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To update a creatures distance to it's target without creating a new movement generator. Note it can only be used where creature is using TargetedMovementGenerator. Signed-off-by: NoFantasy <nofantasy@nf.no>
227 lines
7.7 KiB
C++
227 lines
7.7 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 "ByteBuffer.h"
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#include "TargetedMovementGenerator.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "DestinationHolderImp.h"
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#include "World.h"
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#define SMALL_ALPHA 0.05f
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#include <cmath>
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/*
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struct StackCleaner
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{
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Creature &i_creature;
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StackCleaner(Creature &creature) : i_creature(creature) {}
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void Done(void) { i_creature.StopMoving(); }
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~StackCleaner()
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{
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i_creature->Clear();
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}
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};
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*/
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template<class T>
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void
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TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return;
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if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
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return;
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// prevent redundant micro-movement for pets, other followers.
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if (i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
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return;
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float x, y, z;
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if (!i_offset)
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{
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// to nearest contact position
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i_target->GetContactPoint( &owner, x, y, z );
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}
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else
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{
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// to at i_offset distance from target and i_angle from target facing
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i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
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}
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/*
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We MUST not check the distance difference and avoid setting the new location for smaller distances.
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By that we risk having far too many GetContactPoint() calls freezing the whole system.
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In TargetedMovementGenerator<T>::Update() we check the distance to the target and at
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some range we calculate a new position. The calculation takes some processor cycles due to vmaps.
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If the distance to the target it too large to ignore,
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but the distance to the new contact point is short enough to be ignored,
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we will calculate a new contact point each update loop, but will never move to it.
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The system will freeze.
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ralf
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//We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
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float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
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if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
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return;
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*/
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Traveller<T> traveller(owner);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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owner.addUnitState(UNIT_STAT_CHASE);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
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((Creature&)owner).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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}
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template<>
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void TargetedMovementGenerator<Creature>::Initialize(Creature &owner)
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{
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if (owner.HasSearchedAssistance())
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owner.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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else
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owner.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK);
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if (((Creature*)&owner)->canFly())
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owner.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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_setTargetLocation(owner);
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}
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template<>
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void TargetedMovementGenerator<Player>::UpdateFinalDistance(float fDistance)
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{
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// nothing to do for Player
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}
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template<>
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void TargetedMovementGenerator<Creature>::UpdateFinalDistance(float fDistance)
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{
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i_offset = fDistance;
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i_recalculateTravel = true;
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}
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template<>
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void TargetedMovementGenerator<Player>::Initialize(Player &owner)
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{
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_setTargetLocation(owner);
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}
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template<class T>
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void
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TargetedMovementGenerator<T>::Finalize(T &owner)
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{
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owner.clearUnitState(UNIT_STAT_CHASE);
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}
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template<class T>
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void
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TargetedMovementGenerator<T>::Reset(T &owner)
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{
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Initialize(owner);
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}
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template<class T>
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bool
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TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
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{
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if (!i_target.isValid() || !i_target->IsInWorld())
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return false;
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if (!owner.isAlive())
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return true;
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if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
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return true;
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// prevent movement while casting spells with cast time or channel time
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if (owner.IsNonMeleeSpellCasted(false, false, true))
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{
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if (!owner.IsStopped())
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owner.StopMoving();
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return true;
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}
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// prevent crash after creature killed pet
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if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
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return true;
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Traveller<T> traveller(owner);
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if (!i_destinationHolder.HasDestination())
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_setTargetLocation(owner);
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if (owner.IsStopped() && !i_destinationHolder.HasArrived())
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{
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owner.addUnitState(UNIT_STAT_CHASE);
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if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
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((Creature&)owner).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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i_destinationHolder.StartTravel(traveller);
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return true;
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}
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if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
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{
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// put targeted movement generators on a higher priority
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if (owner.GetObjectSize())
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i_destinationHolder.ResetUpdate(50);
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float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
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//More distance let have better performance, less distance let have more sensitive reaction at target move.
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// try to counter precision differences
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if (i_destinationHolder.GetDistance3dFromDestSq(*i_target.getTarget()) >= dist * dist)
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{
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owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
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_setTargetLocation(owner); //Calculate New Dest and Send data To Player
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}
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// Update the Angle of the target only for Map::, no need to send packet for player
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else if (!i_angle && !owner.HasInArc(0.01f, i_target.getTarget()))
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owner.SetInFront(i_target.getTarget());
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if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
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{
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i_recalculateTravel = false;
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//Angle update will take place into owner.StopMoving()
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owner.SetInFront(i_target.getTarget());
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owner.StopMoving();
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if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
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owner.Attack(i_target.getTarget(),true);
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}
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}
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return true;
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}
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template<class T>
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Unit*
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TargetedMovementGenerator<T>::GetTarget() const
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{
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return i_target.getTarget();
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}
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template void TargetedMovementGenerator<Player>::_setTargetLocation(Player &);
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template void TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &);
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template void TargetedMovementGenerator<Player>::Finalize(Player &);
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template void TargetedMovementGenerator<Creature>::Finalize(Creature &);
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template void TargetedMovementGenerator<Player>::Reset(Player &);
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template void TargetedMovementGenerator<Creature>::Reset(Creature &);
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template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &);
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template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &);
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template Unit* TargetedMovementGenerator<Player>::GetTarget() const;
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template Unit* TargetedMovementGenerator<Creature>::GetTarget() const;
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