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author | (no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2005-02-12 15:43:04 +0000 |
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committer | (no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2005-02-12 15:43:04 +0000 |
commit | 985c83199719ccf8324cae2b87612e2599bcafe2 (patch) | |
tree | 7bba57f1a4876f22e46425138950b5b5b3c8b21a /src | |
parent | 98710b39dd747d9a296d6f4e26d14018fd294bad (diff) | |
download | hercules-985c83199719ccf8324cae2b87612e2599bcafe2.tar.gz hercules-985c83199719ccf8324cae2b87612e2599bcafe2.tar.bz2 hercules-985c83199719ccf8324cae2b87612e2599bcafe2.tar.xz hercules-985c83199719ccf8324cae2b87612e2599bcafe2.zip |
fixing and optimizing sharp shooting, should work now
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/stable@1091 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r-- | src/map/map.c | 340 |
1 files changed, 335 insertions, 5 deletions
diff --git a/src/map/map.c b/src/map/map.c index 110c70850..9a4f35a35 100644 --- a/src/map/map.c +++ b/src/map/map.c @@ -46,6 +46,10 @@ #include "memwatch.h" #endif + +// maybe put basic macros to somewhere else +#define swap(a,b) ((a == b) || ((a ^= b), (b ^= a), (a ^= b))) + unsigned long ticks = 0; // by MC Cameri #ifndef TXT_ONLY @@ -152,10 +156,10 @@ struct charid2nick { int req_id; }; -// ޫëëīի髰(map_athana.conf?read_map_from_cache) +// ޫëëīի髰(map_athana.conf?read_map_from_cacheE) // 0:Īʪ 1:ު? 2:? int map_read_flag = READ_FROM_GAT; -char map_cache_file[256]="db/map.info"; // ޫëëի٣ +char map_cache_file[256]="db/map.info"; // ޫëëիE char motd_txt[256] = "conf/motd.txt"; char help_txt[256] = "conf/help.txt"; @@ -397,7 +401,7 @@ int map_count_oncell(int m, int x, int y) { return count; } /* - * ߾̸Ī˫ëȪ + * E̸ĪE˫ëȪ */ struct skill_unit *map_find_skill_unit_oncell(int m,int x,int y,int skill_id) { @@ -657,8 +661,9 @@ void map_foreachincell(int (*func)(struct block_list*,va_list),int m,int x,int y * For checking a path between two points (x0, y0) and (x1, y1) *------------------------------------------------------------ */ -void map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int type,...) { - va_list ap; +void map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int y0,int x1,int y1,int range,int length,int type,...) +{ +/* va_list ap; double deltax = 0.0; double deltay = 0.0; int t, bx, by; @@ -707,6 +712,15 @@ void map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int } if (type == 0 || type != BL_MOB) + + +this here is wrong, +there is no check if x0<x1 and y0<y1 +but this is not valid in 3 of 4 cases, +so in this case here you check only blocks when shooting to a positive direction +shooting in other directions just do nothing like the skill has failed +if you want to keep this that way then check and swap x0,y0 with x1,y1 + for (by = y0 / BLOCK_SIZE; by <= y1 / BLOCK_SIZE; by++) { for(bx=x0/BLOCK_SIZE;bx<=x1/BLOCK_SIZE;bx++){ bl = map[m].block[bx+by*map[m].bxs]; @@ -754,6 +768,322 @@ void map_foreachinpath(int (*func)(struct block_list*,va_list),int m,int x0,int aFree (xs); aFree (ys); va_end(ap); + +*/ + +/* +////////////////////////////////////////////////////////////// +// +// sharp shooting 1 +// +////////////////////////////////////////////////////////////// +// problem: +// finding targets standing on and