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227 lines
7.6 KiB
C++
227 lines
7.6 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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#ifndef MANGOS_DESTINATIONHOLDERIMP_H
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#define MANGOS_DESTINATIONHOLDERIMP_H
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#include "MapManager.h"
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#include "DestinationHolder.h"
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#include "Unit.h"
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#include <cmath>
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template<typename TRAVELLER>
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void
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DestinationHolder<TRAVELLER>::_findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y)
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{
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/* given the point (x1, y1) and (x2, y2).. need to find the point (x,y) on the same line
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* such that the distance from (x, y) to (x2, y2) is offset.
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* Let the distance of p1 to p2 = d.. then the ratio of offset/d = (x2-x)/(x2-x1)
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* hence x = x2 - (offset/d)*(x2-x1)
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* like wise offset/d = (y2-y)/(y2-y1);
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*/
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if( offset == 0 )
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{
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x = x2;
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y = y2;
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}
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else
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{
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double x_diff = double(x2 - x1);
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double y_diff = double(y2 - y1);
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double distance_d = (double)((x_diff*x_diff) + (y_diff * y_diff));
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if(distance_d == 0)
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{
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x = x2;
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y = y2;
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}
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else
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{
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distance_d = ::sqrt(distance_d); // starting distance
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double distance_ratio = (double)(distance_d - offset)/(double)distance_d;
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// line above has revised formula which is more correct, I think
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x = (float)(x1 + (distance_ratio*x_diff));
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y = (float)(y1 + (distance_ratio*y_diff));
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}
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}
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}
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template<typename TRAVELLER>
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uint32
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DestinationHolder<TRAVELLER>::SetDestination(TRAVELLER &traveller, float dest_x, float dest_y, float dest_z, bool sendMove)
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{
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i_destSet = true;
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i_destX = dest_x;
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i_destY = dest_y;
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i_destZ = dest_z;
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return StartTravel(traveller, sendMove);
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}
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template<typename TRAVELLER>
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uint32
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DestinationHolder<TRAVELLER>::StartTravel(TRAVELLER &traveller, bool sendMove)
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{
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if(!i_destSet) return 0;
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i_fromX = traveller.GetPositionX();
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i_fromY = traveller.GetPositionY();
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i_fromZ = traveller.GetPositionZ();
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i_totalTravelTime = traveller.GetTotalTrevelTimeTo(i_destX,i_destY,i_destZ);
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i_timeElapsed = 0;
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if(sendMove)
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traveller.MoveTo(i_destX, i_destY, i_destZ, i_totalTravelTime);
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return i_totalTravelTime;
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}
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template<typename TRAVELLER>
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bool
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DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement)
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{
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if (!micro_movement)
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{
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i_tracker.Update(diff);
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i_timeElapsed += diff;
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if (i_tracker.Passed() || force_update)
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{
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ResetUpdate();
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if (!i_destSet) return true;
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float x,y,z;
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GetLocationNowNoMicroMovement(x, y, z);
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if (traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
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{
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float ori = traveller.GetTraveller().GetAngle(x, y);
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traveller.Relocation(x, y, z, ori);
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}
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return true;
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}
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return false;
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}
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i_tracker.Update(diff);
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i_timeElapsed += diff;
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if (i_tracker.Passed() || force_update)
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{
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ResetUpdate();
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if (!i_destSet) return true;
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if (!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
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return true;
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float x,y,z;
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if (traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
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GetLocationNow(traveller.GetTraveller().GetBaseMap() ,x, y, z, true); // Should reposition Object with right Coord, so I can bypass some Grid Relocation
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else
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GetLocationNow(traveller.GetTraveller().GetBaseMap(), x, y, z, false);
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if (traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
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{
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float ori = traveller.GetTraveller().GetAngle(x, y);
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traveller.Relocation(x, y, z, ori);
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}
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// Change movement computation to micro movement based on last tick coords, this makes system work
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// even on multiple floors zones without hugh vmaps usage ;)
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// Take care of underrun of uint32
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if (i_totalTravelTime >= i_timeElapsed)
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i_totalTravelTime -= i_timeElapsed; // Consider only the remaining part
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else
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i_totalTravelTime = 0;
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i_timeElapsed = 0;
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i_fromX = x; // and change origine
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i_fromY = y; // then I take into account only micro movement
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i_fromZ = z;
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return true;
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}
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return false;
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}
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template<typename TRAVELLER>
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void
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DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D) const
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{
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if (HasArrived())
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{
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x = i_destX;
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y = i_destY;
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z = i_destZ;
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}
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else if (HasDestination())
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{
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double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
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const float distanceX = ((i_destX - i_fromX) * percent_passed);
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const float distanceY = ((i_destY - i_fromY) * percent_passed);
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const float distanceZ = ((i_destZ - i_fromZ) * percent_passed);
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x = i_fromX + distanceX;
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y = i_fromY + distanceY;
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float z2 = i_fromZ + distanceZ;
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// All that is not finished but previous code neither... Traveller need be able to swim.
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if (is3D)
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z = z2;
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else
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{
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//That part is good for mob Walking on the floor. But the floor is not always what we thought.
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z = map->GetHeight(x,y,i_fromZ,false); // Disable cave check
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const float groundDist = sqrt(distanceX*distanceX + distanceY*distanceY);
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const float zDist = fabs(i_fromZ - z) + 0.000001f;
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const float slope = groundDist / zDist;
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if(slope < 1.0f) // This prevents the ground returned by GetHeight to be used when in cave
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z = z2; // a climb or jump of more than 45 is denied
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}
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}
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}
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template<typename TRAVELLER>
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float
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DestinationHolder<TRAVELLER>::GetDistance3dFromDestSq(const WorldObject &obj) const
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{
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float x,y,z;
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obj.GetPosition(x,y,z);
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return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y)+(i_destZ-z)*(i_destZ-z);
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}
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template<typename TRAVELLER>
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float
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DestinationHolder<TRAVELLER>::GetDestinationDiff(float x, float y, float z) const
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{
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return sqrt(((x-i_destX)*(x-i_destX)) + ((y-i_destY)*(y-i_destY)) + ((z-i_destZ)*(z-i_destZ)));
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}
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template<typename TRAVELLER>
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void
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DestinationHolder<TRAVELLER>::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const
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{
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if (HasArrived())
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{
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x = i_destX;
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y = i_destY;
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z = i_destZ;
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}
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else
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{
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double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
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x = i_fromX + ((i_destX - i_fromX) * percent_passed);
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y = i_fromY + ((i_destY - i_fromY) * percent_passed);
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z = i_fromZ + ((i_destZ - i_fromZ) * percent_passed);
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}
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}
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#endif
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