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-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp53
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h5
2 files changed, 33 insertions, 25 deletions
diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
index da830a9a49b..f08281288b0 100755
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
@@ -32,11 +32,10 @@
template<class T>
void ConfusedMovementGenerator<T>::Initialize(T &unit)
{
- const float wander_distance=4;
- float x,y,z;
- x = unit.GetPositionX();
- y = unit.GetPositionY();
- z = unit.GetPositionZ();
+ float const wander_distance = 4;
+ float x = unit.GetPositionX();
+ float y = unit.GetPositionY();
+ float z = unit.GetPositionZ();
Map const* map = unit.GetBaseMap();
@@ -47,31 +46,41 @@ void ConfusedMovementGenerator<T>::Initialize(T &unit)
for (uint8 idx = 0; idx < MAX_CONF_WAYPOINTS + 1; ++idx)
{
- const float wanderX=wander_distance*(float)rand_norm() - wander_distance/2;
- const float wanderY=wander_distance*(float)rand_norm() - wander_distance/2;
+ float const wanderX = x + (wander_distance * (float)rand_norm() - wander_distance/2);
+ float const wanderY = y + (wander_distance * (float)rand_norm() - wander_distance/2);
- i_waypoints[idx][0] = x + wanderX;
- i_waypoints[idx][1] = y + wanderY;
+ i_waypoints[idx][0] = wanderX;
+ i_waypoints[idx][1] = wanderY;
// prevent invalid coordinates generation
Trinity::NormalizeMapCoord(i_waypoints[idx][0]);
Trinity::NormalizeMapCoord(i_waypoints[idx][1]);
- bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
- // if generated wrong path just ignore
- if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
+ if (unit.IsWithinLOS(wanderX, wanderY, z))
{
+ bool is_water = map->IsInWater(i_waypoints[idx][0], i_waypoints[idx][1], z);
+
+ if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
+ {
+ //! Ignore bad generated path. Use the current or previous position.
+ i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
+ i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
+ }
+
+ unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
+ i_waypoints[idx][2] = z;
+ }
+ else
+ {
+ //! Ignore bad generated path. Use the current or previous position.
i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
}
-
- unit.UpdateAllowedPositionZ(i_waypoints[idx][0], i_waypoints[idx][1], z);
- i_waypoints[idx][2] = z;
}
unit.StopMoving();
unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<>
@@ -94,7 +103,7 @@ void ConfusedMovementGenerator<T>::Reset(T &unit)
i_nextMove = 1;
i_nextMoveTime.Reset(0);
unit.StopMoving();
- unit.AddUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
+ unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<class T>
@@ -110,8 +119,8 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
if (unit.movespline->Finalized())
{
- i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
- i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
+ i_nextMove = urand(1, MAX_CONF_WAYPOINTS);
+ i_nextMoveTime.Reset(urand(500, 1200)); // Guessed
}
}
else
@@ -123,7 +132,7 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
// start moving
unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE);
- ASSERT( i_nextMove <= MAX_CONF_WAYPOINTS );
+ ASSERT(i_nextMove <= MAX_CONF_WAYPOINTS);
float x = i_waypoints[i_nextMove][0];
float y = i_waypoints[i_nextMove][1];
float z = i_waypoints[i_nextMove][2];
@@ -141,14 +150,14 @@ template<>
void ConfusedMovementGenerator<Player>::Finalize(Player &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
+ unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
}
template<>
void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit)
{
unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
- unit.ClearUnitState(UNIT_STATE_CONFUSED|UNIT_STATE_CONFUSED_MOVE);
+ unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE);
if (unit.getVictim())
unit.SetTarget(unit.getVictim()->GetGUID());
}
diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h
index b9f96bb785d..7f2226ea069 100755
--- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h
+++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h
@@ -22,11 +22,10 @@
#include "MovementGenerator.h"
#include "Timer.h"
-#define MAX_CONF_WAYPOINTS 24
+#define MAX_CONF_WAYPOINTS 24 //! Allows a twelve second confusion if i_nextMove always is the absolute minimum timer.
template<class T>
-class ConfusedMovementGenerator
-: public MovementGeneratorMedium< T, ConfusedMovementGenerator<T> >
+class ConfusedMovementGenerator : public MovementGeneratorMedium< T, ConfusedMovementGenerator<T> >
{
public:
explicit ConfusedMovementGenerator() : i_nextMoveTime(0) {}