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-rw-r--r--src/game/CellImpl.h156
1 files changed, 156 insertions, 0 deletions
diff --git a/src/game/CellImpl.h b/src/game/CellImpl.h
index 362c12579bb..d86091ee40a 100644
--- a/src/game/CellImpl.h
+++ b/src/game/CellImpl.h
@@ -25,6 +25,7 @@
#include "Cell.h"
#include "Map.h"
+#include "Object.h"
inline Cell::Cell(CellPair const& p)
{
@@ -178,5 +179,160 @@ 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();
+ //lets calculate object coord offsets from cell borders.
+ //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
+{
+ 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?
+ if(radius <= 0.0f)
+ {
+ m.Visit(l, visitor);
+ return;
+ }
+
+ //lets calculate object coord offsets from cell borders.
+ CellArea area = Cell::CalculateCellArea(obj, radius);
+ //if radius fits inside standing cell
+ if(!area)
+ {
+ 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
+ //currently this technique works with MAX_NUMBER_OF_CELLS 16 and higher, with lower values
+ //there are nothing to optimize because SIZE_OF_GRID_CELL is too big...
+ if(((end_cell.x_coord - begin_cell.x_coord) > 4) && ((end_cell.y_coord - begin_cell.y_coord) > 4))
+ {
+ 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 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
+ if(cell_pair != standing_cell)
+ {
+ Cell r_zone(cell_pair);
+ r_zone.data.Part.nocreate = l->data.Part.nocreate;
+ CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
+ m.Visit(lock, visitor);
+ }
+ }
+ }
+}
+
+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
+{
+ //here is an algorithm for 'filling' circum-squared octagon
+ uint32 x_shift = (uint32)ceilf((end_cell.x_coord - begin_cell.x_coord) * 0.3f - 0.5f);
+ //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 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
+ {
+ CellPair cell_pair(x,y);
+ Cell r_zone(cell_pair);
+ r_zone.data.Part.nocreate = l->data.Part.nocreate;
+ CellLock<LOCK_TYPE> lock(r_zone, cell_pair);
+ 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...
+ for (uint32 step = 1; step <= (x_start - begin_cell.x_coord); ++step)
+ {
+ //each step reduces strip height by 2 cells...
+ y_end += 1;
+ y_start -= 1;
+ for (uint32 y = y_start; y >= y_end; --y)
+ {
+ //we visit cells symmetrically from both sides, heading from center to sides and from up to bottom
+ //e.g. filling 2 trapezoids after filling central cell strip...
+ CellPair cell_pair_left(x_start - step, y);
+ Cell r_zone_left(cell_pair_left);
+ 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);
+ r_zone_right.data.Part.nocreate = l->data.Part.nocreate;
+ CellLock<LOCK_TYPE> lock_right(r_zone_right, cell_pair_right);
+ m.Visit(lock_right, visitor);
+ }
+ }
+}
#endif