server/src/game/ConfusedMovementGenerator.cpp
2010-11-16 21:08:28 +02:00

174 lines
5.8 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 "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();
TerrainInfo const* map = unit.GetTerrain();
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.UpdateAllowedPositionZ(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);