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authorBlaymoira <none@none>2009-02-21 15:26:10 +0100
committerBlaymoira <none@none>2009-02-21 15:26:10 +0100
commit1fb63e8bfd4466b90cedbfc6e6bc28dd58f34192 (patch)
tree7f53b3ed35affc3ba9d2fa2cb6313b188aa2bbea
parent0ad8bd98c5ab32182f0148d2bc451e76b16b9523 (diff)
*Cleanups in random movementgenerator - by Silver1ce
--HG-- branch : trunk
-rw-r--r--src/game/RandomMovementGenerator.cpp194
-rw-r--r--src/game/RandomMovementGenerator.h9
2 files changed, 123 insertions, 80 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp
index cb748883772..14dae3c663f 100644
--- a/src/game/RandomMovementGenerator.cpp
+++ b/src/game/RandomMovementGenerator.cpp
@@ -22,10 +22,7 @@
#include "MapManager.h"
#include "RandomMovementGenerator.h"
#include "Traveller.h"
-#include "ObjectAccessor.h"
#include "DestinationHolderImp.h"
-#include "Map.h"
-#include "Util.h"
#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
@@ -34,9 +31,9 @@ bool
RandomMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
- return false;
-
- i_destinationHolder.GetDestination(x, y, z);
+ return false;
+
+ i_destinationHolder.GetDestination(x, y, z);
return true;
}
@@ -44,76 +41,96 @@ 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();
- uint32 mapid=creature.GetMapId();
- Map const* map = MapManager::Instance().GetBaseMap(mapid);
-
- // For 2D/3D system selection
- bool is_land_ok = creature.canWalk();
- bool is_water_ok = creature.canSwim();
- bool is_air_ok = creature.canFly();
+ float i_x,i_y,i_z,n_x,n_y,n_z,ori,dist;
+ creature.GetHomePosition(i_x,i_y,i_z,ori);
- 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);
+ const float angle = 2*M_PI*rand_norm();
+ const float range = rand_norm()*wander_dist;
+ const float distX = range*cos(angle);
+ const float distY = range*sin(angle);
- nx = X + distanceX;
- ny = Y + distanceY;
+ n_x = i_x + distX;
+ n_y = i_y + distY;
- // prevent invalid coordinates generation
- Trinity::NormalizeMapCoord(nx);
- Trinity::NormalizeMapCoord(ny);
+ Trinity::NormalizeMapCoord(n_x);
+ Trinity::NormalizeMapCoord(n_y);
- dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
+ Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
- if (is_air_ok) // 3D system above ground and above water (flying mode)
+ switch(_InhabitType)
{
- const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
- nz = Z + distanceZ;
- float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
- float wz = map->GetWaterLevel(nx, ny);
- if (tz >= nz || wz >= nz)
- return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
+ case INHABIT_AIR:
+ {
+ //don't use normalized n_x, n_y because difference is too small.. and this is random movement
+ dist = sqrtf(distX*distX + distY*distY);
+ const float distanceZ = rand_norm() * dist/2; // Limit height change
+ n_z = i_z + distanceZ;
+ float tz = map->GetHeight(n_x,n_y,n_z - 2.0f,false);
+ if (tz >= n_z || ground >= n_z)
+ return;
+ //creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+ break;
}
- //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
- else // 2D only
+ case INHABIT_WATER:
{
+ //some small creatures can swim above water level
+ float water = map->GetWaterLevel(n_x,n_y) - 1.8f;
+ float floor = map->GetHeight(n_x,n_y,i_z,false) + 0.2f;
+ if (water - floor < 0)
+ return;
+ float z_diff = 2 * 1.192*creature.GetDistance2d(n_x,n_y); //1.192 = tan(50)
+ //if(water - floor > z_diff){
+ n_z = z_diff*(1 - 2*rand_norm()) + creature.GetPositionZ();
+ n_z = n_z > water ? water : n_z;
+ n_z = n_z < floor ? floor : n_z;
+ //}else
+ //n_z = floor + rand_norm()*(water - floor);
+ //creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ break;
+ }
+ case INHABIT_GROUND:
+ {
+ dist = (distX*distX + distY*distY);
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
- if (fabs(nz-Z)>dist)
+ n_z = map->GetHeight(n_x,n_y,i_z,false);
+ if (fabs(n_z - i_z) > dist)
{
- nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
- if (fabs(nz-Z)>dist)
+ n_z = map->GetHeight(n_x,n_y,i_z,true); // Vmap Horizontal or above
+ if (fabs(n_z - i_z) > dist)
{
- nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
- if (fabs(nz-Z)>dist)
- return; // let's forget this bad coords where a z cannot be find and retry at next tick
+ n_z = map->GetHeight(n_x,n_y,i_z + 8.0f,true); // Vmap Higher
+ if (fabs(n_z - i_z) > dist)
+ return;
}
}
+ if (!irand(0,RUNNING_CHANCE_RANDOMMV))
+ creature.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ else
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ break;
+ }
+ default:
+ n_z = i_z;
+ break;
}
Traveller<Creature> traveller(creature);
