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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: PartitionManager.h //////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: PartitionManager.h
- //
- // Created: Steven Johnson, September 2001
- //
- // Desc: Partition management, this system will allow us to partition the
- // objects in space, iterate objects in specified volumes,
- // regions, by types and other properties.
- //
- //-----------------------------------------------------------------------------
- #pragma once
- #ifndef __PARTITIONMANAGER_H_
- #define __PARTITIONMANAGER_H_
- //-----------------------------------------------------------------------------
- // Includes
- //-----------------------------------------------------------------------------
- #include "Common/GameCommon.h" // ensure we get DUMP_PERF_STATS, or not
- #include "GameLogic/ObjectIter.h"
- #include "Common/ObjectStatusTypes.h"
- #include "Common/KindOf.h"
- #include "Common/Snapshot.h"
- #include "Common/Geometry.h"
- #include "GameClient/Display.h" // for ShroudLevel
- //-----------------------------------------------------------------------------
- // defines
- //-----------------------------------------------------------------------------
- /*
- Note, this isn't very accurate currently, so use with caution. (srj)
- */
- #define PM_CACHE_TERRAIN_HEIGHT
- /*
- 5% speed improvement, at cost of more memory.
- */
- #define FASTER_GCO
- const Real HUGE_DIST = 1000000.0f;
- //-----------------------------------------------------------------------------
- // Type Definitions
- //-----------------------------------------------------------------------------
- struct Coord3D;
- class CellAndObjectIntersection;
- class Object;
- class PartitionManager;
- class PartitionData;
- class PartitionFilter;
- class PartitionCell;
- class Player;
- class PolygonTrigger;
- class Squad;
- class Team;
- class ThingTemplate;
- class GhostObject;
- class CommandButton;
- enum CommandSourceType;
- // ----------------------------------------------------------------------------------------------
- enum ValueOrThreat
- {
- VOT_CashValue = 1,
- VOT_ThreatValue,
- VOT_NumItems
- };
- // ----------------------------------------------------------------------------------------------
- enum FindPositionFlags
- {
- FPF_NONE = 0x00000000, // no options, default behavior
- FPF_IGNORE_WATER = 0x00000001, // a position found underwater is ok
- FPF_WATER_ONLY = 0x00000002, // find positions in the water only
- FPF_IGNORE_ALL_OBJECTS = 0x00000004, // ignore all objects, positions inside objects are ok
- FPF_IGNORE_ALLY_OR_NEUTRAL_UNITS = 0x00000008, // ignore friendly units (requires relationshipObject)
- FPF_IGNORE_ALLY_OR_NEUTRAL_STRUCTURES = 0x00000010, // ignore friendly structures (requires relationshipObject)
- FPF_IGNORE_ENEMY_UNITS = 0x00000020, // ignore enemy units (requires relationshipObject)
- FPF_IGNORE_ENEMY_STRUCTURES = 0x00000040, // ignore enemy structures (requires relationshipObject)
- FPF_USE_HIGHEST_LAYER = 0x00000080, // examine pos on highest layer at given xy (rather than on ground layer)
- FPF_CLEAR_CELLS_ONLY = 0x00000100, // Reject anything that is not PathFindCell::Clear
- };
- // ----------------------------------------------------------------------------------------------
- const Real RANDOM_START_ANGLE = -99999.9f; ///< no start angle (an unlikely number to use for the start angle)
- struct FindPositionOptions
- {
- FindPositionOptions( void )
- {
- flags = FPF_NONE;
- minRadius = 0.0f;
- maxRadius = 0.0f;
- startAngle = RANDOM_START_ANGLE;
- maxZDelta = 1e10f; // ie, any z delta.
- ignoreObject = NULL;
- sourceToPathToDest = NULL;
- relationshipObject = NULL;
- };
- FindPositionFlags flags; ///< flags for finding the legal position
- Real minRadius; ///< min radius to search around
- Real maxRadius; ///< max radius to search around
- Real startAngle; ///< use this angle to start the search at
- Real maxZDelta; ///< maximum delta-z we will allow
- const Object *ignoreObject; ///< ignore this object in legal position checks
- const Object *sourceToPathToDest; ///< object that must be able to path to the position chosen
- const Object *relationshipObject; ///< object to use for relationship tests
- };
- //=====================================
- /** */
- //=====================================
- enum DistanceCalculationType
- {
- FROM_CENTER_2D = 0, ///< measure from Object center in 2d.
- FROM_CENTER_3D = 1, ///< measure from Object center in 3d.
- FROM_BOUNDINGSPHERE_2D = 2, ///< measure from Object bounding sphere in 2d.
- FROM_BOUNDINGSPHERE_3D = 3 ///< measure from Object bounding sphere in 3d.
