eqemu-server/zone/position.cpp
Mitch Freeman e49ab924cc
[Feature] Add Barter/Buyer Features (#4405)
* Add Barter/Buyer Features

Adds barter and buyer features, for ROF2 only at this time including item compensation

* Remove FKs from buyer tables

Remove FKs from buyer tables

* Bug fix for Find Buyer and mutli item selling

Update for quantity purchases not correctly providing multi items.
Update for Find Buyer functionality based on zone instancing.
Update buyer messaging
Update buyer LORE duplicate check

* Revert zone instance comment

* Revert zone_id packet size field

* Add zone instancing to barter/buyer

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-07-30 16:23:37 -04:00

338 lines
9.3 KiB
C++

#include "position.h"
#include <string>
#include <cmath>
#include "../common/strings.h"
#include "../common/data_verification.h"
#include <numbers>
#include "../common/types.h"
constexpr float position_eps = 0.0001f;
std::string to_string(const glm::vec4 &position)
{
return fmt::format(
"({:.3f}, {:.3f}, {:.3f}, {:.3f})",
position.x,
position.y,
position.z,
position.w
);
}
std::string to_string(const glm::vec3 &position)
{
return fmt::format(
"({:.3f}, {:.3f}, {:.3f})",
position.x,
position.y,
position.z
);
}
std::string to_string(const glm::vec2 &position)
{
return fmt::format(
"({:.3f}, {:.3f})",
position.x,
position.y
);
}
bool IsOrigin(const glm::vec3 &position) {
return glm::dot(position, position) == 0;
}
bool IsOrigin(const glm::vec4 &position) {
return IsOrigin(glm::vec3(position));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the distance between the two points on the XY plane.
*/
float Distance(const glm::vec2& point1, const glm::vec2& point2) {
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
auto diff = point1 - point2;
return glm::dot(diff, diff);
}
/**
* Produces the non square root'ed distance between the two points.
*/
float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec3& point1, const glm::vec3& point2) {
return std::sqrt(DistanceSquared(point1, point2));
}
/**
* Produces the distance between the two points.
*/
float Distance(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec3>(point1), static_cast<glm::vec3>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the distance between the two points within the XY plane.
*/
float DistanceNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return Distance(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec3& point1, const glm::vec3& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Produces the non square root'ed distance between the two points within the XY plane.
*/
float DistanceSquaredNoZ(const glm::vec4& point1, const glm::vec4& point2) {
return DistanceSquared(static_cast<glm::vec2>(point1),static_cast<glm::vec2>(point2));
}
/**
* Determines if 'position' is within (inclusive) the axis aligned
* box (3 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec3 &position, const glm::vec3 &minimum, const glm::vec3 &maximum) {
auto min = glm::vec3(
std::min(minimum.x, maximum.x),
std::min(minimum.y, maximum.y),
std::min(minimum.z, maximum.z)
);
auto max = glm::vec3(
std::max(minimum.x, maximum.x),
std::max(minimum.y, maximum.y),
std::max(minimum.z, maximum.z)
);
const bool x_check = EQ::ValueWithin(position.x, min.x, max.x);
const bool y_check = EQ::ValueWithin(position.y, min.y, max.y);
const bool z_check = EQ::ValueWithin(position.z, min.z, max.z);
return x_check && y_check && z_check;
}
/**
* Determines if 'position' is within (inclusive) the axis aligned
* box (2 dimensional) formed from the points minimum and maximum.
*/
bool IsWithinAxisAlignedBox(const glm::vec2 &position, const glm::vec2 &minimum, const glm::vec2 &maximum) {
auto min = glm::vec2(std::min(minimum.x, maximum.x), std::min(minimum.y, maximum.y));
auto max = glm::vec2(std::max(minimum.x, maximum.x), std::max(minimum.y, maximum.y));
const bool x_check = EQ::ValueWithin(position.x, min.x, max.x);
const bool y_check = EQ::ValueWithin(position.y, min.y, max.y);
return x_check && y_check;
}
/**
* Gives the heading directly 180 degrees from the
* current heading.
* Takes the EQfloat from the glm::vec4 and returns
