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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 | 
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	#ifdef _DEBUG
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	void validateCoiList();
 | 
						|
	#endif
 | 
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 | 
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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:
 | 
						|
 | 
						|
	enum DirtyStatus
 | 
						|
	{
 | 
						|
		NOT_DIRTY,
 | 
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		NEED_COLLISION_CHECK,
 | 
						|
		NEED_CELL_UPDATE_AND_COLLISION_CHECK
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						|
	};
 | 
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 | 
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	Object											*m_object;								///< Object this module is for
 | 
						|
	GhostObject										*m_ghostObject;							///< Temporary object used when real object is gone but player thinks it's there because of fog.
 | 
						|
	PartitionData								*m_next;									///< next module in master list
 | 
						|
	PartitionData								*m_prev;									///< prev module in master list
 | 
						|
	PartitionData								*m_nextDirty;
 | 
						|
	PartitionData								*m_prevDirty;
 | 
						|
 | 
						|
	Int													m_coiArrayCount;					///< number of COIs allocated (may be more than are in use)
 | 
						|
	Int													m_coiInUseCount;					///< number of COIs that are actually in use
 | 
						|
	CellAndObjectIntersection		*m_coiArray;							///< The array of COIs 
 | 
						|
	Int													m_doneFlag;
 | 
						|
	DirtyStatus									m_dirtyStatus;
 | 
						|
	ObjectShroudStatus					m_shroudedness[MAX_PLAYER_COUNT];						
 | 
						|
	ObjectShroudStatus					m_shroudednessPrevious[MAX_PLAYER_COUNT];	///<previous frames value of m_shroudedness						
 | 
						|
	Bool												m_everSeenByPlayer[MAX_PLAYER_COUNT];		///<whether this object has ever been seen by a given player.
 | 
						|
	const PartitionCell					*m_lastCell;							///< The last cell I thought my center was in.
 | 
						|
	
 | 
						|
	/**
 | 
						|
		Given a shape's geometry and size parameters, calculate the maximum number of COIs
 | 
						|
		that the object could possibly occupy.
 | 
						|
	*/
 | 
						|
	Int calcMaxCoiForShape(GeometryType geom, Real majorRadius, Real minorRadius, Bool isSmall);
 | 
						|
 | 
						|
	/**
 | 
						|
		Given an object's geometry and size parameters, calculate the maximum number of COIs
 | 
						|
		that the object could possibly occupy. (This simply extracts the information from the object
 | 
						|
		and calls calcMaxCoiForShape.)
 | 
						|
	*/
 | 
						|
	Int calcMaxCoiForObject();
 | 
						|
 | 
						|
	/**
 | 
						|
		allocate the array of COIs (m_coiArray) for this module.
 | 
						|
	*/
 | 
						|
	void allocCoiArray();
 | 
						|
 | 
						|
	/** 
 | 
						|
		free the array of COIs (m_coiArray) for this module (if any).
 | 
						|
	*/
 | 
						|
	void freeCoiArray();
 | 
						|
 | 
						|
	/**
 | 
						|
			marks self as touching no cells. (and any previous cells as not touching self!)
 | 
						|
	*/
 | 
						|
	void removeAllTouchedCells();									
 | 
						|
 | 
						|
	/**
 | 
						|
		this discards all current 'touch' information (via removeAllTouchedCells) and recalculates
 | 
						|
		the cells touched by this module, based on the object's geometry. this will be called frequently and so
 | 
						|
		needs to be as efficient as possible.
 | 
						|
	*/
 | 
						|
	void updateCellsTouched();
 | 
						|
 | 
						|
	/**
 | 
						|
		If you imagine the array of Partition Cells as pixels, then this method
 | 
						|
		'sets' the pixel [cell] at cell coordinate (x, y).
 | 
						|
	*/
 | 
						|
	void addSubPixToCoverage(PartitionCell *cell);
 | 
						|
 | 
						|
	/**
 | 
						|
		fill in the pixels covered by the given 'small' shape with the given
 | 
						|
		center and radius. 'small' shapes are special in that they
 | 
						|
		are always assumed to cover at most 4 Cells, and so we can use
 | 
						|
		a more efficient special-purpose filler, rather than a general
 | 
						|
		rasterizer.
 | 
						|
	*/
 | 
						|
	void doSmallFill(
 | 
						|
		Real centerX,
 | 
						|
		Real centerY,
 | 
						|
		Real radius
 | 
						|
	);
 | 
						|
 | 
						|
	/// helper function for doCircleFill.
