diff options
author | Blaymoira <none@none> | 2009-02-24 14:50:27 +0100 |
---|---|---|
committer | Blaymoira <none@none> | 2009-02-24 14:50:27 +0100 |
commit | 629194c0e080e27dc24a6b66dc4e40671d5f5efd (patch) | |
tree | 741f64c3bb2aed516f48fd473120590460665aeb | |
parent | 1fb63e8bfd4466b90cedbfc6e6bc28dd58f34192 (diff) |
Backed out changeset: aee1fec2cb04
--HG--
branch : trunk
-rw-r--r-- | src/game/RandomMovementGenerator.cpp | 194 | ||||
-rw-r--r-- | src/game/RandomMovementGenerator.h | 9 |
2 files changed, 80 insertions, 123 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp index 14dae3c663f..cb748883772 100644 --- a/src/game/RandomMovementGenerator.cpp +++ b/src/game/RandomMovementGenerator.cpp @@ -22,7 +22,10 @@ #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" @@ -31,9 +34,9 @@ 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; } @@ -41,96 +44,76 @@ template<> void RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature) { - float i_x,i_y,i_z,n_x,n_y,n_z,ori,dist; - creature.GetHomePosition(i_x,i_y,i_z,ori); + float X,Y,Z,z,nx,ny,nz,ori,dist; - 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); + creature.GetHomePosition(X, Y, Z, ori); - n_x = i_x + distX; - n_y = i_y + distY; + z = creature.GetPositionZ(); + uint32 mapid=creature.GetMapId(); + Map const* map = MapManager::Instance().GetBaseMap(mapid); - Trinity::NormalizeMapCoord(n_x); - Trinity::NormalizeMapCoord(n_y); + // For 2D/3D system selection + bool is_land_ok = creature.canWalk(); + bool is_water_ok = creature.canSwim(); + bool is_air_ok = creature.canFly(); - Map const* map = MapManager::Instance().GetBaseMap(creature.GetMapId()); + 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); - switch(_InhabitType) - { - case INHABIT_AIR: + 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 (is_air_ok) // 3D system above ground and above water (flying mode) { - //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; + 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_WATER: + //else if (is_water_ok) // 3D system under water and above ground (swimming mode) + else // 2D only { - //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) - n_z = map->GetHeight(n_x,n_y,i_z,false); - if (fabs(n_z - i_z) > dist) + // 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,true); // Vmap Horizontal or above - 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 + 8.0f,true); // Vmap Higher - if (fabs(n_z - i_z) > dist) - return; + 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 } } - 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(n_x,n_y)); - i_destinationHolder.SetDestination(traveller,n_x,n_y,n_z); + creature.SetOrientation(creature.GetAngle(nx,ny)); + i_destinationHolder.SetDestination(traveller, nx, ny, nz); creature.addUnitState(UNIT_STAT_ROAMING); - - 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; - } + 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); + } } template<> @@ -140,47 +123,13 @@ RandomMovementGenerator<Creature>::Initialize(Creature &creature) if(!creature.isAlive()) return; - 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); + 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); } template<> @@ -207,7 +156,7 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff i_nextMoveTime.Update(diff); - if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !(_InhabitType & (INHABIT_WATER | INHABIT_AIR))) + if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly()) creature.clearUnitState(UNIT_STAT_ROAMING); if(!i_destinationHolder.HasArrived() && creature.IsStopped()) @@ -217,8 +166,14 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) ) { - if(i_nextMoveTime.Passed()) + 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); _setRandomLocation(creature); + } else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f) { creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE); @@ -227,3 +182,4 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff } return true; } + diff --git a/src/game/RandomMovementGenerator.h b/src/game/RandomMovementGenerator.h index 9fba4d07326..a7105284ac6 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 random movement on summoned creature?! - RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_dist(spawn_dist) {} + // 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) {} void _setRandomLocation(T &); void Initialize(T &); @@ -48,7 +48,8 @@ class TRINITY_DLL_SPEC RandomMovementGenerator TimeTrackerSmall i_nextMoveTime; DestinationHolder< Traveller<T> > i_destinationHolder; - float wander_dist, ground; - uint32 _InhabitType; + float wander_distance; + uint32 i_nextMove; }; #endif + |