within some range of a line +// (t1,t2 t3 and t4 get hit) +// +// target 1 +// x t4 +// t2 +// t3 x +// x +// S +////////////////////////////////////////////////////////////// +// solution 1 (straight forward, but a bit calculation expensive) +// calculating perpendiculars from quesionable mobs to the straight line +// if the mob is hit then depends on the distance to the line +// +// solution 2 (complex, need to handle many cases, but maybe faster) +// make a formula to deside if a given (x,y) is within a shooting area +// the shape can be ie. rectangular or triangular +// if the mob is hit then depends on if the mob is inside or outside the area +// I'm not going to implement this, but if somebody is interested +// in vector algebra, it might be some fun + +////////////////////////////////////////////////////////////// +// possible shooting ranges (I prefer the second one) +////////////////////////////////////////////////////////////// +// +// ---------------- ------ +// ---------------- ------------ +// Sxxxxxxxxxxxxxxxxtarget Sxxxxxxxxxxxxxxxxtarget +// ---------------- ------------ +// ---------------- ----- +// +// the original code implemented the left structure +// might be not that realistic, so I changed to the other one +// I take "range" as max distance from the line +////////////////////////////////////////////////////////////// + + va_list ap; + int i, blockcount = bl_list_count; + struct block_list *bl; + int c1,c2; + +/////////// + double deltax,deltay; + double k,kfact,knorm; + double v1,v2,distance; + double xm,ym,rd; + int bx,by,bx0,bx1,by0,by1; +////////////// + // no map + if(m < 0) return; + + // xy out of range + if (x0 < 0) x0 = 0; + if (y0 < 0) y0 = 0; + if (x1 >= map[m].xs) x1 = map[m].xs-1; + if (y1 >= map[m].ys) y1 = map[m].ys-1; + + /////////////////////////////// + // stuff for a linear equation in xy coord to calculate + // the perpendicular from a block xy to the straight line + deltax = (x1-x0); + deltay = (y1-y0); + kfact = (deltax*deltax+deltay*deltay); // the sqare length of the line + knorm = -deltax*x0-deltay*y0; // the offset vector param + +//printf("(%i,%i)(%i,%i) range: %i\n",x0,y0,x1,y1,range); + + if(kfact==0) return; // shooting at the standing position should not happen + kfact = 1/kfact; // divide here and multiply in the loop + + range *= range; // compare with range^2 so we can skip a sqrt and signs + + /////////////////////////////// + // prepare shooting area check + xm = (x1+x0)/2.0; + ym = (y1+y0)/2.0;// middle point on the shooting line + // the sqared radius of a circle around the shooting range + // plus the sqared radius of a block + rd = (x0-xm)*(x0-xm) + (y0-ym)*(y0-ym) + (range*range) + +BLOCK_SIZE*BLOCK_SIZE/2; + // so whenever a block midpoint is within this circle + // some of the block area is possibly within the shooting range + + /////////////////////////////// + // what blocks we need to test + // blocks covered by the xy position of begin and end of the line + bx0 = x0/BLOCK_SIZE; + bx1 = x1/BLOCK_SIZE; + by0 = y0/BLOCK_SIZE; + by1 = y1/BLOCK_SIZE; + // swap'em for a smallest-to-biggest run + if(bx0>bx1) swap(bx0,bx1); + if(by0>by1) swap(by0,by1); + + // enlarge the block area by a range value and 1 + // so we can be sure to process all blocks that might touch the shooting area + // in this case here