mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-22 10:05:32 +01:00
*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:
@@ -28,67 +28,53 @@
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#include "CreatureGroups.h"
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//Player-specific
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#include "Player.h"
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template<class T>
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void
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WaypointMovementGenerator<T>::Initialize(T &u){}
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template<>
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void
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WaypointMovementGenerator<Creature>::Finalize(Creature &u){}
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template<>
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void
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WaypointMovementGenerator<Player>::Finalize(Player &u){}
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template<class T>
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void
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WaypointMovementGenerator<T>::MovementInform(T &unit){}
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template<>
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void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
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{
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unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
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}
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template<>
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bool WaypointMovementGenerator<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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template<>
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bool WaypointMovementGenerator<Player>::GetDestination(float &x, float &y, float &z) const
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{
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return false;
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}
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template<>
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void WaypointMovementGenerator<Creature>::Reset(Creature &unit)
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{
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StopedByPlayer = true;
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i_nextMoveTime.Reset(0);
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}
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template<>
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void WaypointMovementGenerator<Player>::Reset(Player &unit){}
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template<>
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void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const WaypointData &node)
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{
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node.run ? unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE):
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unit.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
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unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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unit.addUnitState(UNIT_STAT_ROAMING);
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}
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template<>
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void
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WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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@@ -108,7 +94,6 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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InitTraveller(u, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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//Call for creature group update
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if(u.GetFormation() && u.GetFormation()->getLeader() == &u)
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u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
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@@ -116,41 +101,32 @@ WaypointMovementGenerator<Creature>::Initialize(Creature &u)
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else
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node = NULL;
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}
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template<>
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void WaypointMovementGenerator<Player>::InitTraveller(Player &unit, const WaypointData &node){}
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template<class T>
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bool
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WaypointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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return false;
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}
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template<>
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bool
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WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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{
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if(!&unit)
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return true;
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if(!path_id)
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return false;
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
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return true;
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// Clear the generator if the path doesn't exist
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if(!waypoints || !waypoints->size())
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return false;
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Traveller<Creature> traveller(unit);
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i_nextMoveTime.Update(diff);
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i_destinationHolder.UpdateTraveller(traveller, diff, true);
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if(i_nextMoveTime.Passed())
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{
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if(unit.IsStopped())
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@@ -164,7 +140,6 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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StopedByPlayer = false;
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return true;
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}
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if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
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{
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if(repeating) //If the movement is repeating
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@@ -178,12 +153,10 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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}
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else
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++i_currentNode;
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node = waypoints->at(i_currentNode);
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InitTraveller(unit, *node);
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i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
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i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
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//Call for creature group update
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if(unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
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unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
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@@ -193,11 +166,9 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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//Determine waittime
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if(node->delay)
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i_nextMoveTime.Reset(node->delay);
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//note: disable "start" for mtmap
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if(node->event_id && urand(0,99) < node->event_chance)
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unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/);
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MovementInform(unit);
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unit.UpdateWaypointID(i_currentNode);
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unit.clearUnitState(UNIT_STAT_ROAMING);
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@@ -218,32 +189,26 @@ WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
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}
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return true;
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}
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template void WaypointMovementGenerator<Player>::Initialize(Player &);
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template bool WaypointMovementGenerator<Player>::Update(Player &, const uint32 &);
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template void WaypointMovementGenerator<Player>::MovementInform(Player &);
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//----------------------------------------------------//
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void FlightPathMovementGenerator::LoadPath(Player &)
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{
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objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds);
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}
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uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
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{
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if(i_currentNode >= i_mapIds.size())
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return i_mapIds.size();
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uint32 curMapId = i_mapIds[i_currentNode];
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for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
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{
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if(i_mapIds[i] != curMapId)
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return i;
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}
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return i_mapIds.size();
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}
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void FlightPathMovementGenerator::Initialize(Player &player)
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{
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player.getHostilRefManager().setOnlineOfflineState(false);
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@@ -253,31 +218,23 @@ void FlightPathMovementGenerator::Initialize(Player &player)
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Traveller<Player> traveller(player);
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd());
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// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
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// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
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uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
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// same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
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m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
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m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
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m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
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m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
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}
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void FlightPathMovementGenerator::Finalize(Player & player)
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{
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player.clearUnitState(UNIT_STAT_IN_FLIGHT);
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float x, y, z;
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i_destinationHolder.GetLocationNow(player.GetBaseMap(), x, y, z);
