*Movement Generators standardization.

- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance)
- Fixed when creature entering in combat not count this as StoppedByPlayer.
- Random Movement Generator - added support for creating custom spawndist during the game.
- Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location).
- Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2.
- Home and Random movements no more using RespawnCoords(Home Position has implemented)
- Fixed bug when creature is moving on path and enter combat, after that returns to spawn position.
-Typo fix in Confused Movement Generator

--HG--
branch : trunk
This commit is contained in:
shadowu@mail.bg
2008-12-19 00:37:40 +02:00
parent 058db69e07
commit 51f0c70b7e
15 changed files with 85 additions and 36 deletions

View File

@@ -21,6 +21,8 @@
#include "Creature.h"
#include "MapManager.h"
#include "RandomMovementGenerator.h"
#include "Traveller.h"
#include "ObjectAccessor.h"
#include "DestinationHolderImp.h"
#include "Map.h"
#include "Util.h"
@@ -42,9 +44,9 @@ template<>
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
float X,Y,Z,z,nx,ny,nz,ori,dist;
creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
creature.GetHomePosition(X, Y, Z, ori);
z = creature.GetPositionZ();
uint32 mapid=creature.GetMapId();
@@ -120,8 +122,10 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
if(!creature.isAlive())
return;
if (creature.canFly())
wander_distance = creature.GetRespawnRadius();
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
else
creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
@@ -135,6 +139,10 @@ RandomMovementGenerator<Creature>::Reset(Creature &creature)
Initialize(creature);
}
template<>
void
RandomMovementGenerator<Creature>::Finalize(Creature &creature){}
template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)