are writing STORE_PERMENANT_REVEAL
|
|
void storeFoggedCells(ShroudStatusStoreRestore &outPartitionStore, Bool storeToFog) const;
|
|
void restoreFoggedCells(const ShroudStatusStoreRestore &inPartitionStore, Bool restoreToFog);
|
|
}; // end class PartitionManager
|
|
|
|
// -----------------------------------------------------------------------------
|
|
inline void PartitionManager::worldToCell(Real wx, Real wy, Int *cx, Int *cy)
|
|
{
|
|
*cx = REAL_TO_INT_FLOOR((wx - m_worldExtents.lo.x) * m_cellSizeInv);
|
|
*cy = REAL_TO_INT_FLOOR((wy - m_worldExtents.lo.y) * m_cellSizeInv);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
inline Int PartitionManager::worldToCellDist(Real w)
|
|
{
|
|
return REAL_TO_INT_CEIL(w * m_cellSizeInv);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
inline PartitionCell *PartitionManager::getCellAt(Int x, Int y)
|
|
{
|
|
return (x < 0 || y < 0 || x >= m_cellCountX || y >= m_cellCountY) ? NULL : &m_cells[y * m_cellCountX + x];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
inline const PartitionCell *PartitionManager::getCellAt(Int x, Int y) const
|
|
{
|
|
return (x < 0 || y < 0 || x >= m_cellCountX || y >= m_cellCountY) ? NULL : &m_cells[y * m_cellCountX + x];
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef FASTER_GCO
|
|
// nothing
|
|
#else
|
|
class CellOutwardIterator
|
|
{
|
|
private:
|
|
PartitionManager *m_mgr;
|
|
Int m_cellCenterX, m_cellCenterY;
|
|
Int m_maxRadius;
|
|
Int m_cellRadius;
|
|
Int m_delta[2];
|
|
Int m_inc;
|
|
Int m_cnt;
|
|
Int m_axis;
|
|
Int m_iter;
|
|
PartitionCell *nextCell(Bool skipEmpties);
|
|
public:
|
|
CellOutwardIterator(PartitionManager *mgr, Int x, Int y);
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~CellOutwardIterator();
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PartitionCell *next() { return nextCell(false); }
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PartitionCell *nextNonEmpty() { return nextCell(true); }
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Int getCurCellRadius() const { return m_cellRadius; }
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|
Int getMaxRadius() const { return m_maxRadius; }
|
|
void setMaxRadius(Int max) { m_maxRadius = max; }
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};
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#endif
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//-----------------------------------------------------------------------------
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// Inlining
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Externals
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|
//-----------------------------------------------------------------------------
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extern PartitionManager *ThePartitionManager; ///< object manager singleton
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#endif // __PARTITIONMANAGER_H_
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