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player.SetPosition(x, y, z, player.GetOrientation());
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}
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bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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{
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if( MovementInProgress() )
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@@ -298,7 +255,6 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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// do not send movement, it was sent already
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i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
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}
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// check if it's time to preload the flightmaster grid
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// at path end
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if (i_currentNode == m_preloadTargetNode)
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@@ -315,16 +271,13 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
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else
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return true;
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}
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// we have arrived at the end of the path
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return false;
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}
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void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
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{
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if(i_mapIds.empty())
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return;
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uint32 map0 = i_mapIds[0];
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for(size_t i = 1; i < i_mapIds.size(); ++i)
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{
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@@ -335,12 +288,10 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
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}
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}
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}
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void FlightPathMovementGenerator::PreloadEndGrid()
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{
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// used to preload the final grid where the flightmaster is
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Map *endMap = MapManager::Instance().FindMap(m_endMapId);
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// Load the grid
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if (endMap)
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{
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@@ -351,17 +302,12 @@ void FlightPathMovementGenerator::PreloadEndGrid()
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{
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sLog.outDetail("Unable to determine map to preload flightmaster grid");
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}
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}
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//
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// Unique1's ASTAR Pathfinding Code... For future use & reference...
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//
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#ifdef __PATHFINDING__
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int GetFCost(int to, int num, int parentNum, float *gcost); // Below...
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int ShortenASTARRoute(short int *pathlist, int number)
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{ // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1
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short int temppathlist[MAX_PATHLIST_NODES];
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@@ -370,24 +316,19 @@ int ShortenASTARRoute(short int *pathlist, int number)
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int temp, temp2;
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int link;
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int upto = 0;
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for (temp = number; temp >= 0; temp--)
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{
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qboolean shortened = qfalse;
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for (temp2 = 0; temp2 < temp; temp2++)
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{
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for (link = 0; link < nodes[pathlist[temp]].enodenum; link++)
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{
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if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED)
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continue;
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//if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it
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// continue;
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//if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32)
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// continue;
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if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2])
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{ // Found a shorter route...
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//if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1))
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@@ -400,26 +341,21 @@ int ShortenASTARRoute(short int *pathlist, int number)
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}
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}
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}
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if (!shortened)
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{
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temppathlist[count] = pathlist[temp];
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++count;
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}
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}
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upto = count;
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for (temp = 0; temp < count; temp++)
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{
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pathlist[temp] = temppathlist[upto];
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--upto;
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}
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G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count);
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return count;
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}
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/*
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===========================================================================
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CreatePathAStar
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@@ -440,7 +376,6 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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int fcost[MAX_NODES];
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char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type
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short int parent[MAX_NODES];
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short int numOpen = 0;
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short int atNode, temp, newnode=-1;
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qboolean found = qfalse;
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@@ -448,23 +383,19 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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float gc;
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int i, u, v, m;
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vec3_t vec;
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//clear out all the arrays
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memset(openlist, 0, sizeof(short int)*(MAX_NODES+1));
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memset(fcost, 0, sizeof(int)*MAX_NODES);
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memset(list, 0, sizeof(char)*MAX_NODES);
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memset(parent, 0, sizeof(short int)*MAX_NODES);
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memset(gcost, -1, sizeof(float)*MAX_NODES);
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//make sure we have valid data before calculating everything
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if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to))
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return -1;
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openlist[1] = from; //add the starting node to the open list
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++numOpen;
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gcost[from] = 0; //its f and g costs are obviously 0
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fcost[from] = 0;
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while (1)
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{
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if (numOpen != 0) //if there are still items in the open list
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@@ -473,10 +404,8 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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atNode = openlist[1];
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list[atNode] = 2; //put the node on the closed list so we don't check it again
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--numOpen;
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openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position
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v = 1;
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//this while loop reorders the list so that the new lowest fcost is at the top again
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while (1)
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{
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@@ -496,7 +425,6 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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v = 2*u;
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}
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}
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if (u != v) //if they're out of order, swap this item with its parent
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{
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temp = openlist[u];
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@@ -506,11 +434,9 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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else
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break;
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}
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for (i = 0; i < nodes[atNode].enodenum; ++i) //loop through all the links for this node
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{
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newnode = nodes[atNode].links[i].targetNode;
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//if this path is blocked, skip it
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if (nodes[atNode].links[i].flags & PATH_BLOCKED)
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continue;
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@@ -522,22 +448,17 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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continue;
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if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS))
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continue;
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if (list[newnode] == 2) //if this node is on the closed list, skip it
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continue;
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if (list[newnode] != 1) //if this node is not already on the open list
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{
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openlist[++numOpen] = newnode; //add the new node to the open list
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list[newnode] = 1;
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parent[newnode] = atNode; //record the node's parent
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if (newnode == to) //if we've found the goal, don't keep computing paths!