with BLOCK_SIZE=8 and range=2 it will be only enlarged by 1 + // but I implement it anyway just in case that ranges will be larger + // or BLOCK_SIZE smaller in future + i = (range/BLOCK_SIZE+1);//temp value + if(bx0>i) bx0 -=i; else bx0=0; + if(by0>i) by0 -=i; else by0=0; + if(bx1+i<map[m].bxs) bx1 +=i; else bx1=map[m].bxs-1; + if(by1+i<map[m].bys) by1 +=i; else by1=map[m].bys-1; + + +//printf("run for (%i,%i)(%i,%i)\n",bx0,by0,bx1,by1); + for(bx=bx0; bx<=bx1; bx++) + for(by=by0; by<=by1; by++) + { // block xy + c1 = map[m].block_count[bx+by*map[m].bxs]; // number of elements in the block + c2 = map[m].block_mob_count[bx+by*map[m].bxs]; // number of mobs in the mob block + if( (c1==0) && (c2==0) ) continue; // skip if nothing in the blocks + +//printf("block(%i,%i) %i %i\n",bx,by,c1,c2);fflush(stdout); + // test if the mid-point of the block is too far away + // so we could skip the whole block in this case + v1 = (bx*BLOCK_SIZE+BLOCK_SIZE/2-xm)*(bx*BLOCK_SIZE+BLOCK_SIZE/2-xm) + +(by*BLOCK_SIZE+BLOCK_SIZE/2-ym)*(by*BLOCK_SIZE+BLOCK_SIZE/2-ym); +//printf("block(%i,%i) v1=%f rd=%f\n",bx,by,v1,rd);fflush(stdout); + // check for the worst case scenario + if(v1 > rd) continue; + + // it seems that the block is at least partially covered by the shooting range + // so we go into it + if(type==0 || type!=BL_MOB) { + bl = map[m].block[bx+by*map[m].bxs]; // a block with the elements + for(i=0;i<c1 && bl;i++,bl=bl->next){ // go through all elements + if( bl && ( !type || bl->type==type ) && bl_list_count<BL_LIST_MAX ) + { + // calculate the perpendicular from block xy to the straight line + k = kfact*(deltax*bl->x + deltay*bl->y + knorm); + // check if the perpendicular is within start and end of our line + if(k>=0 && k<=1) + { // calculate the distance + v1 = deltax*k+x0 - bl->x; + v2 = deltay*k+y0 - bl->y; + distance = v1*v1+v2*v2; + // triangular shooting range + if( distance <= range*k ) + bl_list[bl_list_count++]=bl; + } + } + }//end for elements + } + + if(type==0 || type==BL_MOB) { + bl = map[m].block_mob[bx+by*map[m].bxs]; // and the mob block + for(i=0;i<c2 && bl;i++,bl=bl->next){ + if(bl && bl_list_count<BL_LIST_MAX) { + // calculate the perpendicular from block xy to the straight line + k = kfact*(deltax*bl->x + deltay*bl->y + knorm); +//printf("mob: (%i,%i) k=%f ",bl->x,bl->y, k); + // check if the perpendicular is within start and end of our line + if(k>=0 && k<=1) + { + v1 = deltax*k+x0 - bl->x; + v2 = deltay*k+y0 - bl->y; + distance = v1*v1+v2*v2; +//printf("dist: %f",distance); + // triangular shooting range + if( distance <= range*k ) + { +//printf(" hit"); + bl_list[bl_list_count++]=bl; + } + } +//printf("\n"); + } + }//end for mobs + } + }//end for(bx,by) + + + if(bl_list_count>=BL_LIST_MAX) { + if(battle_config.error_log) + printf("map_foreachinarea: *WARNING* block count too many!\n"); + } + + va_start(ap,type); + map_freeblock_lock(); // ̉֎~ + + for(i=blockcount;i<bl_list_count;i++) + if(bl_list[i]->prev) // L?