diff options
Diffstat (limited to 'src/game/CellImpl.h')
-rw-r--r-- | src/game/CellImpl.h | 54 |
1 files changed, 27 insertions, 27 deletions
diff --git a/src/game/CellImpl.h b/src/game/CellImpl.h index ff2b0343c69..617d567ce32 100644 --- a/src/game/CellImpl.h +++ b/src/game/CellImpl.h @@ -119,9 +119,9 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi } // loop the cell range - for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++) + for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++) { - for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) { CellPair cell_pair(x,y); Cell r_zone(cell_pair); @@ -167,9 +167,9 @@ Cell::Visit(const CellLock<LOCK_TYPE> &l, TypeContainerVisitor<T, CONTAINER> &vi end_cell += upper; // loop the cell range - for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++) + for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++) { - for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) { CellPair cell_pair(x,y); Cell r_zone(cell_pair); @@ -184,15 +184,15 @@ 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(); @@ -200,23 +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 @@ -224,7 +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? @@ -236,7 +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 @@ -245,10 +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 @@ -259,15 +259,15 @@ 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++) + for (uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; x++) { - for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; y++) { CellPair cell_pair(x,y); //lets skip standing cell since we already visited it @@ -281,7 +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 @@ -291,11 +291,11 @@ 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) + for (uint32 x = x_start; x <= x_end; ++x) { - for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) + for (uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y) { CellPair cell_pair(x,y); Cell r_zone(cell_pair); @@ -304,12 +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... @@ -327,7 +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); |