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https://github.com/mod-playerbots/azerothcore-wotlk.git
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267 lines
9.4 KiB
C++
267 lines
9.4 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ACORE_CELLIMPL_H
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#define ACORE_CELLIMPL_H
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#include "Cell.h"
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#include "Map.h"
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#include "Object.h"
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#include <cmath>
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inline Cell::Cell(CellCoord 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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inline Cell::Cell(float x, float y)
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{
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CellCoord p = Acore::ComputeCellCoord(x, y);
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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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inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
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{
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if (radius <= 0.0f)
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{
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CellCoord center = Acore::ComputeCellCoord(x, y).normalize();
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return CellArea(center, center);
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}
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CellCoord centerX = Acore::ComputeCellCoord(x - radius, y - radius).normalize();
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CellCoord centerY = Acore::ComputeCellCoord(x + radius, y + radius).normalize();
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return CellArea(centerX, centerY);
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}
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template<class T, class CONTAINER>
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inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, WorldObject const& obj, float radius) const
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{
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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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Visit(standing_cell, visitor, map, obj.GetPositionX(), obj.GetPositionY(), radius + obj.GetCombatReach());
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}
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template<class T, class CONTAINER>
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inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, float x_off, float y_off, float radius) const{
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if (!standing_cell.IsCoordValid())
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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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map.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 > SIZE_OF_GRIDS)
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radius = SIZE_OF_GRIDS;
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//lets calculate object coord offsets from cell borders.
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CellArea area = Cell::CalculateCellArea(x_off, y_off, 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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map.Visit(*this, visitor);
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return;
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}
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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 ((area.high_bound.x_coord > (area.low_bound.x_coord + 4)) && (area.high_bound.y_coord > (area.low_bound.y_coord + 4)))
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{
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VisitCircle(visitor, map, area.low_bound, area.high_bound);
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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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map.Visit(*this, visitor);
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// loop the cell range
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for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
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{
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for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
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{
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CellCoord cellCoord(x, y);
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//lets skip standing cell since we already visited it
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if (cellCoord != standing_cell)
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{
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Cell r_zone(cellCoord);
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r_zone.data.Part.nocreate = this->data.Part.nocreate;
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map.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 Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER>& visitor, Map& map, CellCoord const& begin_cell, CellCoord const& 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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CellCoord cellCoord(x, y);
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Cell r_zone(cellCoord);
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r_zone.data.Part.nocreate = this->data.Part.nocreate;
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map.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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CellCoord cellCoord_left(x_start - step, y);
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Cell r_zone_left(cellCoord_left);
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r_zone_left.data.Part.nocreate = this->data.Part.nocreate;
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map.Visit(r_zone_left, visitor);
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//right trapezoid cell visit
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CellCoord cellCoord_right(x_end + step, y);
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Cell r_zone_right(cellCoord_right);
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r_zone_right.data.Part.nocreate = this->data.Part.nocreate;
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map.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(WorldObject const* center_obj, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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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(WorldObject const* center_obj, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);
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cell.Visit(p, wnotifier, *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(WorldObject const* center_obj, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY()));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);
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cell.Visit(p, wnotifier, *center_obj->GetMap(), *center_obj, radius);
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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::VisitGridObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(x, y));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);
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cell.Visit(p, gnotifier, *map, x, y, radius);
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}
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template<class T>
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inline void Cell::VisitWorldObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(x, y));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);
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cell.Visit(p, wnotifier, *map, x, y, radius);
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}
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template<class T>
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inline void Cell::VisitAllObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load /*= true*/)
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{
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CellCoord p(Acore::ComputeCellCoord(x, y));
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Cell cell(p);
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if (dont_load)
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{
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cell.SetNoCreate();
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}
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TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);
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cell.Visit(p, wnotifier, *map, x, y, radius);
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TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);
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cell.Visit(p, gnotifier, *map, x, y, radius);
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}
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#endif
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