- };
- //=====================================
- /**
- a Plain Old Data structure that is used to get optional results from collidesWith().
- */
- struct CollideLocAndNormal
- {
- Coord3D loc;
- Coord3D normal;
- };
- //=====================================
- /**
- PartitionContactList is a utility class used by the Partition Manager
- to hold potential collisions as it updates objects in the partition.
- It stores pairs of potentially-colliding objects (eliminating duplicates)
- for processing after all partitions are updated.
- */
- //=====================================
- class PartitionContactList;
- //=====================================
- /**
- This class (often called COI for short) is the abstraction
- of the intersection between an Object and a Partition Cell.
- For every Cell that an Object's geometry touches, even partially,
- we allocate a COI. This allows us to maintain an efficient two-way
- list, such that for every Object, we know the Cells that it touches;
- and, for every Cell, we know the Objects that touch it.
- */
- //=====================================
- class CellAndObjectIntersection // not MPO: we allocate these in arrays
- {
- private:
- PartitionCell *m_cell; ///< the cell being touched
- PartitionData *m_module; ///< the module (and thus, Object) touching
- CellAndObjectIntersection *m_prevCoi, *m_nextCoi; ///< if in use, next/prev in this cell. if not in use, next/prev free in this module.
- public:
- // Note, we allocate these in arrays, thus we must have a default ctor (and NOT descend from MPO)
- CellAndObjectIntersection();
- ~CellAndObjectIntersection();
- /**
- make 'this' refer to the specified cell and module. Normally, this
- involves updated the member variables and adding 'this' to the Cell's
- list of COIs.
- */
- void addCoverage(PartitionCell *cell, PartitionData *module);
-
- /**
- make 'this' refer to nothing at all. this involves resetting the member
- variables to null, and removing 'this' from the Cell's list of COI's.
- */
- void removeAllCoverage();
- /**
- return the Cell for this COI (null if the COI is not in use)
- */
- inline PartitionCell *getCell() { return m_cell; }
- /**
- return the Module for this COI (null if the COI is not in use)
- */
- inline PartitionData *getModule() { return m_module; }
- /**
- return the previous COI in the Cell's list of COIs.
- */
- inline CellAndObjectIntersection *getPrevCoi() { return m_prevCoi; }
- /**
- return the next COI in the Cell's list of COIs.
- */
- inline CellAndObjectIntersection *getNextCoi() { return m_nextCoi; }
- // only for use by PartitionCell.
- void friend_addToCellList(CellAndObjectIntersection **pListHead);
- void friend_removeFromCellList(CellAndObjectIntersection **pListHead);
- };
- /**
- This class encapsulates one area interaction with PartitionCells. The user decides what to do with it.
- */
- class SightingInfo : public MemoryPoolObject, public Snapshot
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( SightingInfo, "SightingInfo" );
- public:
- SightingInfo();
- void reset();
- Bool isInvalid() const;
- Coord3D m_where;
- Real m_howFar;
- PlayerMaskType m_forWhom; // ask not for whom the sighting is masked; it masks for thee
-
- UnsignedInt m_data; // Threat and value use as the value. Sighting uses it for a Timestamp
- protected:
- // snapshot method
- virtual void crc( Xfer *xfer );
- virtual void xfer( Xfer *xfer );
- virtual void loadPostProcess();
- };
- //=====================================
- /**
- We sometimes need to save whether or not an area was fogged or permanently revealed through a
- script. This helps us do so.
- */
- //=====================================
- enum
- {
- STORE_DONTTOUCH = 0,
- STORE_FOG = 1,
- STORE_PERMANENTLY_REVEALED = 2
- };
- struct ShroudStatusStoreRestore
- {
- std::vector<UnsignedByte> m_foggedOrRevealed[MAX_PLAYER_COUNT];
- Int m_cellsWide; // m_cellsHigh is computed by m_foggedOrRevealed[0].size() / m_cellsWide
- };
- //=====================================
- /**
- The world's terrain is partitioned into a large grid of Partition Cells.
- The Cell is the fundamental unit of space in the Partition Manager.
- */
- //=====================================
- class PartitionCell : public Snapshot // not MPO: allocated in an array
- {
- private:
- CellAndObjectIntersection* m_firstCoiInCell; ///< list of COIs in this cell (may be null).
- ShroudLevel m_shroudLevel[MAX_PLAYER_COUNT];
- #ifdef PM_CACHE_TERRAIN_HEIGHT
- Real m_loTerrainZ; ///< lowest terrain-pt in this cell
- Real m_hiTerrainZ; ///< highest terrain-pt in this cell
- #endif
- Int m_threatValue[MAX_PLAYER_COUNT];
- Int m_cashValue[MAX_PLAYER_COUNT];
- Short m_coiCount; ///< number of COIs in this cell.
