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ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
318 lines
11 KiB
C++
318 lines
11 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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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 2 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, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_CELLIMPL_H
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#define MANGOS_CELLIMPL_H
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#include "Common.h"
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#include "Cell.h"
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#include "Map.h"
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#include <cmath>
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inline Cell::Cell(CellPair const& p)
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{
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data.Part.grid_x = p.x_coord / MAX_NUMBER_OF_CELLS;
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data.Part.grid_y = p.y_coord / MAX_NUMBER_OF_CELLS;
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data.Part.cell_x = p.x_coord % MAX_NUMBER_OF_CELLS;
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data.Part.cell_y = p.y_coord % MAX_NUMBER_OF_CELLS;
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data.Part.nocreate = 0;
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data.Part.reserved = 0;
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}
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template<class T, class CONTAINER>
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inline void
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Cell::Visit(const CellPair &standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
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{
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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uint16 district = (District)this->data.Part.reserved;
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if(district == CENTER_DISTRICT)
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{
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m.Visit(*this, visitor);
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return;
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}
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// set up the cell range based on the district
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// the overloaded operators handle range checking
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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switch( district )
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{
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case ALL_DISTRICT:
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{
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begin_cell << 1; begin_cell -= 1; // upper left
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end_cell >> 1; end_cell += 1; // lower right
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break;
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}
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case UPPER_LEFT_DISTRICT:
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{
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begin_cell << 1; begin_cell -= 1; // upper left
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break;
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}
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case UPPER_RIGHT_DISTRICT:
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{
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begin_cell -= 1; // up
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end_cell >> 1; // right
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break;
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}
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case LOWER_LEFT_DISTRICT:
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{
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begin_cell << 1; // left
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end_cell += 1; // down
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break;
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}
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case LOWER_RIGHT_DISTRICT:
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{
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end_cell >> 1; end_cell += 1; // lower right
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break;
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}
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case LEFT_DISTRICT:
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{
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begin_cell -= 1; // up
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end_cell >> 1; end_cell += 1; // lower right
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break;
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}
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case RIGHT_DISTRICT:
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{
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begin_cell << 1; begin_cell -= 1; // upper left
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end_cell += 1; // down
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break;
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}
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case UPPER_DISTRICT:
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{
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begin_cell << 1; begin_cell -= 1; // upper left
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end_cell >> 1; // right
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break;
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}
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case LOWER_DISTRICT:
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{
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begin_cell << 1; // left
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end_cell >> 1; end_cell += 1; // lower right
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break;
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}
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default:
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{
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MANGOS_ASSERT( false );
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break;
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}
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}
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// loop the cell range
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
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{
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CellPair cell_pair(x,y);
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Cell r_zone(cell_pair);
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r_zone.data.Part.nocreate = data.Part.nocreate;
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m.Visit(r_zone, visitor);
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}
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}
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}
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inline int CellHelper(const float radius)
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{
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if(radius < 1.0f)
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return 0;
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return (int)ceilf(radius/SIZE_OF_GRID_CELL);
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}
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inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
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{
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if(radius <= 0.0f)
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return CellArea();
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//we should increase search radius by object's radius, otherwise
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//we could have problems with huge creatures, which won't attack nearest players etc
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radius += obj.GetObjectBoundingRadius();
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//lets calculate object coord offsets from cell borders.
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//TODO: add more correct/generic method for this task
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const float x_offset = (obj.GetPositionX() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float y_offset = (obj.GetPositionY() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
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const float x_val = floor(x_offset + CENTER_GRID_CELL_ID + 0.5f);
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const float y_val = floor(y_offset + CENTER_GRID_CELL_ID + 0.5f);
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const float x_off = (x_offset - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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const float y_off = (y_offset - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
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const float tmp_diff = radius - CENTER_GRID_CELL_OFFSET;
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//lets calculate upper/lower/right/left corners for cell search
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int right = CellHelper(tmp_diff + x_off);
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int left = CellHelper(tmp_diff - x_off);
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int upper = CellHelper(tmp_diff + y_off);
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int lower = CellHelper(tmp_diff - y_off);
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return CellArea(right, left, upper, lower);
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}
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template<class T, class CONTAINER>
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inline void
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Cell::Visit(const CellPair &standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
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{
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if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
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return;
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//no jokes here... Actually placing ASSERT() here was good idea, but
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//we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?)
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//maybe it is better to just return when radius <= 0.0f?
