mangos/src/game/Object/ObjectPosSelector.h
2020-01-07 22:35:20 +00:00

87 lines
3.1 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#ifndef MANGOS_H_OBJECT_POS_SELECTOR
#define MANGOS_H_OBJECT_POS_SELECTOR
#include<Common.h>
#include<map>
class WorldObject;
enum UsedAreaSide { USED_POS_PLUS, USED_POS_MINUS };
inline UsedAreaSide operator ~(UsedAreaSide side)
{
return side == USED_POS_PLUS ? USED_POS_MINUS : USED_POS_PLUS;
}
inline float SignOf(UsedAreaSide side)
{
return side == USED_POS_PLUS ? 1.0f : -1.0f;
}
struct ObjectPosSelector
{
struct OccupiedArea
{
OccupiedArea(float _angleOffset, WorldObject const* obj) : angleOffset(_angleOffset), occupyingObj(obj) {}
float angleOffset;
WorldObject const* occupyingObj;
};
// angle pos -> OccupiedArea
typedef std::multimap<float, OccupiedArea> UsedAreaList;
typedef UsedAreaList::value_type UsedArea;
ObjectPosSelector(float x, float y, float dist, float searchedForSize, WorldObject const* searchPosFor);
void AddUsedArea(WorldObject const* obj, float angle, float dist);
bool CheckOriginalAngle() const;
void InitializeAngle();
bool NextAngle(float& angle);
bool NextUsedAngle(float& angle);
bool CheckAngle(UsedArea const& usedArea, UsedAreaSide side, float angle) const;
void InitializeAngle(UsedAreaSide side);
bool NextSideAngle(UsedAreaSide side, float& angle);
float m_centerX;
float m_centerY;
float m_searcherDist; // distance for searching pos
float m_searchedForReqHAngle; // angle size/2 of searcher object (at dist distance)
UsedAreaList m_UsedAreaLists[2]; // list left/right side used angles (with angle size)
UsedAreaList::const_iterator m_nextUsedAreaItr[2]; // next used used areas for check at left/right side, possible angles selected in range m_smallStepAngle..m_nextUsedAreaItr
float m_stepAngle[2]; // current checked angle position at sides (less m_nextUsedArea), positive value
WorldObject const* m_searchPosFor; // For whom a position is searched (can be NULL)
};
#endif