Using TC structure allowing easier patches importing
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141
src/server/game/Entities/Object/ObjectPosSelector.cpp
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141
src/server/game/Entities/Object/ObjectPosSelector.cpp
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/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "ObjectPosSelector.h"
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ObjectPosSelector::ObjectPosSelector(float x, float y, float size, float dist)
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: m_center_x(x), m_center_y(y), m_size(size), m_dist(dist)
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{
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m_anglestep = acos(m_dist/(m_dist+2*m_size));
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m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].end();
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m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].end();
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m_smallStepAngle[USED_POS_PLUS] = 0;
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m_smallStepAngle[USED_POS_MINUS] = 0;
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m_smallStepOk[USED_POS_PLUS] = false;
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m_smallStepOk[USED_POS_MINUS] = false;
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m_smallStepNextUsedPos[USED_POS_PLUS] = NULL;
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m_smallStepNextUsedPos[USED_POS_MINUS] = NULL;
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}
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ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos(UsedPosType uptype)
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{
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UsedPosList::const_iterator itr = m_nextUsedPos[uptype];
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if (itr!=m_UsedPosLists[uptype].end())
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++itr;
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if (itr==m_UsedPosLists[uptype].end())
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{
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if (!m_UsedPosLists[~uptype].empty())
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return &*m_UsedPosLists[~uptype].rbegin();
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else
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return NULL;
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}
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else
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return &*itr;
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}
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void ObjectPosSelector::AddUsedPos(float size, float angle, float dist)
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{
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if (angle >= 0)
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m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0f, size, dist)));
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else
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m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0f, size, dist)));
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}
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void ObjectPosSelector::InitializeAngle()
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{
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m_nextUsedPos[USED_POS_PLUS] = m_UsedPosLists[USED_POS_PLUS].begin();
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m_nextUsedPos[USED_POS_MINUS] = m_UsedPosLists[USED_POS_MINUS].begin();
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m_smallStepAngle[USED_POS_PLUS] = 0;
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m_smallStepAngle[USED_POS_MINUS] = 0;
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m_smallStepOk[USED_POS_PLUS] = true;
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m_smallStepOk[USED_POS_MINUS] = true;
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}
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bool ObjectPosSelector::FirstAngle(float& angle)
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{
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if (m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty())
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return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0f, USED_POS_PLUS, angle);
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else if (m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty())
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return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0f, USED_POS_MINUS, angle);
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return false;
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}
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bool ObjectPosSelector::NextAngle(float& angle)
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{
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while (m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
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m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() ||
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m_smallStepOk[USED_POS_PLUS] || m_smallStepOk[USED_POS_MINUS] )
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{
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// calculate next possible angle
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if (NextPosibleAngle(angle))
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return true;
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}
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return false;
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}
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bool ObjectPosSelector::NextUsedAngle(float& angle)
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{
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while (m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() ||
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m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
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{
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// calculate next possible angle
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if (!NextPosibleAngle(angle))
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return true;
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}
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return false;
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}
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bool ObjectPosSelector::NextPosibleAngle(float& angle)
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{
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// ++ direction less updated
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if (m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() &&
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(m_nextUsedPos[USED_POS_MINUS]==m_UsedPosLists[USED_POS_MINUS].end() || m_nextUsedPos[USED_POS_PLUS]->first <= m_nextUsedPos[USED_POS_MINUS]->first))
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{
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bool ok;
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if (m_smallStepOk[USED_POS_PLUS])
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ok = NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0f, USED_POS_PLUS, angle);
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if (!ok)
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++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
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return ok;
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}
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// -- direction less updated
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else if (m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
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{
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bool ok;
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if (m_smallStepOk[USED_POS_MINUS])
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ok = NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0f, USED_POS_MINUS, angle);
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if (!ok)
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++m_nextUsedPos[USED_POS_MINUS];
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return ok;
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}
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else // both list empty
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{
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if (m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]))
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return NextSmallStepAngle(1.0f, USED_POS_PLUS, angle);
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// -- direction less updated
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else if (m_smallStepOk[USED_POS_MINUS])
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return NextSmallStepAngle(-1.0f, USED_POS_MINUS, angle);
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}
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// no angles
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return false;
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}
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