diff options
Diffstat (limited to 'src/game/ConfusedMovementGenerator.cpp')
-rw-r--r-- | src/game/ConfusedMovementGenerator.cpp | 310 |
1 files changed, 155 insertions, 155 deletions
diff --git a/src/game/ConfusedMovementGenerator.cpp b/src/game/ConfusedMovementGenerator.cpp index f1e7c2c1548..7b4c5b91f71 100644 --- a/src/game/ConfusedMovementGenerator.cpp +++ b/src/game/ConfusedMovementGenerator.cpp @@ -1,155 +1,155 @@ -/* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - */ - -#include "Creature.h" -#include "MapManager.h" -#include "Opcodes.h" -#include "ConfusedMovementGenerator.h" -#include "DestinationHolderImp.h" - -template<class T> -void -ConfusedMovementGenerator<T>::Initialize(T &unit) -{ - const float wander_distance=11; - float x,y,z; - x = unit.GetPositionX(); - y = unit.GetPositionY(); - z = unit.GetPositionZ(); - uint32 mapid=unit.GetMapId(); - - Map const* map = MapManager::Instance().GetBaseMap(mapid); - - i_nextMove = 1; - - bool is_water_ok, is_land_ok; - _InitSpecific(unit, is_water_ok, is_land_ok); - - for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx) - { - const float wanderX=wander_distance*rand_norm() - wander_distance/2; - const float wanderY=wander_distance*rand_norm() - wander_distance/2; - - i_waypoints[idx][0] = x + wanderX; - i_waypoints[idx][1] = y + wanderY; - - // prevent invalid coordinates generation - MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]); - MaNGOS::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 ) - { - 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.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z); - i_waypoints[idx][2] = z; - } - - unit.StopMoving(); - unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); - unit.addUnitState(UNIT_STAT_CONFUSED); -} - -template<> -void -ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok) -{ - is_water_ok = creature.canSwim(); - is_land_ok = creature.canWalk(); -} - -template<> -void -ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok) -{ - is_water_ok = true; - is_land_ok = true; -} - -template<class T> -void -ConfusedMovementGenerator<T>::Reset(T &unit) -{ - i_nextMove = 1; - i_nextMoveTime.Reset(0); - i_destinationHolder.ResetUpdate(); - unit.StopMoving(); -} - -template<class T> -bool -ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff) -{ - if(!&unit) - return true; - - if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED)) - return true; - - if( i_nextMoveTime.Passed() ) - { - // currently moving, update location - Traveller<T> traveller(unit); - if( i_destinationHolder.UpdateTraveller(traveller, diff, false)) - { - if( i_destinationHolder.HasArrived()) - { - // arrived, stop and wait a bit - unit.StopMoving(); - - i_nextMove = urand(1,MAX_CONF_WAYPOINTS); - i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher - } - } - } - else - { - // waiting for next move - i_nextMoveTime.Update(diff); - if( i_nextMoveTime.Passed() ) - { - // start moving - assert( i_nextMove <= MAX_CONF_WAYPOINTS ); - const float x = i_waypoints[i_nextMove][0]; - const float y = i_waypoints[i_nextMove][1]; - const float z = i_waypoints[i_nextMove][2]; - Traveller<T> traveller(unit); - i_destinationHolder.SetDestination(traveller, x, y, z); - } - } - return true; -} - -template<class T> -void -ConfusedMovementGenerator<T>::Finalize(T &unit) -{ - unit.clearUnitState(UNIT_STAT_CONFUSED); -} - -template void ConfusedMovementGenerator<Player>::Initialize(Player &player); -template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature); -template void ConfusedMovementGenerator<Player>::Finalize(Player &player); -template void ConfusedMovementGenerator<Creature>::Finalize(Creature &creature); -template void ConfusedMovementGenerator<Player>::Reset(Player &player); -template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature); -template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff); -template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff); +/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "Creature.h"
