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To reflect better what the function should actually return and also to clarify when used in misc calculations. Signed-off-by: NoFantasy <nofantasy@nf.no>
317 lines
11 KiB
C++
317 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 "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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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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