[svn] * Removed ObjectPosSelector and DetectPosCollision. See http://www.trinitycore.org/forum/project.php?issueid=3

* Need win32 build fix ;)

--HG--
branch : trunk
This commit is contained in:
derex_tri
2008-10-06 07:39:04 -05:00
parent 1fc5c0d6d7
commit e36e114abe
7 changed files with 30 additions and 520 deletions

View File

@@ -182,8 +182,6 @@ $(srcdir)/ObjectGridLoader.h \
$(srcdir)/Object.h \
$(srcdir)/ObjectMgr.cpp \
$(srcdir)/ObjectMgr.h \
$(srcdir)/ObjectPosSelector.cpp \
$(srcdir)/ObjectPosSelector.h \
$(srcdir)/Opcodes.cpp \
$(srcdir)/Opcodes.h \
$(srcdir)/Path.h \

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@@ -41,8 +41,6 @@
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "ObjectPosSelector.h"
#include "TemporarySummon.h"
uint32 GuidHigh2TypeId(uint32 guid_hi)
@@ -1430,84 +1428,6 @@ Creature* WorldObject::SummonCreature(uint32 id, float x, float y, float z, floa
return pCreature;
}
namespace MaNGOS
{
class NearUsedPosDo
{
public:
NearUsedPosDo(WorldObject const& obj, WorldObject const* searcher, float angle, ObjectPosSelector& selector)
: i_object(obj), i_searcher(searcher), i_angle(angle), i_selector(selector) {}
void operator()(Corpse*) const {}
void operator()(DynamicObject*) const {}
void operator()(Creature* c) const
{
// skip self or target
if(c==i_searcher || c==&i_object)
return;
float x,y,z;
if( !c->isAlive() || c->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED) ||
!c->GetMotionMaster()->GetDestination(x,y,z) )
{
x = c->GetPositionX();
y = c->GetPositionY();
}
add(c,x,y);
}
template<class T>
void operator()(T* u) const
{
// skip self or target
if(u==i_searcher || u==&i_object)
return;
float x,y;
x = u->GetPositionX();
y = u->GetPositionY();
add(u,x,y);
}
// we must add used pos that can fill places around center
void add(WorldObject* u, float x, float y) const
{
// dist include size of u
float dist2d = i_object.GetDistance2d(x,y);
// u is too nearest to i_object
if(dist2d + i_object.GetObjectSize() + u->GetObjectSize() < i_selector.m_dist - i_selector.m_size)
return;
// u is too far away from i_object
if(dist2d + i_object.GetObjectSize() - u->GetObjectSize() > i_selector.m_dist + i_selector.m_size)
return;
float angle = i_object.GetAngle(u)-i_angle;
// move angle to range -pi ... +pi
while( angle > M_PI)
angle -= 2.0f * M_PI;
while(angle < -M_PI)
angle += 2.0f * M_PI;
i_selector.AddUsedPos(u->GetObjectSize(),angle,dist2d + i_object.GetObjectSize());
}
private:
WorldObject const& i_object;
WorldObject const* i_searcher;
float i_angle;
ObjectPosSelector& i_selector;
};
} // namespace MaNGOS
//===================================================================================================
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);
@@ -1520,122 +1440,8 @@ void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float abs
void WorldObject::GetNearPoint(WorldObject const* searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle ) const
{
GetNearPoint2D(x,y,distance2d+searcher_size,absAngle);
z = GetPositionZ();
// if detection disabled, return first point
if(!sWorld.getConfig(CONFIG_DETECT_POS_COLLISION))
{
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
return;
}
// or remember first point
float first_x = x;
float first_y = y;
bool first_los_conflict = false; // first point LOS problems
// prepare selector for work
ObjectPosSelector selector(GetPositionX(),GetPositionY(),GetObjectSize(),distance2d+searcher_size);
// adding used positions around object
{
CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::NearUsedPosDo u_do(*this,searcher,absAngle,selector);
MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo> worker(u_do);
TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, GridTypeMapContainer > grid_obj_worker(worker);
TypeContainerVisitor<MaNGOS::WorldObjectWorker<MaNGOS::NearUsedPosDo>, WorldTypeMapContainer > world_obj_worker(worker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this));
cell_lock->Visit(cell_lock, world_obj_worker, *MapManager::Instance().GetMap(GetMapId(), this));
}
// maybe can just place in primary position
if( selector.CheckOriginal() )
{
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
first_los_conflict = true; // first point have LOS problems
}
float angle; // candidate of angle for free pos
// special case when one from list empty and then empty side preferred
if(selector.FirstAngle(angle))
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while(selector.NextAngle(angle)) // angle for free pos
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// BAD NEWS: not free pos (or used or have LOS problems)
// Attempt find _used_ pos without LOS problem
if(!first_los_conflict)
{
x = first_x;
y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
return;
}
// special case when one from list empty and then empty side preferred
if( selector.IsNonBalanced() )
{
if(!selector.FirstAngle(angle)) // _used_ pos
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
}
// set first used pos in lists
selector.InitializeAngle();
// select in positions after current nodes (selection one by one)
while(selector.NextUsedAngle(angle)) // angle for used pos but maybe without LOS problem
{
GetNearPoint2D(x,y,distance2d,absAngle+angle);
z = GetPositionZ();
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
if(IsWithinLOS(x,y,z))
return;
}
// BAD BAD NEWS: all found pos (free and used) have LOS problem :(
x = first_x;
y = first_y;
UpdateGroundPositionZ(x,y,z); // update to LOS height if available
UpdateGroundPositionZ(x,y,z);
}