+#include "MapManager.h"
+#include "Opcodes.h"
+#include "ConfusedMovementGenerator.h"
+#include "DestinationHolderImp.h"
+
+template<class T>
+void
+ConfusedMovementGenerator<T>::Initialize(T &unit)
+{
+ const float wander_distance=11;
+ float x,y,z;
+ x = unit.GetPositionX();
+ y = unit.GetPositionY();
+ z = unit.GetPositionZ();
+ uint32 mapid=unit.GetMapId();
+
+ Map const* map = MapManager::Instance().GetBaseMap(mapid);
+
+ i_nextMove = 1;
+
+ bool is_water_ok, is_land_ok;
+ _InitSpecific(unit, is_water_ok, is_land_ok);
+
+ for(unsigned int idx=0; idx < MAX_CONF_WAYPOINTS+1; ++idx)
+ {
+ const float wanderX=wander_distance*rand_norm() - wander_distance/2;
+ const float wanderY=wander_distance*rand_norm() - wander_distance/2;
+
+ i_waypoints[idx][0] = x + wanderX;
+ i_waypoints[idx][1] = y + wanderY;
+
+ // prevent invalid coordinates generation
+ MaNGOS::NormalizeMapCoord(i_waypoints[idx][0]);
+ MaNGOS::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 )
+ {
+ 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.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
+ i_waypoints[idx][2] = z;
+ }
+
+ unit.StopMoving();
+ unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ unit.addUnitState(UNIT_STAT_CONFUSED);
+}
+
+template<>
+void
+ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
+{
+ is_water_ok = creature.canSwim();
+ is_land_ok = creature.canWalk();
+}
+
+template<>
+void
+ConfusedMovementGenerator<Player>::_InitSpecific(Player &, bool &is_water_ok, bool &is_land_ok)
+{
+ is_water_ok = true;
+ is_land_ok = true;
+}
+
+template<class T>
+void
+ConfusedMovementGenerator<T>::Reset(T &unit)
+{
+ i_nextMove = 1;
+ i_nextMoveTime.Reset(0);
+ i_destinationHolder.ResetUpdate();
+ unit.StopMoving();
+}
+
+template<class T>
+bool
+ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff)
+{
+ if(!&unit)
+ return true;
+
+ if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
+ return true;
+
+ if( i_nextMoveTime.Passed() )
+ {
+ // currently moving, update location
+ Traveller<T> traveller(unit);
+ if( i_destinationHolder.UpdateTraveller(traveller, diff, false))
+ {
+ if( i_destinationHolder.HasArrived())
+ {
+ // arrived, stop and wait a bit
+ unit.StopMoving();
+
+ i_nextMove = urand(1,MAX_CONF_WAYPOINTS);
+ i_nextMoveTime.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
+ }
+ }
+ }
+ else
+ {
+ // waiting for next move
+ i_nextMoveTime.Update(diff);
+ if( i_nextMoveTime.Passed() )
+ {
+ // start moving
+ assert( i_nextMove <= MAX_CONF_WAYPOINTS );
+ const float x = i_waypoints[i_nextMove][0];
+ const float y = i_waypoints[i_nextMove][1];
+ const float z = i_waypoints[i_nextMove][2];
+ Traveller<T> traveller(unit);
+ i_destinationHolder.SetDestination(traveller, x, y, z);
+ }
+ }
+ return true;
+}
+
+template<class T>
+void
+ConfusedMovementGenerator<T>::Finalize(T &unit)
+{
+ unit.clearUnitState(UNIT_STAT_CONFUSED);
+}
+
+template void ConfusedMovementGenerator<Player>::Initialize(Player &player);
+template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature);
+template void ConfusedMovementGenerator<Player>::Finalize(Player &player);
+template void ConfusedMovementGenerator<Creature>::Finalize(Creature &creature);
+template void ConfusedMovementGenerator<Player>::Reset(Player &player);
+template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature);
+template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff);
+template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff);
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