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* 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
184 lines
6.2 KiB
C++
184 lines
6.2 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 "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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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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// Problem here, we must fly above the ground and water, not under. Let's try on next tick
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if (tz >= nz || wz >= nz)
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return;
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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);
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if (fabs(nz-Z) > dist) // Map check
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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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// Vmap Higher
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nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);
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// let's forget this bad coords where a z cannot be find and retry at next tick
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if (fabs(nz-Z) > dist)
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return;
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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_MOVE);
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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(), 10000+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 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
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creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
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creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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_setRandomLocation(creature);
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}
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template<>
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void 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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void RandomMovementGenerator<Creature>::Interrupt(Creature &creature)
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{
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creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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}
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template<>
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void
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RandomMovementGenerator<Creature>::Finalize(Creature &creature)
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{
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creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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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_NOT_MOVE))
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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_MOVE);
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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_MOVE);
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if (!i_destinationHolder.HasArrived() && creature.IsStopped())
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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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
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creature.AddMonsterMoveFlag(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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