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@@ -1,157 +0,0 @@
/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "ObjectPosSelector.h"
ObjectPosSelector::ObjectPosSelector(float x,float y,float size,float dist)
: m_center_x(x),m_center_y(y),m_size(size),m_dist(dist)
{
m_anglestep = acos(m_dist/(m_dist+2*m_size));
m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].end();
m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].end();
m_smallStepAngle[USED_POS_PLUS] = 0;
m_smallStepAngle[USED_POS_MINUS] = 0;
m_smallStepOk[USED_POS_PLUS] = false;
m_smallStepOk[USED_POS_MINUS] = false;
m_smallStepNextUsedPos[USED_POS_PLUS] = NULL;
m_smallStepNextUsedPos[USED_POS_MINUS] = NULL;
}
ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos(UsedPosType uptype)
{
UsedPosList::const_iterator itr = m_nextUsedPos[uptype];
if(itr!=m_UsedPosLists[uptype].end())
++itr;
if(itr==m_UsedPosLists[uptype].end())
{
if(!m_UsedPosLists[~uptype].empty())
return &*m_UsedPosLists[~uptype].rbegin();
else
return NULL;
}
else
return &*itr;
}
void ObjectPosSelector::AddUsedPos(float size,float angle,float dist)
{
if(angle>=0)
m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle,UsedPos(1.0,size,dist)));
else
m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle,UsedPos(-1.0,size,dist)));
}
void ObjectPosSelector::InitializeAngle()
{
m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].begin();
m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].begin();
m_smallStepAngle[USED_POS_PLUS] = 0;
m_smallStepAngle[USED_POS_MINUS] = 0;
m_smallStepOk[USED_POS_PLUS] = true;
m_smallStepOk[USED_POS_MINUS] = true;
}
bool ObjectPosSelector::FirstAngle(float& angle)
{
if(m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(),1.0,USED_POS_PLUS,angle);
else if(m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(),-1.0,USED_POS_MINUS,angle);
return false;
}
bool ObjectPosSelector::NextAngle(float& angle)
{
while(m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() ||
m_smallStepOk[USED_POS_PLUS] || m_smallStepOk[USED_POS_MINUS] )
{
// calculate next possible angle
if(NextPosibleAngle(angle))
return true;
}
return false;
}
bool ObjectPosSelector::NextUsedAngle(float& angle)
{
while(m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() )
{
// calculate next possible angle
if(!NextPosibleAngle(angle))
return true;
}
return false;
}
bool ObjectPosSelector::NextPosibleAngle( float& angle )
{
// ++ direction less updated
if( m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() &&
(m_nextUsedPos[USED_POS_MINUS]==m_UsedPosLists[USED_POS_MINUS].end() || m_nextUsedPos[USED_POS_PLUS]->first <= m_nextUsedPos[USED_POS_MINUS]->first) )
{
bool ok;
if(m_smallStepOk[USED_POS_PLUS])
ok = NextSmallStepAngle(1.0,USED_POS_PLUS,angle);
else
ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS],1.0,USED_POS_PLUS,angle);
if(!ok)
++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
return ok;
}
// -- direction less updated
else if( m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
{
bool ok;
if(m_smallStepOk[USED_POS_MINUS])
ok = NextSmallStepAngle(-1.0,USED_POS_MINUS,angle);
else
ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS],-1.0,USED_POS_MINUS,angle);
if(!ok)
++m_nextUsedPos[USED_POS_MINUS];
return ok;
}
else // both list empty
{
if( m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]) )
{
return NextSmallStepAngle(1.0,USED_POS_PLUS,angle);
}
// -- direction less updated
else if( m_smallStepOk[USED_POS_MINUS] )
{
return NextSmallStepAngle(-1.0,USED_POS_MINUS,angle);
}
}
// no angles
return false;
}

