/*
* Copyright (C) 2005-2011 MaNGOS
*
* 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
*/
#include "Creature.h"
#include "MapManager.h"
#include "RandomMovementGenerator.h"
#include "Map.h"
#include "Util.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
template<>
void
RandomMovementGenerator::_setRandomLocation(Creature &creature)
{
float respX, respY, respZ, respO, currZ, destX, destY, destZ, wander_distance, travelDistZ;
creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance);
currZ = creature.GetPositionZ();
TerrainInfo const* map = creature.GetTerrain();
// For 2D/3D system selection
//bool is_land_ok = creature.CanWalk(); // not used?
//bool is_water_ok = creature.CanSwim(); // not used?
bool is_air_ok = creature.CanFly();
const float angle = rand_norm_f() * (M_PI_F*2.0f);
const float range = rand_norm_f() * wander_distance;
const float distanceX = range * cos(angle);
const float distanceY = range * sin(angle);
destX = respX + distanceX;
destY = respY + distanceY;
// prevent invalid coordinates generation
MaNGOS::NormalizeMapCoord(destX);
MaNGOS::NormalizeMapCoord(destY);
travelDistZ = distanceX*distanceX + distanceY*distanceY;
if (is_air_ok) // 3D system above ground and above water (flying mode)
{
// Limit height change
const float distanceZ = rand_norm_f() * sqrtf(travelDistZ)/2.0f;
destZ = respZ + distanceZ;
float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f);
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (levelZ >= destZ)
return;
}
//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
else // 2D only
{
// 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
travelDistZ = travelDistZ >= 100.0f ? 10.0f : sqrtf(travelDistZ);
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, false);
if (fabs(destZ - respZ) > travelDistZ) // Map check
{
// Vmap Horizontal or above
destZ = map->GetHeight(destX, destY, respZ - 2.0f, true);
if (fabs(destZ - respZ) > travelDistZ)
{
// Vmap Higher
destZ = map->GetHeight(destX, destY, respZ+travelDistZ-2.0f, true);
// let's forget this bad coords where a z cannot be find and retry at next tick
if (fabs(destZ - respZ) > travelDistZ)
return;
}
}
}
if (is_air_ok)
i_nextMoveTime.Reset(0);
else
i_nextMoveTime.Reset(urand(500, 10000));
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
Movement::MoveSplineInit init(creature);
init.MoveTo(destX, destY, destZ);
init.SetWalk(true);
init.Launch();
}
template<>
void RandomMovementGenerator::Initialize(Creature &creature)
{
if (!creature.isAlive())
return;
creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
_setRandomLocation(creature);
}
template<>
void RandomMovementGenerator::Reset(Creature &creature)
{
Initialize(creature);
}
template<>
void RandomMovementGenerator::Interrupt(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(false);
}
template<>
void RandomMovementGenerator::Finalize(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(false);
}
template<>
bool RandomMovementGenerator::Update(Creature &creature, const uint32 &diff)
{
if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
{
i_nextMoveTime.Reset(0); // Expire the timer
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
if (creature.movespline->Finalized())
{
i_nextMoveTime.Update(diff);
if (i_nextMoveTime.Passed())
_setRandomLocation(creature);
}
return true;
}
template<>
bool RandomMovementGenerator::GetResetPosition(Creature& c, float& x, float& y, float& z)
{
float radius;
c.GetRespawnCoord(x, y, z, NULL, &radius);
// use current if in range
if (c.IsWithinDist2d(x,y,radius))
c.GetPosition(x,y,z);
return true;
}