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Implement the use of the new vmap3-format by Lynx3d (mad props to you for this, and thanks for the talks earlier) + reduced Vmap size to less than one third, and improve precision + indoor/outdoor check which allows automatic unmounting of players + additional area information from WMOAreaTable.dbc, removed existing "hacks" + WMO liquid information for swimming and fishing correctly in buildings/cities/caves/instances (lava and slime WILL hurt from now on!) - buildfiles for windows are not properly done, and will need to be sorted out NOTE: Do NOT annoy Lynx3d about this, any issues with this "port" is entirely our fault ! THIS REVISION IS CONSIDERED UNSTABLE AND CONTAINS WORK IN PROGRESS - USE AT YOUR OWN RISK! --HG-- branch : trunk
93 lines
2.6 KiB
C++
93 lines
2.6 KiB
C++
/**
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@file HashTrait.h
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@maintainer Morgan McGuire, http://graphics.cs.williams.edu
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@created 2008-10-01
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@edited 2009-11-01
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Copyright 2000-2009, Morgan McGuire.
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All rights reserved.
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*/
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#ifndef G3D_HashTrait_h
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#define G3D_HashTrait_h
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#include "G3D/platform.h"
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#include "G3D/Crypto.h"
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#include "G3D/g3dmath.h"
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#include "G3D/uint128.h"
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/** Must be specialized for custom types.
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@see G3D::Table for specialization requirements.
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*/
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template <typename T> struct HashTrait{};
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template <typename T> struct HashTrait<T*> {
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static size_t hashCode(const void* k) { return reinterpret_cast<size_t>(k); }
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};
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#if 0
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template <> struct HashTrait <int> {
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static size_t hashCode(int k) { return static_cast<size_t>(k); }
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};
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#endif
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template <> struct HashTrait <G3D::int16> {
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static size_t hashCode(G3D::int16 k) { return static_cast<size_t>(k); }
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};
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template <> struct HashTrait <G3D::uint16> {
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static size_t hashCode(G3D::uint16 k) { return static_cast<size_t>(k); }
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};
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//template <> struct HashTrait <int> {
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// static size_t hashCode(int k) { return static_cast<size_t>(k); }
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//};
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template <> struct HashTrait <G3D::int32> {
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static size_t hashCode(G3D::int32 k) { return static_cast<size_t>(k); }
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};
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template <> struct HashTrait <G3D::uint32> {
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static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
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};
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#if 0
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template <> struct HashTrait <long unsigned int> {
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static size_t hashCode(G3D::uint32 k) { return static_cast<size_t>(k); }
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};
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#endif
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template <> struct HashTrait <G3D::int64> {
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static size_t hashCode(G3D::int64 k) { return static_cast<size_t>(k); }
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};
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template <> struct HashTrait <G3D::uint64> {
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static size_t hashCode(G3D::uint64 k) { return static_cast<size_t>(k); }
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};
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template <> struct HashTrait <std::string> {
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static size_t hashCode(const std::string& k) { return static_cast<size_t>(G3D::Crypto::crc32(k.c_str(), k.size())); }
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};
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template <> struct HashTrait<G3D::uint128> {
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// Use the FNV-1 hash (http://isthe.com/chongo/tech/comp/fnv/#FNV-1).
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static size_t hashCode(G3D::uint128 key) {
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static const G3D::uint128 FNV_PRIME_128(1 << 24, 0x159);
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static const G3D::uint128 FNV_OFFSET_128(0xCF470AAC6CB293D2ULL, 0xF52F88BF32307F8FULL);
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G3D::uint128 hash = FNV_OFFSET_128;
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G3D::uint128 mask(0, 0xFF);
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for (int i = 0; i < 16; ++i) {
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hash *= FNV_PRIME_128;
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hash ^= (mask & key);
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key >>= 8;
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}
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G3D::uint64 foldedHash = hash.hi ^ hash.lo;
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return static_cast<size_t>((foldedHash >> 32) ^ (foldedHash & 0xFFFFFFFF));
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}
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};
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#endif
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