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@@ -1,155 +0,0 @@
/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* 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 2 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _OBJECT_POS_SELECTOR_H
#define _OBJECT_POS_SELECTOR_H
#include<Common.h>
#include<map>
enum UsedPosType { USED_POS_PLUS, USED_POS_MINUS };
inline UsedPosType operator ~(UsedPosType uptype)
{
return uptype==USED_POS_PLUS ? USED_POS_MINUS : USED_POS_PLUS;
}
struct ObjectPosSelector
{
struct UsedPos
{
UsedPos(float sign_, float size_,float dist_) : sign(sign_), size(size_),dist(dist_) {}
float sign;
float size; // size of point
float dist; // dist to central point (including central point size)
};
typedef std::multimap<float,UsedPos> UsedPosList; // abs(angle)->Node
ObjectPosSelector(float x,float y,float size,float dist);
void AddUsedPos(float size,float angle,float dist);
void InitializeAngle();
bool FirstAngle(float& angle);
bool NextAngle(float& angle);
bool NextUsedAngle(float& angle);
bool NextPosibleAngle( float& angle );
bool CheckAngle(UsedPosList::value_type const& nextUsedPos, float sign, float angle ) const
{
float angle_step2 = GetAngle(nextUsedPos.second);
float next_angle = nextUsedPos.first;
if(nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
next_angle = 2*M_PI-next_angle; // move to positive
return fabs(angle)+angle_step2 <= next_angle;
}
bool CheckOriginal() const
{
return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_PLUS].begin(),1.0,0)) &&
(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_MINUS].begin(),-1.0,0));
}
bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
bool NextAngleFor( UsedPosList::value_type const& usedPos, float sign, UsedPosType uptype, float &angle )
{
float angle_step = GetAngle(usedPos.second);
// next possible angle
angle = usedPos.first * usedPos.second.sign + angle_step * sign;
UsedPosList::value_type const* nextNode = nextUsedPos(uptype);
if(nextNode)
{
// if next node permit use selected angle, then do it
if(!CheckAngle(*nextNode, sign, angle))
{
m_smallStepOk[uptype] = false;
return false;
}
}
// possible more points
m_smallStepOk[uptype] = true;
m_smallStepAngle[uptype] = angle;
m_smallStepNextUsedPos[uptype] = nextNode;
return true;
}
bool NextSmallStepAngle( float sign, UsedPosType uptype, float &angle )
{
// next possible angle
angle = m_smallStepAngle[uptype] + m_anglestep * sign;
if(fabs(angle) > M_PI)
{
m_smallStepOk[uptype] = false;
return false;
}
if(m_smallStepNextUsedPos[uptype])
{
if(fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
{
m_smallStepOk[uptype] = false;
return false;
}
// if next node permit use selected angle, then do it
if(!CheckAngle(*m_smallStepNextUsedPos[uptype], sign, angle))
{
m_smallStepOk[uptype] = false;
return false;
}
}
// possible more points
m_smallStepAngle[uptype] = angle;
return true;
}
// next used post for m_nextUsedPos[uptype]
UsedPosList::value_type const* nextUsedPos(UsedPosType uptype);
// angle from used pos to next possible free pos
float GetAngle(UsedPos const& usedPos) const { return acos(m_dist/(usedPos.dist+usedPos.size+m_size)); }
float m_center_x;
float m_center_y;
float m_size; // size of object in center
float m_dist; // distance for searching pos (including central object size)
float m_anglestep;
UsedPosList m_UsedPosLists[2];
UsedPosList::const_iterator m_nextUsedPos[2];
// field for small step from first after next used pos until next pos
float m_smallStepAngle[2];
bool m_smallStepOk[2];
UsedPosList::value_type const* m_smallStepNextUsedPos[2];
};
#endif

