diff options
Diffstat (limited to 'src/game/FleeingMovementGenerator.cpp')
-rw-r--r-- | src/game/FleeingMovementGenerator.cpp | 379 |
1 files changed, 379 insertions, 0 deletions
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp new file mode 100644 index 00000000000..80ecf13922f --- /dev/null +++ b/src/game/FleeingMovementGenerator.cpp @@ -0,0 +1,379 @@ +/* + * 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 "FleeingMovementGenerator.h" +#include "DestinationHolderImp.h" +#include "ObjectAccessor.h" + +#define MIN_QUIET_DISTANCE 28.0f +#define MAX_QUIET_DISTANCE 43.0f + +template<class T> +void +FleeingMovementGenerator<T>::_setTargetLocation(T &owner) +{ + if( !&owner ) + return; + + if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED) ) + return; + + if(!_setMoveData(owner)) + return; + + float x, y, z; + if(!_getPoint(owner, x, y, z)) + return; + + owner.addUnitState(UNIT_STAT_FLEEING); + Traveller<T> traveller(owner); + i_destinationHolder.SetDestination(traveller, x, y, z); +} + +template<class T> +bool +FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z) +{ + if(!&owner) + return false; + + x = owner.GetPositionX(); + y = owner.GetPositionY(); + z = owner.GetPositionZ(); + + float temp_x, temp_y, angle; + const Map * _map = MapManager::Instance().GetBaseMap(owner.GetMapId()); + //primitive path-finding + for(uint8 i = 0; i < 18; i++) + { + if(i_only_forward && i > 2) + break; + + float distance = 5.0f; + + switch(i) + { + case 0: + angle = i_cur_angle; + break; + case 1: + angle = i_cur_angle; + distance /= 2; + break; + case 2: + angle = i_cur_angle; + distance /= 4; + break; + case 3: + angle = i_cur_angle + M_PI/4.0f; + break; + case 4: + angle = i_cur_angle - M_PI/4.0f; + break; + case 5: + angle = i_cur_angle + M_PI/4.0f; + distance /= 2; + break; + case 6: + angle = i_cur_angle - M_PI/4.0f; + distance /= 2; + break; + case 7: + angle = i_cur_angle + M_PI/2.0f; + break; + case 8: + angle = i_cur_angle - M_PI/2.0f; + break; + case 9: + angle = i_cur_angle + M_PI/2.0f; + distance /= 2; + break; + case 10: + angle = i_cur_angle - M_PI/2.0f; + distance /= 2; + break; + case 11: + angle = i_cur_angle + M_PI/4.0f; + distance /= 4; + break; + case 12: + angle = i_cur_angle - M_PI/4.0f; + distance /= 4; + break; + case 13: + angle = i_cur_angle + M_PI/2.0f; + distance /= 4; + break; + case 14: + angle = i_cur_angle - M_PI/2.0f; + distance /= 4; + break; + case 15: + angle = i_cur_angle + M_PI*3/4.0f; + distance /= 2; + break; + case 16: + angle = i_cur_angle - M_PI*3/4.0f; + distance /= 2; + break; + case 17: + angle = i_cur_angle + M_PI; + distance /= 2; + break; + } + temp_x = x + distance * cos(angle); + temp_y = y + distance * sin(angle); + MaNGOS::NormalizeMapCoord(temp_x); + MaNGOS::NormalizeMapCoord(temp_y); + if( owner.IsWithinLOS(temp_x,temp_y,z)) + { + bool is_water_now = _map->IsInWater(x,y,z); + + if(is_water_now && _map->IsInWater(temp_x,temp_y,z)) + { + x = temp_x; + y = temp_y; + return true; + } + float new_z = _map->GetHeight(temp_x,temp_y,z,true); + + if(new_z <= INVALID_HEIGHT) + continue; + + bool is_water_next = _map->IsInWater(temp_x,temp_y,new_z); + + if((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok)) + continue; + + if( !(new_z - z) || distance / fabs(new_z - z) > 1.0f) + { + float new_z_left = _map->GetHeight(temp_x + 1.0f*cos(angle+M_PI/2),temp_y + 1.0f*sin(angle+M_PI/2),z,true); + float new_z_right = _map->GetHeight(temp_x + 1.0f*cos(angle-M_PI/2),temp_y + 1.0f*sin(angle-M_PI/2),z,true); + if(fabs(new_z_left - new_z) < 1.2f && fabs(new_z_right - new_z) < 1.2f) + { + x = temp_x; + y = temp_y; + z = new_z; + return true; + } + } + } + } + i_to_distance_from_caster = 0.0f; + i_nextCheckTime.Reset( urand(500,1000) ); + return false; +} + +template<class T> +bool +FleeingMovementGenerator<T>::_setMoveData(T &owner) +{ + float cur_dist_xyz = owner.GetDistance(i_caster_x, i_caster_y, i_caster_z); + + if(i_to_distance_from_caster > 0.0f) + { + if((i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz < i_to_distance_from_caster) || + // if we reach lower distance + (i_last_distance_from_caster > i_to_distance_from_caster && cur_dist_xyz > i_last_distance_from_caster) || + // if we can't be close + (i_last_distance_from_caster < i_to_distance_from_caster && cur_dist_xyz > i_to_distance_from_caster) || + // if we reach bigger distance + (cur_dist_xyz > MAX_QUIET_DISTANCE) || // if we are too far + (i_last_distance_from_caster > MIN_QUIET_DISTANCE && cur_dist_xyz < MIN_QUIET_DISTANCE) ) + // if we leave 'quiet zone' + { + // we are very far or too close, stopping + i_to_distance_from_caster = 0.0f; + i_nextCheckTime.Reset( urand(500,1000) ); + return