server/src/game/RandomMovementGenerator.cpp
VladimirMangos 6a2e8064f1 [9208] Big cleanup in UNIT_STAT_* use
* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists.
* Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped.
  Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use.
  UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence
  And UNIT_STAT_CONFUSED_MOVE for check real move in this state
2010-01-18 11:59:10 +03:00

184 lines
6.2 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* 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 "MapManager.h"
#include "RandomMovementGenerator.h"
#include "DestinationHolderImp.h"
#include "Map.h"
#include "Util.h"
template<>
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
z = creature.GetPositionZ();
Map const* map = creature.GetBaseMap();
// For 2D/3D system selection
//bool is_land_ok = creature.canWalk(); // not used?
//bool is_water_ok = creature.canSwim(); // not used?
bool is_air_ok = creature.canFly();
const float angle = rand_norm()*(M_PI*2);
const float range = rand_norm()*wander_distance;
const float distanceX = range * cos(angle);
const float distanceY = range * sin(angle);
nx = X + distanceX;
ny = Y + distanceY;
// prevent invalid coordinates generation
MaNGOS::NormalizeMapCoord(nx);
MaNGOS::NormalizeMapCoord(ny);
dist = distanceX*distanceX + distanceY*distanceY;
if (is_air_ok) // 3D system above ground and above water (flying mode)
{
const float distanceZ = rand_norm() * sqrtf(dist)/2;// Limit height change
nz = Z + distanceZ;
float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
float wz = map->GetWaterLevel(nx, ny);
// Problem here, we must fly above the ground and water, not under. Let's try on next tick
if (tz >= nz || wz >= nz)
return;
}
//else if (is_water_ok) // 3D system under water and above ground (swimming mode)
else // 2D only
{
dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
nz = map->GetHeight(nx, ny, Z+dist-2.0f, false);
if (fabs(nz-Z) > dist) // Map check
{
nz = map->GetHeight(nx, ny, Z-2.0f, true); // Vmap Horizontal or above
if (fabs(nz-Z) > dist)
{
// Vmap Higher
nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);
// let's forget this bad coords where a z cannot be find and retry at next tick
if (fabs(nz-Z) > dist)
return;
}
}
}
Traveller<Creature> traveller(creature);
creature.SetOrientation(creature.GetAngle(nx, ny));
i_destinationHolder.SetDestination(traveller, nx, ny, nz);
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
if (is_air_ok)
{
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
}
//else if (is_water_ok) // Swimming mode to be done with more than this check
else
{
i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
}
}
template<>
void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
if (!creature.isAlive())
return;
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
else
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
_setRandomLocation(creature);
}
template<>
void RandomMovementGenerator<Creature>::Reset(Creature &creature)
{
Initialize(creature);
}
template<>
void RandomMovementGenerator<Creature>::Interrupt(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
template<>
void
RandomMovementGenerator<Creature>::Finalize(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
{
i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
i_nextMoveTime.Update(diff);
if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
if (!i_destinationHolder.HasArrived() && creature.IsStopped())
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
CreatureTraveller traveller(creature);
if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
{
if (i_nextMoveTime.Passed())
{
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
else
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
_setRandomLocation(creature);
}
else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
{
creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
_setRandomLocation(creature);
}
}
return true;
}