server/src/game/MotionGenerators/ConfusedMovementGenerator.cpp
2020-02-17 09:22:43 +00:00

137 lines
4.3 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "ConfusedMovementGenerator.h"
#include "MapManager.h"
#include "Creature.h"
#include "Player.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include "PathFinder.h"
template<class T>
void ConfusedMovementGenerator<T>::Initialize(T& unit)
{
unit.addUnitState(UNIT_STAT_CONFUSED);
// set initial position
unit.GetPosition(i_x, i_y, i_z);
if (!unit.isAlive() || unit.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
unit.StopMoving();
unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
void ConfusedMovementGenerator<T>::Interrupt(T& unit)
{
unit.InterruptMoving();
// confused state still applied while movegen disabled
unit.clearUnitState(UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
void ConfusedMovementGenerator<T>::Reset(T& unit)
{
i_nextMoveTime.Reset(0);
if (!unit.isAlive() || unit.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
unit.StopMoving();
unit.addUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
bool ConfusedMovementGenerator<T>::Update(T& unit, const uint32& diff)
{
// ignore in case other no reaction state
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT & ~UNIT_STAT_CONFUSED))
return true;
if (i_nextMoveTime.Passed())
{
// currently moving, update location
unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
if (unit.movespline->Finalized())
i_nextMoveTime.Reset(urand(800, 1500));
}
else
{
// waiting for next move
i_nextMoveTime.Update(diff);
if (i_nextMoveTime.Passed())
{
// start moving
unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
float x = i_x + 10.0f * (rand_norm_f() - 0.5f);
float y = i_y + 10.0f * (rand_norm_f() - 0.5f);
float z = i_z;
unit.UpdateAllowedPositionZ(x, y, z);
PathFinder path(&unit);
path.setPathLengthLimit(30.0f);
path.calculate(x, y, z);
if (path.getPathType() & PATHFIND_NOPATH)
{
i_nextMoveTime.Reset(urand(800, 1000));
return true;
}
Movement::MoveSplineInit init(unit);
init.MovebyPath(path.getPath());
init.SetWalk(true);
init.Launch();
}
}
return true;
}
template<>
void ConfusedMovementGenerator<Player>::Finalize(Player& unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_CONFUSED_MOVE);
unit.StopMoving();
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature& unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_CONFUSED_MOVE);
}
template void ConfusedMovementGenerator<Player>::Initialize(Player& player);
template void ConfusedMovementGenerator<Creature>::Initialize(Creature& creature);
template void ConfusedMovementGenerator<Player>::Interrupt(Player& player);
template void ConfusedMovementGenerator<Creature>::Interrupt(Creature& creature);
template void ConfusedMovementGenerator<Player>::Reset(Player& player);
template void ConfusedMovementGenerator<Creature>::Reset(Creature& creature);
template bool ConfusedMovementGenerator<Player>::Update(Player& player, const uint32& diff);
template bool ConfusedMovementGenerator<Creature>::Update(Creature& creature, const uint32& diff);