false; + } + else + { + // now we are running, continue + i_last_distance_from_caster = cur_dist_xyz; + return true; + } + } + + float cur_dist; + float angle_to_caster; + + Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID); + + if(fright) + { + cur_dist = fright->GetDistance(&owner); + if(cur_dist < cur_dist_xyz) + { + i_caster_x = fright->GetPositionX(); + i_caster_y = fright->GetPositionY(); + i_caster_z = fright->GetPositionZ(); + angle_to_caster = fright->GetAngle(&owner); + } + else + { + cur_dist = cur_dist_xyz; + angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + M_PI; + } + } + else + { + cur_dist = cur_dist_xyz; + angle_to_caster = owner.GetAngle(i_caster_x, i_caster_y) + M_PI; + } + + // if we too close may use 'path-finding' else just stop + i_only_forward = cur_dist >= MIN_QUIET_DISTANCE/3; + + //get angle and 'distance from caster' to run + float angle; + + if(i_cur_angle == 0.0f && i_last_distance_from_caster == 0.0f) //just started, first time + { + angle = rand_norm()*(1.0f - cur_dist/MIN_QUIET_DISTANCE) * M_PI/3 + rand_norm()*M_PI*2/3; + i_to_distance_from_caster = MIN_QUIET_DISTANCE; + i_only_forward = true; + } + else if(cur_dist < MIN_QUIET_DISTANCE) + { + angle = M_PI/6 + rand_norm()*M_PI*2/3; + i_to_distance_from_caster = cur_dist*2/3 + rand_norm()*(MIN_QUIET_DISTANCE - cur_dist*2/3); + } + else if(cur_dist > MAX_QUIET_DISTANCE) + { + angle = rand_norm()*M_PI/3 + M_PI*2/3; + i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f); + } + else + { + angle = rand_norm()*M_PI; + i_to_distance_from_caster = MIN_QUIET_DISTANCE + 2.5f + rand_norm()*(MAX_QUIET_DISTANCE - MIN_QUIET_DISTANCE - 2.5f); + } + + int8 sign = rand_norm() > 0.5f ? 1 : -1; + i_cur_angle = sign*angle + angle_to_caster; + + // current distance + i_last_distance_from_caster = cur_dist; + + return true; +} + +template<class T> +void +FleeingMovementGenerator<T>::Initialize(T &owner) +{ + if(!&owner) + return; + + Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID); + if(!fright) + return; + + _Init(owner); + owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); + i_caster_x = fright->GetPositionX(); + i_caster_y = fright->GetPositionY(); + i_caster_z = fright->GetPositionZ(); + i_only_forward = true; + i_cur_angle = 0.0f; + i_last_distance_from_caster = 0.0f; + i_to_distance_from_caster = 0.0f; + _setTargetLocation(owner); +} + +template<> +void +FleeingMovementGenerator<Creature>::_Init(Creature &owner) +{ + if(!&owner) + return; + owner.SetUInt64Value(UNIT_FIELD_TARGET, 0); + is_water_ok = owner.canSwim(); + is_land_ok = owner.canWalk(); +} + +template<> +void +FleeingMovementGenerator<Player>::_Init(Player &) +{ + is_water_ok = true; + is_land_ok = true; +} + +template<class T> +void +FleeingMovementGenerator<T>::Finalize(T &owner) +{ + owner.clearUnitState(UNIT_STAT_FLEEING); +} + +template<class T> +void +FleeingMovementGenerator<T>::Reset(T &owner) +{ + Initialize(owner); +} + +template<class T> +bool +FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) +{ + if( !&owner || !owner.isAlive() ) + return false; + if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED) ) + return true; + + Traveller<T> traveller(owner); + + i_nextCheckTime.Update(time_diff); + + if( (owner.IsStopped() && !i_destinationHolder.HasArrived()) || !i_destinationHolder.HasDestination() ) + { + _setTargetLocation(owner); + return true; + } + + if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) + { + i_destinationHolder.ResetUpdate(50); + if(i_nextCheckTime.Passed() && i_destinationHolder.HasArrived()) + { + _setTargetLocation(owner); + return true; + } + } + return true; +} + +template void FleeingMovementGenerator<Player>::Initialize(Player &); +template void FleeingMovementGenerator<Creature>::Initialize(Creature &); +template bool FleeingMovementGenerator<Player>::_setMoveData(Player &); +template bool FleeingMovementGenerator<Creature>::_setMoveData(Creature &); +template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, float &, float &); +template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &); +template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &); +template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature &); +template void FleeingMovementGenerator<Player>::Finalize(Player &); +template void FleeingMovementGenerator<Creature>::Finalize(Creature &); +template void FleeingMovementGenerator<Player>::Reset(Player &); +template void FleeingMovementGenerator<Creature>::Reset(Creature &); +template bool FleeingMovementGenerator<Player>::Update(Player &, const uint32 &); +template bool FleeingMovementGenerator<Creature>::Update(Creature &, const uint32 &); |