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-rw-r--r--src/game/ConfusedMovementGenerator.cpp310
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);