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if(radius <= 0.0f)
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{
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m.Visit(*this, visitor);
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return;
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}
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//lets limit the upper value for search radius
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if(radius > 333.0f)
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radius = 333.0f;
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//lets calculate object coord offsets from cell borders.
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CellArea area = Cell::CalculateCellArea(obj, radius);
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//if radius fits inside standing cell
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if(!area)
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{
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m.Visit(*this, visitor);
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return;
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}
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CellPair begin_cell = standing_cell;
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CellPair end_cell = standing_cell;
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area.ResizeBorders(begin_cell, end_cell);
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//visit all cells, found in CalculateCellArea()
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//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
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//currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
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//there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
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if(((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
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{
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VisitCircle(visitor, m, begin_cell, end_cell);
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return;
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}
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//ALWAYS visit standing cell first!!! Since we deal with small radiuses
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//it is very essential to call visitor for standing cell firstly...
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m.Visit(*this, visitor);
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// loop the cell range
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
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{
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++)
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{
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CellPair cell_pair(x,y);
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//lets skip standing cell since we already visited it
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if(cell_pair != standing_cell)
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{
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Cell r_zone(cell_pair);
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r_zone.data.Part.nocreate = data.Part.nocreate;
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m.Visit(r_zone, visitor);
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}
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}
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}
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}
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template<class T, class CONTAINER>
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inline void
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Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
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{
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//here is an algorithm for 'filling' circum-squared octagon
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uint32 x_shift = (uint32)ceilf((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
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//lets calculate x_start/x_end coords for central strip...
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const uint32 x_start = begin_cell.x_coord + x_shift;
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const uint32 x_end = end_cell.x_coord - x_shift;
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//visit central strip with constant width...
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for(uint32 x = x_start; x <= x_end; ++x)
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{
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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{
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CellPair cell_pair(x,y);
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Cell r_zone(cell_pair);
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r_zone.data.Part.nocreate = data.Part.nocreate;
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m.Visit(r_zone, visitor);
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}
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}
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//if x_shift == 0 then we have too small cell area, which were already
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//visited at previous step, so just return from procedure...
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if(x_shift == 0)
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return;
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uint32 y_start = end_cell.y_coord;
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uint32 y_end = begin_cell.y_coord;
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//now we are visiting borders of an octagon...
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for (uint32 step = 1; step <= (x_start - begin_cell.x_coord); ++step)
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{
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//each step reduces strip height by 2 cells...
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y_end += 1;
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y_start -= 1;
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for (uint32 y = y_start; y >= y_end; --y)
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{
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//we visit cells symmetrically from both sides, heading from center to sides and from up to bottom
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//e.g. filling 2 trapezoids after filling central cell strip...
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CellPair cell_pair_left(x_start - step, y);
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Cell r_zone_left(cell_pair_left);
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r_zone_left.data.Part.nocreate = data.Part.nocreate;
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m.Visit(r_zone_left, visitor);
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//right trapezoid cell visit
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CellPair cell_pair_right(x_end + step, y);
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Cell r_zone_right(cell_pair_right);
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r_zone_right.data.Part.nocreate = data.Part.nocreate;
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m.Visit(r_zone_right, visitor);
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}
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}
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}
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template<class T>
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inline void Cell::VisitGridObjects(const WorldObject *center_obj, T &visitor, float radius, bool dont_load)
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{
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CellPair p(MaNGOS::ComputeCellPair(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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cell.SetNoCreate();
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TypeContainerVisitor<T, GridTypeMapContainer > gnotifier(visitor);
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cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius);
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}
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template<class T>
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inline void Cell::VisitWorldObjects(const WorldObject *center_obj, T &visitor, float radius, bool dont_load)
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{
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CellPair p(MaNGOS::ComputeCellPair(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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cell.SetNoCreate();
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TypeContainerVisitor<T, WorldTypeMapContainer > gnotifier(visitor);
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cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius);
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}
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template<class T>
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inline void Cell::VisitAllObjects(const WorldObject *center_obj, T &visitor, float radius, bool dont_load)
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{
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CellPair p(MaNGOS::ComputeCellPair(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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cell.SetNoCreate();
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TypeContainerVisitor<T, GridTypeMapContainer > gnotifier(visitor);
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TypeContainerVisitor<T, WorldTypeMapContainer > wnotifier(visitor);
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cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius);
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cell.Visit(p, wnotifier, *center_obj->GetMap(), *center_obj, radius);
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}
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#endif
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