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Also other classes have been affected, due to the use of search&replace. This will probably break some patches and 3rd party libraries, so make sure to update them if required. Thanks to Phille for the original idea and patch!
174 lines
5.8 KiB
C++
174 lines
5.8 KiB
C++
/*
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* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "ConfusedMovementGenerator.h"
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#include "Creature.h"
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#include "MapManager.h"
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#include "Opcodes.h"
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#include "DestinationHolderImp.h"
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template<class T>
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void
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ConfusedMovementGenerator<T>::Initialize(T &unit)
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{
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const float wander_distance=11;
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float x,y,z;
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x = unit.GetPositionX();
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y = unit.GetPositionY();
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z = unit.GetPositionZ();
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Map const* map = unit.GetBaseMap();
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i_nextMove = 1;
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bool is_water_ok, is_land_ok;
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_InitSpecific(unit, is_water_ok, is_land_ok);
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for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
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{
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const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
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const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;
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i_waypoints[idx][0] = x + wanderX;
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i_waypoints[idx][1] = y + wanderY;
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// prevent invalid coordinates generation
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MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
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MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);
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bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
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// if generated wrong path just ignore
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if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
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{
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i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
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i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
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}
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unit.UpdateAllowedPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
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i_waypoints[idx][2] = z;
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}
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
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}
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template<>
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void
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ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
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{
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creature.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
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is_water_ok = creature.CanSwim();
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is_land_ok = creature.CanWalk();
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}
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template<>
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void
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ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok)
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{
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is_water_ok = true;
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is_land_ok = true;
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}
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template<class T>
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void ConfusedMovementGenerator<T>::Interrupt(T &unit)
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{
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// confused state still applied while movegen disabled
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unit.clearUnitState(UNIT_STAT_CONFUSED_MOVE);
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}
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template<class T>
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void ConfusedMovementGenerator<T>::Reset(T &unit)
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{
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i_nextMove = 1;
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i_nextMoveTime.Reset(0);
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i_destinationHolder.ResetUpdate();
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
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}
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template<class T>
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bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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if(!&unit)
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return true;
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// ignore in case other no reaction state
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if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_CONFUSED))
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return true;
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if (i_nextMoveTime.Passed())
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{
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// currently moving, update location
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unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
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Traveller<T> traveller(unit);
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if (i_destinationHolder.UpdateTraveller(traveller, diff, false))
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{
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if (!IsActive(unit)) // force stop processing (movement can move out active zone with cleanup movegens list)
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return true; // not expire now, but already lost
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if (i_destinationHolder.HasArrived())
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{
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// arrived, stop and wait a bit
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unit.StopMoving();
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i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
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i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
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}
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}
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}
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else
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{
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// waiting for next move
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i_nextMoveTime.Update(diff);
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if( i_nextMoveTime.Passed() )
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{
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// start moving
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unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
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MANGOS_ASSERT( i_nextMove <= MAX_CONF_WAYPOINTS );
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const float x = i_waypoints[i_nextMove][0];
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const float y = i_waypoints[i_nextMove][1];
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const float z = i_waypoints[i_nextMove][2];
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Traveller<T> traveller(unit);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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}
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}
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return true;
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}
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template<>
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void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
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{
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unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
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}
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template<>
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void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
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{
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unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
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unit.AddSplineFlag(SPLINEFLAG_WALKMODE);
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}
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template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
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template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Interrupt(Player &player);
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template void ConfusedMovementGenerator<Creature>::Interrupt(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Reset(Player &player);
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template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature);
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template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff);
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template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff);
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