/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ #ifndef TRINITY_CELLIMPL_H #define TRINITY_CELLIMPL_H #include "Cell.h" #include "Map.h" #include "Object.h" inline Cell::Cell(CellCoord 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; } inline Cell::Cell(float x, float y) { CellCoord p = Trinity::ComputeCellCoord(x, y); 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; } inline CellArea Cell::CalculateCellArea(float x, float y, float radius) { if (radius <= 0.0f) { CellCoord center = Trinity::ComputeCellCoord(x, y).normalize(); return CellArea(center, center); } CellCoord centerX = Trinity::ComputeCellCoord(x - radius, y - radius).normalize(); CellCoord centerY = Trinity::ComputeCellCoord(x + radius, y + radius).normalize(); return CellArea(centerX, centerY); } template inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor& visitor, Map& map, WorldObject const& 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(standing_cell, visitor, map, obj.GetPositionX(), obj.GetPositionY(), radius + obj.GetCombatReach()); } template inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor& visitor, Map& map, float x_off, float y_off, float radius) const { if (!standing_cell.IsCoordValid()) 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) { map.Visit(*this, visitor); return; } //lets limit the upper value for search radius if (radius > SIZE_OF_GRIDS) radius = SIZE_OF_GRIDS; //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) { map.Visit(*this, visitor); return; } //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 ((area.high_bound.x_coord > (area.low_bound.x_coord + 4)) && (area.high_bound.y_coord > (area.low_bound.y_coord + 4))) { VisitCircle(visitor, map, area.low_bound, area.high_bound); return; } //ALWAYS visit standing cell first!!! Since we deal with small radiuses //it is very essential to call visitor for standing cell firstly... map.Visit(*this, visitor); // loop the cell range for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x) { for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y) { CellCoord cellCoord(x, y); //lets skip standing cell since we already visited it if (cellCoord != standing_cell) { Cell r_zone(cellCoord); r_zone.data.Part.nocreate = this->data.Part.nocreate; map.Visit(r_zone, visitor); } } } } template inline void Cell::VisitCircle(TypeContainerVisitor& visitor, Map& map, CellCoord const& begin_cell, CellCoord const& 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) { CellCoord cellCoord(x, y); Cell r_zone(cellCoord); r_zone.data.Part.nocreate = this->data.Part.nocreate; map.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... CellCoord cellCoord_left(x_start - step, y); Cell r_zone_left(cellCoord_left); r_zone_left.data.Part.nocreate = this->data.Part.nocreate; map.Visit(r_zone_left, visitor); //right trapezoid cell visit CellCoord cellCoord_right(x_end + step, y); Cell r_zone_right(cellCoord_right); r_zone_right.data.Part.nocreate = this->data.Part.nocreate; map.Visit(r_zone_right, visitor); } } } template inline void Cell::VisitGridObjects(WorldObject const* center_obj, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY())); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius); } template inline void Cell::VisitWorldObjects(WorldObject const* center_obj, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY())); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius); } template inline void Cell::VisitAllObjects(WorldObject const* center_obj, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(center_obj->GetPositionX(), center_obj->GetPositionY())); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor wnotifier(visitor); cell.Visit(p, wnotifier, *center_obj->GetMap(), *center_obj, radius); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius); } template inline void Cell::VisitGridObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *map, x, y, radius); } template inline void Cell::VisitWorldObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *map, x, y, radius); } template inline void Cell::VisitAllObjects(float x, float y, Map* map, T& visitor, float radius, bool dont_load) { CellCoord p(Trinity::ComputeCellCoord(x, y)); Cell cell(p); if (dont_load) cell.SetNoCreate(); TypeContainerVisitor wnotifier(visitor); cell.Visit(p, wnotifier, *map, x, y, radius); TypeContainerVisitor gnotifier(visitor); cell.Visit(p, gnotifier, *map, x, y, radius); } #endif