* an EQFloat.
*/
float GetReciprocalHeading(const glm::vec4& point1) {
return GetReciprocalHeading(point1.w);
}
/**
* Gives the heading directly 180 degrees from the
* current heading.
* Takes an EQfloat and returns an EQFloat.
*/
float GetReciprocalHeading(const float heading)
{
float result;
// Convert to radians
const float h = (heading / 512.0f) * 6.283184f;
// Calculate the reciprocal heading in radians
result = h + 3.141592f;
// Convert back to eq heading from radians
result = (result / 6.283184f) * 512.0f;
return result;
}
bool IsHeadingEqual(const float h1, const float h2)
{
return std::abs(h2 - h1) < 0.01f;
}
bool IsPositionEqual(const glm::vec2 &p1, const glm::vec2 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps;
}
bool IsPositionEqual(const glm::vec3 &p1, const glm::vec3 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqual(const glm::vec4 &p1, const glm::vec4 &p2)
{
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < position_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec3 &p1, const glm::vec3 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionEqualWithinCertainZ(const glm::vec4 &p1, const glm::vec4 &p2, float z_eps) {
return std::abs(p1.x - p2.x) < position_eps && std::abs(p1.y - p2.y) < position_eps && std::abs(p1.z - p2.z) < z_eps;
}
bool IsPositionWithinSimpleCylinder(const glm::vec3 &p1, const glm::vec3 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
bool IsPositionWithinSimpleCylinder(const glm::vec4 &p1, const glm::vec4 &cylinder_center, float cylinder_radius, float cylinder_height)
{
//If we're outside the height of cylinder then we're not in it (duh)
auto d = std::abs(p1.z - cylinder_center.z);
if (d > cylinder_height / 2.0) {
return false;
}
glm::vec2 p1d(p1.x, p1.y);
glm::vec2 ccd(cylinder_center.x, cylinder_center.y);
//If we're outside the radius of the cylinder then we're not in it (also duh)
d = Distance(p1d, ccd);
if (d > cylinder_radius) {
return false;
}
return true;
}
float CalculateHeadingAngleBetweenPositions(float x1, float y1, float x2, float y2)
{
float x_diff = std::abs(x1 - x2);
float y_diff = std::abs(y1 - y2);
if (y_diff < 0.0000009999999974752427) {
y_diff = 0.0000009999999974752427;
}
const float angle = atan2(x_diff, y_diff) * 180.0f * 0.3183099014828645f; // angle, nice "pi"
// return the right thing based on relative quadrant
// I'm sure this could be improved for readability, but whatever
if (y1 >= y2) {
if (x2 >= x1) {
return (90.0f - angle + 90.0f) * 511.5f * 0.0027777778f;
}
if (x2 <= x1) {
return (angle + 180.0f) * 511.5f * 0.0027777778f;
}
}
if (y1 > y2 || x2 > x1) {
return angle * 511.5f * 0.0027777778f;
} else {
return (90.0f - angle + 270.0f) * 511.5f * 0.0027777778f;
}
}
bool IsWithinCircularArc(glm::vec4 arc_center, glm::vec4 point, uint32 arc_offset, uint32 arc_radius, uint32 arc_radius_limit)
{
auto CheckClockwise = [](double v_x, double v_y, double check_x, double check_y) -> bool {
return -v_y * check_x + v_x * check_y >= 0;
};
auto CheckRadiusLimit = [](double check_x, double check_y, uint32 radius, uint32 radius_limit) -> bool {
auto w = check_x * check_x + check_y * check_y;
if (w >= radius_limit * radius_limit && w <= radius * radius) {
return true;
}
return false;
};
auto DegreesToRadians = [](float in) -> double {
return in / 180.0f * std::numbers::pi;
};
auto h = arc_center.w / 512.0f * 360.0f + arc_offset;
auto a = DegreesToRadians(h);
auto vs_x = -arc_radius * cos(a);
auto vs_y = arc_radius * sin(a);
h += 90;
a = DegreesToRadians(h);
auto ve_x = -arc_radius * cos(a);
auto ve_y = arc_radius * sin(a);
double check_x = point.x - arc_center.x;
double check_y = point.y - arc_center.y;
return CheckClockwise(vs_x, vs_y, check_x, check_y) && CheckRadiusLimit(check_x, check_y, arc_radius, arc_radius_limit) && !CheckClockwise(ve_x, ve_y, check_x, check_y);
}
bool IsWithinSquare(glm::vec4 center, uint32 area, glm::vec4 position) {
auto l = std::abs(std::sqrt(area));
if (l <= 0) {
return false;
}
auto x_min = center.x - l;
auto x_max = center.x + l;
auto y_min = center.y - l;
auto y_max = center.y + l;
auto x = position.x;
auto y = position.y;
return x > x_min && x < x_max && y > y_min && y < y_max;
}