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https://github.com/TrinityCore/TrinityCore.git
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*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -17,7 +17,6 @@
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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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@@ -27,63 +26,48 @@
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#include "Map.h"
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#include "Util.h"
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#include "CreatureGroups.h"
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#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
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template<>
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bool
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RandomMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
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{
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if(i_destinationHolder.HasArrived())
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return false;
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i_destinationHolder.GetDestination(x, y, z);
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return true;
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}
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#ifdef MAP_BASED_RAND_GEN
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#define rand_norm() creature.rand_norm()
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#endif
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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,ori,dist;
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creature.GetHomePosition(X, Y, Z, ori);
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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();
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bool is_water_ok = creature.canSwim();
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bool is_air_ok = creature.canFly();
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for(uint32 i = 0;; ++i)
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{
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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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Trinity::NormalizeMapCoord(nx);
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Trinity::NormalizeMapCoord(ny);
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dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
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if(i == 5)
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{
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nz = Z;
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break;
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}
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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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@@ -97,7 +81,6 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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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); // Map check
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@@ -112,10 +95,8 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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}
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}
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}
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break;
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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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@@ -130,40 +111,33 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
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creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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}
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//Call for creature group update
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if(creature.GetFormation() && creature.GetFormation()->getLeader() == &creature)
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{
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creature.GetFormation()->LeaderMoveTo(nx, ny, nz);
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}
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}
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template<>
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void
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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(!wander_distance)
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wander_distance = creature.GetRespawnRadius();
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if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
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creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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_setRandomLocation(creature);
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}
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template<>
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void
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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
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RandomMovementGenerator<Creature>::Finalize(Creature &creature){}
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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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@@ -174,17 +148,12 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
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creature.clearUnitState(UNIT_STAT_ROAMING);
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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 | UNIT_STAT_MOVE);
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if(!i_destinationHolder.HasArrived() && creature.IsStopped())
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creature.addUnitState(UNIT_STAT_ROAMING);
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CreatureTraveller traveller(creature);
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if( i_destinationHolder.UpdateTraveller(traveller, diff, true) )
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{
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if(i_nextMoveTime.Passed())
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