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/*

* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 <http://www.gnu.org/licenses/>.
*/

#ifndef ACORE_CELLIMPL_H
#define ACORE_CELLIMPL_H

#include "Cell.h"
#include "Map.h"
#include "Object.h"
#include <cmath>

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 = Acore::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 = Acore::ComputeCellCoord(x, y).normalize();
return CellArea(center, center);
}

CellCoord centerX = Acore::ComputeCellCoord(x - radius, y -


radius).normalize();
CellCoord centerY = Acore::ComputeCellCoord(x + radius, y +
radius).normalize();
return CellArea(centerX, centerY);
}

template<class T, class CONTAINER>


inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T,
CONTAINER>& 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<class T, class CONTAINER>


inline void Cell::Visit(CellCoord const& standing_cell, TypeContainerVisitor<T,
CONTAINER>& 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<class T, class CONTAINER>


inline void Cell::VisitCircle(TypeContainerVisitor<T, CONTAINER>& 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<class T>
inline void Cell::VisitGridObjects(WorldObject const* center_obj, T& visitor, float
radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj-
>GetPositionY()));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);


cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius);
}

template<class T>
inline void Cell::VisitWorldObjects(WorldObject const* center_obj, T& visitor,
float radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj-
>GetPositionY()));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);


cell.Visit(p, wnotifier, *center_obj->GetMap(), *center_obj, radius);
}

template<class T>
inline void Cell::VisitAllObjects(WorldObject const* center_obj, T& visitor, float
radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(center_obj->GetPositionX(), center_obj-
>GetPositionY()));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);


cell.Visit(p, wnotifier, *center_obj->GetMap(), *center_obj, radius);
TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);
cell.Visit(p, gnotifier, *center_obj->GetMap(), *center_obj, radius);
}

template<class T>
inline void Cell::VisitGridObjects(float x, float y, Map* map, T& visitor, float
radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(x, y));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);


cell.Visit(p, gnotifier, *map, x, y, radius);
}

template<class T>
inline void Cell::VisitWorldObjects(float x, float y, Map* map, T& visitor, float
radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(x, y));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);


cell.Visit(p, wnotifier, *map, x, y, radius);
}

template<class T>
inline void Cell::VisitAllObjects(float x, float y, Map* map, T& visitor, float
radius, bool dont_load /*= true*/)
{
CellCoord p(Acore::ComputeCellCoord(x, y));
Cell cell(p);
if (dont_load)
{
cell.SetNoCreate();
}

TypeContainerVisitor<T, WorldTypeMapContainer> wnotifier(visitor);


cell.Visit(p, wnotifier, *map, x, y, radius);
TypeContainerVisitor<T, GridTypeMapContainer> gnotifier(visitor);
cell.Visit(p, gnotifier, *map, x, y, radius);
}

#endif

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