 | 
						|
	void hLineCircle(Int x1, Int x2, Int y);
 | 
						|
 | 
						|
	/**
 | 
						|
		fill in the pixels covered by the given circular shape with the given
 | 
						|
		center and radius. Note that this is used for both spheres and cylinders.
 | 
						|
	*/
 | 
						|
	void doCircleFill(
 | 
						|
		Real centerX,
 | 
						|
		Real centerY,
 | 
						|
		Real radius
 | 
						|
	);
 | 
						|
 | 
						|
	/**
 | 
						|
		fill in the pixels covered by the given rectangular shape with the given
 | 
						|
		center, dimensions, and rotation.
 | 
						|
	*/
 | 
						|
	void doRectFill(
 | 
						|
		Real centerX,
 | 
						|
		Real centerY,
 | 
						|
		Real halfsizeX,
 | 
						|
		Real halfsizeY,
 | 
						|
		Real angle
 | 
						|
	);
 | 
						|
 | 
						|
	/**
 | 
						|
		do a careful test of the geometries of 'this' and 'that', and return
 | 
						|
		true iff the geometries touch (or intersect). if true is returned,
 | 
						|
		loc will be filled in to the collision location, and normal will be
 | 
						|
		filled in to the normal to the surface of 'this' at the collide location.
 | 
						|
	*/
 | 
						|
	Bool collidesWith(const PartitionData *that, CollideLocAndNormal *cinfo) const;
 | 
						|
 | 
						|
public:
 | 
						|
 | 
						|
	PartitionData();
 | 
						|
 | 
						|
	void attachToObject( Object* object );
 | 
						|
	void detachFromObject( void );
 | 
						|
	void attachToGhostObject(GhostObject* object);
 | 
						|
	void detachFromGhostObject(void);
 | 
						|
 | 
						|
	void setNext( PartitionData *next ) { m_next = next; }			///< set next pointer
 | 
						|
	PartitionData *getNext( void ) { return m_next; }						///< get the next pointer
 | 
						|
	void setPrev( PartitionData *prev ) { m_prev = prev; }			///< set the prev pointer
 | 
						|
	PartitionData *getPrev( void ) { return m_prev; }						///< get the prev pointer
 | 
						|
 | 
						|
	/// mark the given module as being "dirty", needing recalcing during next update phase.
 | 
						|
	// if needToUpdateCells is true, we'll recalc the partition cells it touches and do collision testing.
 | 
						|
	// if needToUpdateCells is false, we'll just do the collision testing.
 | 
						|
	void makeDirty(Bool needToUpdateCells);
 | 
						|
 | 
						|
	Bool isInNeedOfUpdatingCells() const { return m_dirtyStatus == NEED_CELL_UPDATE_AND_COLLISION_CHECK; }
 | 
						|
	Bool isInNeedOfCollisionCheck() const { return m_dirtyStatus != NOT_DIRTY; }
 | 
						|
 | 
						|
	void invalidateShroudedStatusForPlayer(Int playerIndex);
 | 
						|
	void invalidateShroudedStatusForAllPlayers();
 | 
						|
 | 
						|
	ObjectShroudStatus getShroudedStatus(Int playerIndex);
 | 
						|
 | 
						|
	inline Int wasSeenByAnyPlayers() const	///<check if a player in the game has seen the object but is now looking at fogged version.
 | 
						|
	{	
 | 
						|
		for (Int i=0; i<MAX_PLAYER_COUNT; i++)
 | 
						|
			if (m_everSeenByPlayer[i] && m_shroudedness[i] == OBJECTSHROUD_FOGGED)
 | 
						|
				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);
 | 
						|
	~CellOutwardIterator();
 | 
						|
	PartitionCell *next() { return nextCell(false); }
 | 
						|
	PartitionCell *nextNonEmpty() { return nextCell(true); }
 | 
						|
	Int getCurCellRadius() const { return m_cellRadius; }
 | 
						|
	Int getMaxRadius() const { return m_maxRadius; }
 | 
						|
	void setMaxRadius(Int max) { m_maxRadius = max; }
 | 
						|
};
 | 
						|
#endif
 | 
						|
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
//           Inlining                                                       
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
//           Externals                                                     
 | 
						|
//-----------------------------------------------------------------------------
 | 
						|
extern PartitionManager *ThePartitionManager;  ///< object manager singleton
 | 
						|
 | 
						|
#endif // __PARTITIONMANAGER_H_
 | 
						|
 |