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-rw-r--r--src/game/CellImpl.h54
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);