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@@ -739,8 +739,6 @@ void World::LoadConfigSettings(bool reload)
if(m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] > 255)
m_configs[CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF] = 255;
m_configs[CONFIG_DETECT_POS_COLLISION] = sConfig.GetBoolDefault("DetectPosCollision", true);
m_configs[CONFIG_RESTRICTED_LFG_CHANNEL] = sConfig.GetBoolDefault("Channel.RestrictedLfg", true);
m_configs[CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL] = sConfig.GetBoolDefault("Channel.SilentlyGMJoin", false);

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@@ -137,7 +137,6 @@ enum WorldConfigs
CONFIG_WORLD_BOSS_LEVEL_DIFF,
CONFIG_QUEST_LOW_LEVEL_HIDE_DIFF,
CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF,
CONFIG_DETECT_POS_COLLISION,
CONFIG_RESTRICTED_LFG_CHANNEL,
CONFIG_SILENTLY_GM_JOIN_TO_CHANNEL,
CONFIG_TALENTS_INSPECTING,

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@@ -133,11 +133,6 @@ BindIP = "0.0.0.0"
# These spells are ignored for LoS calculation
# List of ids with delimiter ','
#
# DetectPosCollision
# Check final move position, summon position, etc for visible collision with other objects or
# wall (wall only if vmaps are enabled)
# Default: 1 (enable, required more CPU power usage)
# 0 (disable, less nice position selection but will less CPU power usage)
#
# TargetPosRecalculateRange
# Max distance from movement target point (+moving unit size) and targeted object (+size)
@@ -179,7 +174,6 @@ vmap.enableLOS = 0
vmap.enableHeight = 0
vmap.ignoreMapIds = "369"
vmap.ignoreSpellIds = "7720"
DetectPosCollision = 1
TargetPosRecalculateRange = 1.5
UpdateUptimeInterval = 10
MaxCoreStuckTime = 0
@@ -1053,3 +1047,30 @@ Arena.AutoDistributeInterval = 7
###################################################################################################################
BattleGround.PrematureFinishTimer = 0
###################################################################################################################
#
# Network config
#
# Threads: number of threads for network ,recommend 1 thread per 1000 players.
# Default: 1
#
# OutKBuff: the output kernel buffer used ( SO_SNDBUF socket option ) , -1 means use system default. Refer to tcp manual for explanation.
# Default: -1
#
# OutUBuff: userspace buffer for output
# Default: 65536
#
# TcpNodelay: enable ( 1 ) , disable ( 0 ) ,TCP_NODELAY socket option. Refer to tcp manual for explanation.
# Default: 1
#
#
#
###################################################################################################################
Network.Threads = 1
Network.OutKBuff = -1
Network.OutUBuff = 65536
Network.TcpNodelay = 1