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use an extra function for setfeigndeath() like it's done with setfeared already.. allow to apply feigndeath on creatures too avoid moving of creatures with feign death applied and start attacking last victim when feigndeath disappears
169 lines
6.1 KiB
C++
169 lines
6.1 KiB
C++
/*
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* Copyright (C) 2005-2009 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 "Creature.h"
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#include "MapManager.h"
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#include "RandomMovementGenerator.h"
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#include "DestinationHolderImp.h"
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#include "Map.h"
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#include "Util.h"
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#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
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template<>
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void
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RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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{
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float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
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creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
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z = creature.GetPositionZ();
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Map const* map = creature.GetBaseMap();
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// For 2D/3D system selection
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//bool is_land_ok = creature.canWalk(); // not used?
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//bool is_water_ok = creature.canSwim(); // not used?
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bool is_air_ok = creature.canFly();
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const float angle = rand_norm()*(M_PI*2);
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const float range = rand_norm()*wander_distance;
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const float distanceX = range * cos(angle);
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const float distanceY = range * sin(angle);
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nx = X + distanceX;
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ny = Y + distanceY;
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// prevent invalid coordinates generation
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MaNGOS::NormalizeMapCoord(nx);
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MaNGOS::NormalizeMapCoord(ny);
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dist = distanceX*distanceX + distanceY*distanceY;
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if (is_air_ok) // 3D system above ground and above water (flying mode)
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{
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const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
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nz = Z + distanceZ;
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float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
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float wz = map->GetWaterLevel(nx, ny);
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if (tz >= nz || wz >= nz)
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return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
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}
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//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
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else // 2D only
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{
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dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
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// The fastest way to get an accurate result 90% of the time.
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// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
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nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
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if (fabs(nz-Z)>dist)
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{
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nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
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if (fabs(nz-Z)>dist)
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{
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nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
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if (fabs(nz-Z)>dist)
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return; // let's forget this bad coords where a z cannot be find and retry at next tick
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}
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}
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}
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Traveller<Creature> traveller(creature);
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creature.SetOrientation(creature.GetAngle(nx,ny));
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i_destinationHolder.SetDestination(traveller, nx, ny, nz);
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creature.addUnitState(UNIT_STAT_ROAMING);
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if (is_air_ok)
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{
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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}
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//else if (is_water_ok) // Swimming mode to be done with more than this check
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else
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{
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i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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}
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}
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template<>
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void
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RandomMovementGenerator<Creature>::Initialize(Creature &creature)
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{
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if(!creature.isAlive())
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return;
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if (creature.canFly())
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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else if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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else
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creature.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK); // run with 1/RUNNING_CHANCE_RANDOMMV chance
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_setRandomLocation(creature);
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}
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template<>
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void
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RandomMovementGenerator<Creature>::Reset(Creature &creature)
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{
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Initialize(creature);
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}
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template<>
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bool
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RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
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{
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if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
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{
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i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
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creature.clearUnitState(UNIT_STAT_ROAMING);
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return true;
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}
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i_nextMoveTime.Update(diff);
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if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
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creature.clearUnitState(UNIT_STAT_ROAMING);
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if(!i_destinationHolder.HasArrived() && creature.IsStopped())
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creature.addUnitState(UNIT_STAT_ROAMING);
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CreatureTraveller traveller(creature);
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
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{
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if(i_nextMoveTime.Passed())
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{
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if (creature.canFly())
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creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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else if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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else // run with 1/RUNNING_CHANCE_RANDOMMV chance
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creature.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
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_setRandomLocation(creature);
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}
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else if(creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(),PET_FOLLOW_DIST+2.5f))
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{
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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_setRandomLocation(creature);
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}
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}
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return true;
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}
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