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authormaximius <none@none>2009-10-17 15:51:44 -0700
committermaximius <none@none>2009-10-17 15:51:44 -0700
commite585187b248f48b3c6e9247b49fa07c6565d65e5 (patch)
tree637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/game/CellImpl.h
parent26b5e033ffde3d161382fc9addbfa99738379641 (diff)
*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
Diffstat (limited to 'src/game/CellImpl.h')
-rw-r--r--src/game/CellImpl.h36
1 files changed, 36 insertions, 0 deletions
diff --git a/src/game/CellImpl.h b/src/game/CellImpl.h
index 659ffd48eb6..ff2b0343c69 100644
--- a/src/game/CellImpl.h
+++ b/src/game/CellImpl.h
@@ -17,12 +17,16 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
+
#ifndef TRINITY_CELLIMPL_H
#define TRINITY_CELLIMPL_H
+
#include <cmath>
+
#include "Cell.h"
#include "Map.h"
#include "Object.h"
+
inline Cell::Cell(CellPair const& p)
{
data.Part.grid_x = p.x_coord / MAX_NUMBER_OF_CELLS;
@@ -32,6 +36,7 @@ inline Cell::Cell(CellPair const& p)
data.Part.nocreate = 0;
data.Part.reserved = 0;
}
+
template<class LOCK_TYPE,class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
@@ -39,16 +44,19 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
const CellPair &standing_cell = l.i_cellPair;
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
+
uint16 district = (District)this->data.Part.reserved;
if(district == CENTER_DISTRICT)
{
m.Visit(l, visitor);
return;
}
+
// set up the cell range based on the district
// the overloaded operators handle range checking
CellPair begin_cell = standing_cell;
CellPair end_cell = standing_cell;
+
switch( district )
{
case ALL_DISTRICT:
@@ -109,6 +117,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
break;
}
}
+
// loop the cell range
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
{
@@ -122,6 +131,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
}
}
}
+
template<class LOCK_TYPE,class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
@@ -129,7 +139,9 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
const CellPair &standing_cell = l.i_cellPair;
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
+
int left = 0, right = 0, upper = 0, lower = 0;
+
// Origin = (CENTER_GRID_CELL_OFFSET, CENTER_GRID_CELL_OFFSET)
if(CENTER_GRID_CELL_OFFSET - x_off < radius)
++right;
@@ -139,17 +151,21 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
++upper;
if(CENTER_GRID_CELL_OFFSET + y_off < radius)
++lower;
+
if(!left && !right && !upper && !lower)
{
m.Visit(l, visitor);
return;
}
+
CellPair begin_cell = standing_cell;
CellPair end_cell = standing_cell;
+
begin_cell << left; //note: need change << if left > 1
begin_cell -= lower;
end_cell >> right;
end_cell += upper;
+
// loop the cell range
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
{
@@ -163,16 +179,20 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
}
}
}
+
inline int CellHelper(const float radius)
{
if(radius < 1.0f)
return 0;
+
return (int)ceilf(radius/SIZE_OF_GRID_CELL);
}
+
inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
{
if(radius <= 0.0f)
return CellArea();
+
//we should increase search radius by object's radius, otherwise
//we could have problems with huge creatures, which won't attack nearest players etc
radius += obj.GetObjectSize();
@@ -180,18 +200,23 @@ inline CellArea Cell::CalculateCellArea(const WorldObject &obj, float radius)
//TODO: add more correct/generic method for this task
const float x_offset = (obj.GetPositionX() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
const float y_offset = (obj.GetPositionY() - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
+
const float x_val = floor(x_offset + CENTER_GRID_CELL_ID + 0.5f);
const float y_val = floor(y_offset + CENTER_GRID_CELL_ID + 0.5f);
+
const float x_off = (x_offset - x_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
const float y_off = (y_offset - y_val + CENTER_GRID_CELL_ID) * SIZE_OF_GRID_CELL;
+
const float tmp_diff = radius - CENTER_GRID_CELL_OFFSET;
//lets calculate upper/lower/right/left corners for cell search
int right = CellHelper(tmp_diff + x_off);
int left = CellHelper(tmp_diff - x_off);
int upper = CellHelper(tmp_diff + y_off);
int lower = CellHelper(tmp_diff - y_off);
+
return CellArea(right, left, upper, lower);
}
+
template<class LOCK_TYPE, class T, class CONTAINER>
inline void
Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
@@ -199,6 +224,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
const CellPair &standing_cell = l.i_cellPair;
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
return;
+
//no jokes here... Actually placing ASSERT() here was good idea, but
//we had some problems with DynamicObjects, which pass radius = 0.0f (DB issue?)
//maybe it is better to just return when radius <= 0.0f?
@@ -210,6 +236,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
//lets limit the upper value for search radius
if(radius > 333.0f)
radius = 333.0f;
+
//lets calculate object coord offsets from cell borders.
CellArea area = Cell::CalculateCellArea(obj, radius);
//if radius fits inside standing cell
@@ -218,8 +245,10 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
m.Visit(l, visitor);
return;
}
+
CellPair begin_cell = standing_cell;
CellPair end_cell = standing_cell;
+
area.ResizeBorders(begin_cell, end_cell);
//visit all cells, found in CalculateCellArea()
//if radius is known to reach cell area more than 4x4 then we should call optimized VisitCircle
@@ -230,9 +259,11 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
VisitCircle(l, visitor, m, begin_cell, end_cell);
return;
}
+
//ALWAYS visit standing cell first!!! Since we deal with small radiuses
//it is very essential to call visitor for standing cell firstly...
m.Visit(l, visitor);
+
// loop the cell range
for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++)
{
@@ -250,6 +281,7 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi
}
}
}
+
template<class LOCK_TYPE, class T, class CONTAINER>
inline void
Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const CellPair& begin_cell, const CellPair& end_cell) const
@@ -259,6 +291,7 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
//lets calculate x_start/x_end coords for central strip...
const uint32 x_start = begin_cell.x_coord + x_shift;
const uint32 x_end = end_cell.x_coord - x_shift;
+
//visit central strip with constant width...
for(uint32 x = x_start; x <= x_end; ++x)
{
@@ -271,10 +304,12 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
m.Visit(lock, visitor);
}
}
+
//if x_shift == 0 then we have too small cell area, which were already
//visited at previous step, so just return from procedure...
if(x_shift == 0)
return;
+
uint32 y_start = end_cell.y_coord;
uint32 y_end = begin_cell.y_coord;
//now we are visiting borders of an octagon...
@@ -292,6 +327,7 @@ Cell::VisitCircle(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINE
r_zone_left.data.Part.nocreate = l->data.Part.nocreate;
CellLock<LOCK_TYPE> lock_left(r_zone_left, cell_pair_left);
m.Visit(lock_left, visitor);
+
//right trapezoid cell visit
CellPair cell_pair_right(x_end + step, y);
Cell r_zone_right(cell_pair_right);