/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 Trinity
*
* 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
#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
inline void
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor &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
inline void
Cell::Visit(const CellPair& standing_cell, TypeContainerVisitor &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
inline void
Cell::Visit(const CellPair& l, TypeContainerVisitor &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
inline void
Cell::VisitCircle(TypeContainerVisitor &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