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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * 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;
+ data.Part.grid_y = p.y_coord / MAX_NUMBER_OF_CELLS;
+ data.Part.cell_x = p.x_coord % MAX_NUMBER_OF_CELLS;
+ data.Part.cell_y = p.y_coord % MAX_NUMBER_OF_CELLS;
+ data.Part.nocreate = 0;
+ data.Part.reserved = 0;
+}
+
+template<class T, class CONTAINER>
+inline void
+Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
+{
+ 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(*this, 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:
+ {
+ begin_cell << 1; begin_cell -= 1; // upper left
+ end_cell >> 1; end_cell += 1; // lower right
+ break;
+ }
+ case UPPER_LEFT_DISTRICT:
+ {
+ begin_cell << 1; begin_cell -= 1; // upper left
+ break;
+ }
+ case UPPER_RIGHT_DISTRICT:
+ {
+ begin_cell -= 1; // up
+ end_cell >> 1; // right
+ break;
+ }
+ case LOWER_LEFT_DISTRICT:
+ {
+ begin_cell << 1; // left
+ end_cell += 1; // down
+ break;
+ }
+ case LOWER_RIGHT_DISTRICT:
+ {
+ end_cell >> 1; end_cell += 1; // lower right
+ break;
+ }
+ case LEFT_DISTRICT:
+ {
+ begin_cell -= 1; // up
+ end_cell >> 1; end_cell += 1; // lower right
+ break;
+ }
+ case RIGHT_DISTRICT:
+ {
+ begin_cell << 1; begin_cell -= 1; // upper left
+ end_cell += 1; // down
+ break;
+ }
+ case UPPER_DISTRICT:
+ {
+ begin_cell << 1; begin_cell -= 1; // upper left
+ end_cell >> 1; // right
+ break;
+ }
+ case LOWER_DISTRICT:
+ {
+ begin_cell << 1; // left
+ end_cell >> 1; end_cell += 1; // lower right
+ break;
+ }
+ default:
+ {
+ assert(false);
+ break;
+ }
+ }
+
+ // 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);
+ Cell r_zone(cell_pair);
+ r_zone.data.Part.nocreate = this->data.Part.nocreate;
+ m.Visit(r_zone, visitor);
+ }
+ }
+}
+
+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)
+{
+ return Cell::CalculateCellArea(obj.GetPositionX(), obj.GetPositionY(), radius);
+}
+
+inline CellArea Cell::CalculateCellArea(float x, float y, float radius)
+{
+ if (radius <= 0.0f)
+ return CellArea();
+
+ //lets calculate object coord offsets from cell borders.
+ //TODO: add more correct/generic method for this task
+ const float x_offset = (x - CENTER_GRID_CELL_OFFSET)/SIZE_OF_GRID_CELL;
+ const float y_offset = (y - 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 T, class CONTAINER>
+inline void
+Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, float radius, float x_off, float y_off) const
+{
+ 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(*this, visitor);
+ return;
+ }
+ //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(x_off, y_off, radius);
+ //if radius fits inside standing cell
+ if (!area)
+ {
+ m.Visit(*this, 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(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(*this, 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 = this->data.Part.nocreate;
+ m.Visit(r_zone, visitor);
+ }
+ }
+ }
+}
+
+template<class T, class CONTAINER>
+inline void
+Cell::Visit(const CellPair& l, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m, const WorldObject &obj, float radius) const
+{
+ //we should increase search radius by object's radius, otherwise
+ //we could have problems with huge creatures, which won't attack nearest players etc
+ Visit(l, visitor, m, radius + obj.GetObjectSize(), obj.GetPositionX(), obj.GetPositionY());
+}
+
+template<class T, class CONTAINER>
+inline void
+Cell::VisitCircle(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 = this->data.Part.nocreate;
+ m.Visit(r_zone, 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 = this->data.Part.nocreate;
+ m.Visit(r_zone_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 = this->data.Part.nocreate;
+ m.Visit(r_zone_right, visitor);
+ }
+ }
+}
+#endif
+