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break; //this will break the 'for' and go all the way to 'if (list[to] == 1)'
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//store it's f cost value
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fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
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//this loop re-orders the heap so that the lowest fcost is at the top
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m = numOpen;
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while (m != 1) //while this item isn't at the top of the heap already
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@@ -559,19 +480,16 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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gc = gcost[atNode];
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VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec);
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gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path
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if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before)
|
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{
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parent[newnode] = atNode; //set the new parent for this node
|
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gcost[newnode] = gc; //and the new g cost
|
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for (i = 1; i < numOpen; ++i) //loop through all the items on the open list
|
||||
{
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if (openlist[i] == newnode) //find this node in the list
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{
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//calculate the new fcost and store it
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fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
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//reorder the list again, with the lowest fcost item on top
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m = i;
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while (m != 1)
|
||||
@@ -599,28 +517,23 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
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found = qfalse; //there is no path between these nodes
|
||||
break;
|
||||
}
|
||||
|
||||
if (list[to] == 1) //if the destination node is on the open list, we're done
|
||||
{
|
||||
found = qtrue;
|
||||
break;
|
||||
}
|
||||
} //while (1)
|
||||
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||||
if (found == qtrue) //if we found a path
|
||||
{
|
||||
//G_Printf("%s - path found!n", bot->client->pers.netname);
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||||
count = 0;
|
||||
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||||
temp = to; //start at the end point
|
||||
while (temp != from) //travel along the path (backwards) until we reach the starting point
|
||||
{
|
||||
pathlist[count++] = temp; //add the node to the pathlist and increment the count
|
||||
temp = parent[temp]; //move to the parent of this node to continue the path
|
||||
}
|
||||
|
||||
pathlist[count++] = from; //add the beginning node to the end of the pathlist
|
||||
|
||||
#ifdef __BOT_SHORTEN_ROUTING__
|
||||
count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
|
||||
#endif //__BOT_SHORTEN_ROUTING__
|
||||
@@ -629,7 +542,6 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
|
||||
{
|
||||
//G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to);
|
||||
count = CreateDumbRoute(from, to, pathlist);
|
||||
|
||||
if (count > 0)
|
||||
{
|
||||
#ifdef __BOT_SHORTEN_ROUTING__
|
||||
@@ -638,10 +550,8 @@ int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
|
||||
return count;
|
||||
}
|
||||
}
|
||||
|
||||
return count; //return the number of nodes in the path, -1 if not found
|
||||
}
|
||||
|
||||
/*
|
||||
===========================================================================
|
||||
GetFCost
|
||||
@@ -659,7 +569,6 @@ int GetFCost(int to, int num, int parentNum, float *gcost)
|
||||
float gc = 0;
|
||||
float hc = 0;
|
||||
vec3_t v;
|
||||
|
||||
if (gcost[num] == -1)
|
||||
{
|
||||
if (parentNum != -1)
|
||||
@@ -672,10 +581,8 @@ int GetFCost(int to, int num, int parentNum, float *gcost)
|
||||
}
|
||||
else
|
||||
gc = gcost[num];
|
||||
|
||||
VectorSubtract(nodes[to].origin, nodes[num].origin, v);
|
||||
hc = VectorLength(v);
|
||||
|
||||
return (int)(gc + hc);
|
||||
}
|
||||
#endif //__PATHFINDING__
|
||||
|
||||
Reference in New Issue
Block a user