- creature.SetOrientation(creature.GetAngle(nx,ny));
- i_destinationHolder.SetDestination(traveller, nx, ny, nz);
+ creature.SetOrientation(creature.GetAngle(n_x,n_y));
+ i_destinationHolder.SetDestination(traveller,n_x,n_y,n_z);
creature.addUnitState(UNIT_STAT_ROAMING);
- if (is_air_ok)
- {
- i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
- creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
- }
- //else if (is_water_ok) // Swimming mode to be done with more than this check
- else
- {
- i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
- creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
- }
+
+ switch(_InhabitType)
+ {
+ case INHABIT_AIR:
+ i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
+ break;
+ case INHABIT_WATER:
+ i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,3000));
+ break;
+ default:
+ i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime() + urand(500,5000));
+ break;
+ }
}
template<>
@@ -123,13 +140,47 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature)
if(!creature.isAlive())
return;
- 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 );
- _setRandomLocation(creature);
+ wander_dist = creature.GetRespawnRadius();
+ Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId());
+
+ _InhabitType = creature.GetCreatureInfo()->InhabitType;
+
+ // Let's select only one movement type
+ // TODO: make this check more correct
+ float water;
+ if(_InhabitType & (INHABIT_WATER | INHABIT_AIR))
+ water = map->GetWaterLevel(creature.GetPositionX(),creature.GetPositionY());
+ if(_InhabitType & INHABIT_AIR)
+ {
+ float floor = map->GetHeight(creature.GetPositionX(),creature.GetPositionY(),creature.GetPositionZ(),true);
+ ground = floor > water ? floor : water;
+ if(ground + 2.0f < creature.GetPositionZ())
+ {
+ _InhabitType = INHABIT_AIR;
+ creature.addUnitState(UNIT_STAT_IN_FLIGHT);
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+ i_nextMoveTime.Reset(urand(0,1000)); //to make them call _setRandomLocation not in one time
+ //_setRandomLocation(creature);
+ return;
+ }else
+ _InhabitType &= ~INHABIT_AIR;
+ }
+ if(_InhabitType & INHABIT_WATER)
+ {
+ if (water > creature.GetPositionZ()) //don't use "+2.0f" because under-water creatures already has height <= -1.9(if water level is 0)
+ {
+ _InhabitType = INHABIT_WATER;
+ creature.addUnitState(UNIT_STAT_IN_FLIGHT);
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ i_nextMoveTime.Reset(urand(0,1000));
+ //_setRandomLocation(creature);
+ return;
+ }else
+ _InhabitType &= ~INHABIT_WATER;
+ }
+ if(_InhabitType & INHABIT_GROUND)
+ i_nextMoveTime.Reset(urand(0,1000));
+ //_setRandomLocation(creature);
}
template<>
@@ -156,7 +207,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
i_nextMoveTime.Update(diff);
- if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
+ if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !(_InhabitType & (INHABIT_WATER | INHABIT_AIR)))
creature.clearUnitState(UNIT_STAT_ROAMING);
if(!i_destinationHolder.HasArrived() && creature.IsStopped())
@@ -166,14 +217,8 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
{
- if(i_nextMoveTime.Passed())
- {
- if (creature.canFly())
- creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
- else
- creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
+ if(i_nextMoveTime.Passed())
_setRandomLocation(creature);
- }
else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
{
creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
@@ -182,4 +227,3 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
}
return true;
}
-
diff --git a/src/game/RandomMovementGenerator.h b/src/game/RandomMovementGenerator.h
index a7105284ac6..9fba4d07326 100644
--- a/src/game/RandomMovementGenerator.h
+++ b/src/game/RandomMovementGenerator.h
@@ -30,8 +30,8 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
: public MovementGeneratorMedium< T, RandomMovementGenerator<T> >
{
public:
- // Wander dist is related on db spawn dist. So what if we wanna set eandom movement on summoned creature?!
- RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {}
+ // Wander dist is related on db spawn dist. So what if we wanna set random movement on summoned creature?!
+ RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_dist(spawn_dist) {}
void _setRandomLocation(T &);
void Initialize(T &);
@@ -48,8 +48,7 @@ class TRINITY_DLL_SPEC RandomMovementGenerator
TimeTrackerSmall i_nextMoveTime;
DestinationHolder< Traveller<T> > i_destinationHolder;
- float wander_distance;
- uint32 i_nextMove;
+ float wander_dist, ground;
+ uint32 _InhabitType;
};
#endif
-