/* * Copyright (C) 2005-2012 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 "CreatureAI.h" #include "MapManager.h" #include "FleeingMovementGenerator.h" #include "ObjectAccessor.h" #include "movement/MoveSplineInit.h" #include "movement/MoveSpline.h" #include "PathFinder.h" #define MIN_QUIET_DISTANCE 28.0f #define MAX_QUIET_DISTANCE 43.0f template void FleeingMovementGenerator::_setTargetLocation(T& owner) { if (!&owner) return; // ignore in case other no reaction state if (owner.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_FLEEING)) return; float x, y, z; if (!_getPoint(owner, x, y, z)) return; owner.addUnitState(UNIT_STAT_FLEEING_MOVE); PathFinder path(&owner); path.setPathLengthLimit(30.0f); path.calculate(x, y, z); if (path.getPathType() & PATHFIND_NOPATH) { i_nextCheckTime.Reset(urand(1000, 1500)); return; } Movement::MoveSplineInit init(owner); init.MovebyPath(path.getPath()); init.SetWalk(false); int32 traveltime = init.Launch(); i_nextCheckTime.Reset(traveltime + urand(800, 1500)); } template bool FleeingMovementGenerator::_getPoint(T& owner, float& x, float& y, float& z) { if (!&owner) return false; float dist_from_caster, angle_to_caster; if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGuid)) { dist_from_caster = fright->GetDistance(&owner); if (dist_from_caster > 0.2f) angle_to_caster = fright->GetAngle(&owner); else angle_to_caster = frand(0, 2 * M_PI_F); } else { dist_from_caster = 0.0f; angle_to_caster = frand(0, 2 * M_PI_F); } float dist, angle; if (dist_from_caster < MIN_QUIET_DISTANCE) { dist = frand(0.4f, 1.3f) * (MIN_QUIET_DISTANCE - dist_from_caster); angle = angle_to_caster + frand(-M_PI_F / 8, M_PI_F / 8); } else if (dist_from_caster > MAX_QUIET_DISTANCE) { dist = frand(0.4f, 1.0f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE); angle = -angle_to_caster + frand(-M_PI_F / 4, M_PI_F / 4); } else // we are inside quiet range { dist = frand(0.6f, 1.2f) * (MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE); angle = frand(0, 2 * M_PI_F); } float curr_x, curr_y, curr_z; owner.GetPosition(curr_x, curr_y, curr_z); x = curr_x + dist * cos(angle); y = curr_y + dist * sin(angle); z = curr_z; owner.UpdateAllowedPositionZ(x, y, z); return true; } template void FleeingMovementGenerator::Initialize(T& owner) { owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); owner.StopMoving(); if (owner.GetTypeId() == TYPEID_UNIT) owner.SetTargetGuid(ObjectGuid()); _setTargetLocation(owner); } template<> void FleeingMovementGenerator::Finalize(Player& owner) { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); owner.StopMoving(); } template<> void FleeingMovementGenerator::Finalize(Creature& owner) { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); } template void FleeingMovementGenerator::Interrupt(T& owner) { // flee state still applied while movegen disabled owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); } template void FleeingMovementGenerator::Reset(T& owner) { Initialize(owner); } template bool FleeingMovementGenerator::Update(T& owner, const uint32& time_diff) { if (!&owner || !owner.isAlive()) return false; // ignore in case other no reaction state if (owner.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_FLEEING)) { owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); return true; } i_nextCheckTime.Update(time_diff); if (i_nextCheckTime.Passed() && owner.movespline->Finalized()) _setTargetLocation(owner); return true; } template void FleeingMovementGenerator::Initialize(Player&); template void FleeingMovementGenerator::Initialize(Creature&); template bool FleeingMovementGenerator::_getPoint(Player&, float&, float&, float&); template bool FleeingMovementGenerator::_getPoint(Creature&, float&, float&, float&); template void FleeingMovementGenerator::_setTargetLocation(Player&); template void FleeingMovementGenerator::_setTargetLocation(Creature&); template void FleeingMovementGenerator::Interrupt(Player&); template void FleeingMovementGenerator::Interrupt(Creature&); template void FleeingMovementGenerator::Reset(Player&); template void FleeingMovementGenerator::Reset(Creature&); template bool FleeingMovementGenerator::Update(Player&, const uint32&); template bool FleeingMovementGenerator::Update(Creature&, const uint32&); void TimedFleeingMovementGenerator::Finalize(Unit& owner) { owner.clearUnitState(UNIT_STAT_FLEEING | UNIT_STAT_FLEEING_MOVE); if (Unit* victim = owner.getVictim()) { if (owner.isAlive()) { owner.AttackStop(true); ((Creature*)&owner)->AI()->AttackStart(victim); } } } bool TimedFleeingMovementGenerator::Update(Unit& owner, const uint32& time_diff) { if (!owner.isAlive()) return false; // ignore in case other no reaction state if (owner.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_FLEEING)) { owner.clearUnitState(UNIT_STAT_FLEEING_MOVE); return true; } i_totalFleeTime.Update(time_diff); if (i_totalFleeTime.Passed()) return false; // This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version // This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly return MovementGeneratorMedium< Creature, FleeingMovementGenerator >::Update(owner, time_diff); }