- Short m_cellX; ///< x-coord of this cell within the Partition Mgr coords (NOT in world coords)
- Short m_cellY; ///< y-coord of this cell within the Partition Mgr coords (NOT in world coords)
- public:
- // Note, we allocate these in arrays, thus we must have a default ctor (and NOT descend from MPO)
- PartitionCell();
- #ifdef PM_CACHE_TERRAIN_HEIGHT
- void init(Int x, Int y, Real loZ, Real hiZ) { m_cellX = x; m_cellY = y; m_loTerrainZ = loZ; m_hiTerrainZ = hiZ; }
- #else
- void init(Int x, Int y) { m_cellX = x; m_cellY = y; }
- #endif
- ~PartitionCell();
- // --------------- inherited from Snapshot interface --------------
- void crc( Xfer *xfer );
- void xfer( Xfer *xfer );
- void loadPostProcess( void );
- Int getCoiCount() const { return m_coiCount; } ///< return number of COIs touching this cell.
- Int getCellX() const { return m_cellX; }
- Int getCellY() const { return m_cellY; }
- void addLooker( Int playerIndex );
- void removeLooker( Int playerIndex );
- void addShrouder( Int playerIndex );
- void removeShrouder( Int playerIndex );
- CellShroudStatus getShroudStatusForPlayer( Int playerIndex ) const;
- // @todo: All of these are inline candidates
- UnsignedInt getThreatValue( Int playerIndex );
- void addThreatValue( Int playerIndex, UnsignedInt threatValue );
- void removeThreatValue( Int playerIndex, UnsignedInt threatValue );
- UnsignedInt getCashValue( Int playerIndex );
- void addCashValue( Int playerIndex, UnsignedInt cashValue );
- void removeCashValue( Int playerIndex, UnsignedInt cashValue );
- void invalidateShroudedStatusForAllCois(Int playerIndex);
- #ifdef PM_CACHE_TERRAIN_HEIGHT
- inline Real getLoTerrain() const { return m_loTerrainZ; }
- inline Real getHiTerrain() const { return m_hiTerrainZ; }
- #endif
- void getCellCenterPos(Real& x, Real& y);
- inline CellAndObjectIntersection *getFirstCoiInCell() { return m_firstCoiInCell; }
- #ifdef _DEBUG
- void validateCoiList();
- #endif
- // intended only for CellAndObjectIntersection.
- void friend_addToCellList(CellAndObjectIntersection *coi);
- // intended only for CellAndObjectIntersection.
- void friend_removeFromCellList(CellAndObjectIntersection *coi);
- };
- //=====================================
- /**
- A PartitionData is the part of an Object that understands
- how to maintain the Object in the space partitioning system.
- */
- //=====================================
- class PartitionData : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(PartitionData, "PartitionDataPool" )
- private:
- enum DirtyStatus
- {
- NOT_DIRTY,
- NEED_COLLISION_CHECK,
- NEED_CELL_UPDATE_AND_COLLISION_CHECK
- };
- 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 RelationshipAllowTypes
- {
- 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
- };
- //=====================================
- /**
- Only objects that Can Possibly be entered by the given object
- */
- class PartitionFilterPossibleToEnter : public PartitionFilter
- {
- private:
- const Object *m_obj;
- CommandSourceType m_commandSource;
- public:
- PartitionFilterPossibleToEnter(const Object *obj, CommandSourceType commandSource);
- virtual Bool allow(Object *objOther);
- #if defined(_DEBUG) || defined(_INTERNAL)
- virtual const char* debugGetName() { return "PartitionFilterPossibleToEnter"; }
- #endif
- };
- //=====================================
- /**
- Only objects that Can Possibly be hijacked by the given object
- */
- class PartitionFilterPossibleToHijack : public PartitionFilter
- {
- private:
- const Object *m_obj;
- CommandSourceType m_commandSource;
- public:
- PartitionFilterPossibleToHijack(const Object *obj, CommandSourceType commandSource);
- virtual Bool allow(Object *objOther);
- #if defined(_DEBUG) || defined(_INTERNAL)
- virtual const char* debugGetName() { return "PartitionFilterPossibleToHijack"; }
- #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:
- ObjectStatusMaskType m_mustBeSet, m_mustBeClear;
- public:
- PartitionFilterAcceptByObjectStatus( ObjectStatusMaskType mustBeSet, ObjectStatusMaskType 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:
- ObjectStatusMaskType m_mustBeSet, m_mustBeClear;
- public:
- PartitionFilterRejectByObjectStatus( ObjectStatusMaskType mustBeSet, ObjectStatusMaskType 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;
- ObjectShroudStatus getPropShroudStatusForPlayer(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_
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