ǂ`FbN + func(bl_list[i],ap); + + map_freeblock_unlock(); // + va_end(ap); + + bl_list_count = blockcount; + +*/ + + +////////////////////////////////////////////////////////////// +// +// sharp shooting 2 +// +////////////////////////////////////////////////////////////// +// problem: +// finding targets standing exactly on a line +// (only t1 and t2 get hit) +// +// target 1 +// x t4 +// t2 +// t3 x +// x +// S +////////////////////////////////////////////////////////////// + va_list ap; + int i, blockcount = bl_list_count; + struct block_list *bl; + int c1,c2; + + ////////////////////////////////////////////////////////////// + // linear parametric equation + // x=(x1-x0)*t+x0; y=(y1-y0)*t+y0; t=[0,1] + ////////////////////////////////////////////////////////////// + // linear equation for finding a single line between (x0,y0)->(x1,y1) + // independent of the given xy-values + double deltax = (x1-x0); + double deltay = (y1-y0); + double dx = 0.0; + double dy = 0.0; + int bx=-1; // initialize block coords to some impossible value + int by=-1; + + int t; + /////////////////////////////// + // find maximum runindex + int tmax = abs(y1-y0); + if(tmax < abs(x1-x0)) + tmax = abs(x1-x0); + // pre-calculate delta values for x and y destination + // should speed up cause you don't need to divide in the loop + if(tmax>0) + { + dx = ((double)(x1-x0)) / ((double)tmax); + dy = ((double)(y1-y0)) / ((double)tmax); + } + // go along the index + for(t=0; t<=tmax; t++) + { // xy-values of the line including start and end point + int x = (int)floor(deltax * (double)t +0.5)+x0; + int y = (int)floor(deltay * (double)t +0.5)+y0; + + // check the block index of the calculated xy + if( (bx!=x/BLOCK_SIZE) || (by!=y/BLOCK_SIZE) ) + { // we have reached a new block + // so we store the current block coordinates + bx = x/BLOCK_SIZE; + by = y/BLOCK_SIZE; + + // and process the data + c1 = map[m].block_count[bx+by*map[m].bxs]; // number of elements in the block + c2 = map[m].block_mob_count[bx+by*map[m].bxs]; // number of mobs in the mob block + if( (c1==0) && (c2==0) ) continue; // skip if nothing in the block + + if(type==0 || type!=BL_MOB) { + bl = map[m].block[bx+by*map[m].bxs]; // a block with the elements + for(i=0;i<c1 && bl;i++,bl=bl->next){ // go through all elements + if( bl && ( !type || bl->type==type ) && bl_list_count<BL_LIST_MAX ) + { + // check if block xy is on the line + if( (bl->x-x0)*(y1-y0) == (bl->y-y0)*(x1-x0) ) + // and if it is within start and end point + if( ((x0<=x1)&&(x0<=bl->x)&&(bl->x<=x1) || (x0>=x1)&&(x0>=bl->x)&&(bl->x>=x1)) && + ((y0<=y1)&&(y0<=bl->y)&&(bl->y<=y1) || (y0>=y1)&&(y0>=bl->y)&&(bl->y>=y1)) ) + bl_list[bl_list_count++]=bl; + } + }//end for elements + } + + if(type==0 || type==BL_MOB) { + bl = map[m].block_mob[bx+by*map[m].bxs]; // and the mob block + for(i=0;i<c2 && bl;i++,bl=bl->next){ + if(bl && bl_list_count<BL_LIST_MAX) { + // check if mob xy is on the line + if( (bl->x-x0)*(y1-y0) == (bl->y-y0)*(x1-x0) ) + // and if it is within start and end point + if( ((x0<=x1)&&(x0<=bl->x)&&(bl->x<=x1) || (x0>=x1)&&(x0>=bl->x)&&(bl->x>=x1)) && + ((y0<=y1)&&(y0<=bl->y)&&(bl->y<=y1) || (y0>=y1)&&(y0>=bl->y)&&(bl->y>=y1)) ) + bl_list[bl_list_count++]=bl; + } + }//end for mobs + } + } + }//end for index + + if(bl_list_count>=BL_LIST_MAX) { + if(battle_config.error_log) + printf("map_foreachinarea: *WARNING* block count too many!\n"); + } + + va_start(ap,type); + map_freeblock_lock(); // ̉֎~ + + for(i=blockcount;i<bl_list_count;i++) + if(bl_list[i]->prev) // L?ǂ`FbN + func(bl_list[i],ap); + + map_freeblock_unlock(); // + va_end(ap); + + bl_list_count = blockcount; } /*========================================== |