diff options
Diffstat (limited to 'src/game/CellImpl.h')
-rw-r--r-- | src/game/CellImpl.h | 36 |
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); |