server/src/game/ConfusedMovementGenerator.cpp
VladimirMangos acd0716297 [10432] Rename ASSERT -> MANGOS_ASSERT and related fixes
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.

In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
2010-09-02 05:13:16 +04:00

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5.8 KiB
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/*
* 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 "ConfusedMovementGenerator.h"
#include "Creature.h"
#include "MapManager.h"
#include "Opcodes.h"
#include "DestinationHolderImp.h"
template<class T>
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
const float wander_distance=11;
float x,y,z;
x = unit.GetPositionX();
y = unit.GetPositionY();
z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
i_nextMove = 1;
bool is_water_ok, is_land_ok;
_InitSpecific(unit, is_water_ok, is_land_ok);
for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
{
const float wanderX=wander_distance*rand_norm_f() - wander_distance/2;
const float wanderY=wander_distance*rand_norm_f() - wander_distance/2;
i_waypoints[idx][0] = x + wanderX;
i_waypoints[idx][1] = y + wanderY;
// prevent invalid coordinates generation
MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
MaNGOS::NormalizeMapCoord(i_waypoints[idx][1]);
bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
// if generated wrong path just ignore
if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
{
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
i_waypoints[idx][2] = z;
}
unit.StopMoving();
unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
template<>
void
ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
{
creature.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
is_water_ok = creature.canSwim();
is_land_ok = creature.canWalk();
}
template<>
void
ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok)
{
is_water_ok = true;
is_land_ok = true;
}
template<class T>
void ConfusedMovementGenerator<T>::Interrupt(T &unit)
{
// confused state still applied while movegen disabled
unit.clearUnitState(UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
void ConfusedMovementGenerator<T>::Reset(T &unit)
{
i_nextMove = 1;
i_nextMoveTime.Reset(0);
i_destinationHolder.ResetUpdate();
unit.StopMoving();
unit.addUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
template<class T>
bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
if(!&unit)
return true;
// 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);
Traveller<T> traveller(unit);
if (i_destinationHolder.UpdateTraveller(traveller, diff, false))
{
if (!IsActive(unit)) // force stop processing (movement can move out active zone with cleanup movegens list)
return true; // not expire now, but already lost
if (i_destinationHolder.HasArrived())
{
// arrived, stop and wait a bit
unit.StopMoving();
i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
}
}
}
else
{
// waiting for next move
i_nextMoveTime.Update(diff);
if( i_nextMoveTime.Passed() )
{
// start moving
unit.addUnitState(UNIT_STAT_CONFUSED_MOVE);
MANGOS_ASSERT( i_nextMove <= MAX_CONF_WAYPOINTS );
const float x = i_waypoints[i_nextMove][0];
const float y = i_waypoints[i_nextMove][1];
const float z = i_waypoints[i_nextMove][2];
Traveller<T> traveller(unit);
i_destinationHolder.SetDestination(traveller, x, y, z);
}
}
return true;
}
template<>
void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
unit.clearUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_CONFUSED_MOVE);
unit.AddSplineFlag(SPLINEFLAG_WALKMODE);
}
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);