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155 lines
5 KiB
C++
155 lines
5 KiB
C++
/*
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* Copyright (C) 2005-2008 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 "Opcodes.h"
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#include "ConfusedMovementGenerator.h"
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#include "DestinationHolderImp.h"
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template<class T>
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void
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ConfusedMovementGenerator<T>::Initialize(T &unit)
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{
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const float wander_distance=11;
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float x,y,z;
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x = unit.GetPositionX();
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y = unit.GetPositionY();
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z = unit.GetPositionZ();
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uint32 mapid=unit.GetMapId();
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Map const* map = MapManager::Instance().GetBaseMap(mapid);
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i_nextMove = 1;
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bool is_water_ok, is_land_ok;
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_InitSpecific(unit, is_water_ok, is_land_ok);
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for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
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{
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const float wanderX=wander_distance*rand_norm() - wander_distance/2;
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const float wanderY=wander_distance*rand_norm() - wander_distance/2;
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i_waypoints[idx][0] = x + wanderX;
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i_waypoints[idx][1] = y + wanderY;
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// prevent invalid coordinates generation
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MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
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MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);
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bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
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// if generated wrong path just ignore
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if( is_water && !is_water_ok || !is_water && !is_land_ok )
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{
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i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
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i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
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}
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unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
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i_waypoints[idx][2] = z;
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}
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unit.StopMoving();
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unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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unit.addUnitState(UNIT_STAT_CONFUSED);
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}
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template<>
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void
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ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
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{
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is_water_ok = creature.canSwim();
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is_land_ok = creature.canWalk();
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}
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template<>
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void
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ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok)
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{
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is_water_ok = true;
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is_land_ok = true;
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}
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template<class T>
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void
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ConfusedMovementGenerator<T>::Reset(T &unit)
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{
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i_nextMove = 1;
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i_nextMoveTime.Reset(0);
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i_destinationHolder.ResetUpdate();
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unit.StopMoving();
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}
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template<class T>
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bool
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ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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if(!&unit)
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return true;
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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if( i_nextMoveTime.Passed() )
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{
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// currently moving, update location
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Traveller<T> traveller(unit);
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if( i_destinationHolder.UpdateTraveller(traveller, diff, false))
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{
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if( i_destinationHolder.HasArrived())
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{
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// arrived, stop and wait a bit
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unit.StopMoving();
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i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
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i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
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}
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}
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}
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else
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{
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// waiting for next move
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i_nextMoveTime.Update(diff);
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if( i_nextMoveTime.Passed() )
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{
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// start moving
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assert( i_nextMove <= MAX_CONF_WAYPOINTS );
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const float x = i_waypoints[i_nextMove][0];
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const float y = i_waypoints[i_nextMove][1];
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const float z = i_waypoints[i_nextMove][2];
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Traveller<T> traveller(unit);
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i_destinationHolder.SetDestination(traveller, x, y, z);
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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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void
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ConfusedMovementGenerator<T>::Finalize(T &unit)
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{
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unit.clearUnitState(UNIT_STAT_CONFUSED);
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}
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template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
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template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Finalize(Player &player);
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template void ConfusedMovementGenerator<Creature>::Finalize(Creature &creature);
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template void ConfusedMovementGenerator<Player>::Reset(Player &player);
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template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature);
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template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff);
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template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff);
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