*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
This commit is contained in:
maximius
2009-10-17 15:35:07 -07:00
parent f21f47005d
commit 26b5e033ff
2257 changed files with 750 additions and 103852 deletions

View File

@@ -17,7 +17,6 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Creature.h"
#include "MapManager.h"
#include "RandomMovementGenerator.h"
@@ -27,63 +26,48 @@
#include "Map.h"
#include "Util.h"
#include "CreatureGroups.h"
#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
template<>
bool
RandomMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
return false;
i_destinationHolder.GetDestination(x, y, z);
return true;
}
#ifdef MAP_BASED_RAND_GEN
#define rand_norm() creature.rand_norm()
#endif
template<>
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
float X,Y,Z,z,nx,ny,nz,ori,dist;
creature.GetHomePosition(X, Y, Z, ori);
z = creature.GetPositionZ();
Map const* map = creature.GetBaseMap();
// For 2D/3D system selection
bool is_land_ok = creature.canWalk();
bool is_water_ok = creature.canSwim();
bool is_air_ok = creature.canFly();
for(uint32 i = 0;; ++i)
{
const float angle = rand_norm()*(M_PI*2);
const float range = rand_norm()*wander_distance;
const float distanceX = range * cos(angle);
const float distanceY = range * sin(angle);
nx = X + distanceX;
ny = Y + distanceY;
// prevent invalid coordinates generation
Trinity::NormalizeMapCoord(nx);
Trinity::NormalizeMapCoord(ny);
dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
if(i == 5)
{
nz = Z;
break;
}
if (is_air_ok) // 3D system above ground and above water (flying mode)
{
const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
@@ -97,7 +81,6 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
else // 2D only
{
dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
// The fastest way to get an accurate result 90% of the time.
// Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
@@ -112,10 +95,8 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
}
}
}
break;
}
Traveller<Creature> traveller(creature);
creature.SetOrientation(creature.GetAngle(nx,ny));
i_destinationHolder.SetDestination(traveller, nx, ny, nz);
@@ -130,40 +111,33 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
}
//Call for creature group update
if(creature.GetFormation() && creature.GetFormation()->getLeader() == &creature)
{
creature.GetFormation()->LeaderMoveTo(nx, ny, nz);
}
}
template<>
void
RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
if(!creature.isAlive())
return;
if(!wander_distance)
wander_distance = creature.GetRespawnRadius();
if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
_setRandomLocation(creature);
}
template<>
void
RandomMovementGenerator<Creature>::Reset(Creature &creature)
{
Initialize(creature);
}
template<>
void
RandomMovementGenerator<Creature>::Finalize(Creature &creature){}
template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
@@ -174,17 +148,12 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
creature.clearUnitState(UNIT_STAT_ROAMING);
return true;
}
i_nextMoveTime.Update(diff);
if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_MOVE);
if(!i_destinationHolder.HasArrived() && creature.IsStopped())
creature.addUnitState(UNIT_STAT_ROAMING);
CreatureTraveller traveller(creature);
if( i_destinationHolder.UpdateTraveller(traveller, diff, true) )
{
if(i_nextMoveTime.Passed())