Clean up grid system: allow directly creating Cell from x, y.
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@@ -68,6 +68,7 @@ struct Cell
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Cell() { data.All = 0; }
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Cell(const Cell &cell) { data.All = cell.data.All; }
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explicit Cell(CellCoord const& p);
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explicit Cell(float x, float y);
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void operator|=(Cell &cell)
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{
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@@ -35,6 +35,17 @@ inline Cell::Cell(CellCoord const& p)
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data.Part.reserved = 0;
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}
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inline Cell::Cell(float x, float y)
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{
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CellCoord p = Trinity::ComputeCellCoord(x, y);
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data.Part.grid_x = p.x_coord / MAX_NUMBER_OF_CELLS;
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data.Part.grid_y = p.y_coord / MAX_NUMBER_OF_CELLS;
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data.Part.cell_x = p.x_coord % MAX_NUMBER_OF_CELLS;
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data.Part.cell_y = p.y_coord % MAX_NUMBER_OF_CELLS;
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data.Part.nocreate = 0;
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data.Part.reserved = 0;
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}
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template<class T, class CONTAINER>
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inline void
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Cell::Visit(const CellCoord& standing_cell, TypeContainerVisitor<T, CONTAINER> &visitor, Map &m) const
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@@ -399,9 +399,7 @@ bool Map::EnsureGridLoaded(const Cell &cell)
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void Map::LoadGrid(float x, float y)
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{
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CellCoord pair = Trinity::ComputeCellCoord(x, y);
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Cell cell(pair);
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EnsureGridLoaded(cell);
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EnsureGridLoaded(Cell(x, y));
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}
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bool Map::AddToMap(Player* player)
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@@ -494,7 +492,7 @@ bool Map::loaded(const GridCoord &p) const
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void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor, TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor)
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{
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CellCoord standing_cell(Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY()));
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CellCoord standing_cell(obj->GetPositionX(), obj->GetPositionY());
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// Check for correctness of standing_cell, it also avoids problems with update_cell
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if (!standing_cell.IsCoordValid())
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@@ -753,11 +751,8 @@ Map::PlayerRelocation(Player* player, float x, float y, float z, float orientati
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{
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ASSERT(player);
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CellCoord old_val = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
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CellCoord new_val = Trinity::ComputeCellCoord(x, y);
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Cell old_cell(old_val);
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Cell new_cell(new_val);
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Cell old_cell(player->GetPositionX(), player->GetPositionY());
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Cell new_cell(x, y);
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player->Relocate(x, y, z, orientation);
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@@ -784,9 +779,7 @@ Map::CreatureRelocation(Creature* creature, float x, float y, float z, float ang
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ASSERT(CheckGridIntegrity(creature, false));
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Cell old_cell = creature->GetCurrentCell();
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CellCoord new_val = Trinity::ComputeCellCoord(x, y);
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Cell new_cell(new_val);
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Cell new_cell(x, y);
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if (!respawnRelocationOnFail && !getNGrid(new_cell.GridX(), new_cell.GridY()))
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return;
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@@ -849,7 +842,7 @@ void Map::MoveAllCreaturesInMoveList()
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continue;
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// do move or do move to respawn or remove creature if previous all fail
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if (CreatureCellRelocation(c, Cell(Trinity::ComputeCellCoord(c->_newPosition.m_positionX, c->_newPosition.m_positionY))))
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if (CreatureCellRelocation(c, Cell(c->_newPosition.m_positionX, c->_newPosition.m_positionY)))
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{
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// update pos
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c->Relocate(c->_newPosition);
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@@ -948,8 +941,7 @@ bool Map::CreatureRespawnRelocation(Creature* c, bool diffGridOnly)
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{
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float resp_x, resp_y, resp_z, resp_o;
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c->GetRespawnPosition(resp_x, resp_y, resp_z, &resp_o);
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CellCoord resp_val = Trinity::ComputeCellCoord(resp_x, resp_y);
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Cell resp_cell(resp_val);
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Cell resp_cell(resp_x, resp_y);
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//creature will be unloaded with grid
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if (diffGridOnly && !c->GetCurrentCell().DiffGrid(resp_cell))
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@@ -1876,9 +1868,7 @@ bool Map::IsUnderWater(float x, float y, float z) const
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bool Map::CheckGridIntegrity(Creature* c, bool moved) const
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{
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Cell const& cur_cell = c->GetCurrentCell();
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CellCoord xy_val = Trinity::ComputeCellCoord(c->GetPositionX(), c->GetPositionY());
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Cell xy_cell(xy_val);
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Cell xy_cell(c->GetPositionX(), c->GetPositionY());
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if (xy_cell != cur_cell)
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{
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sLog->outDebug(LOG_FILTER_MAPS, "Creature (GUID: %u) X: %f Y: %f (%s) is in grid[%u, %u]cell[%u, %u] instead of grid[%u, %u]cell[%u, %u]",
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