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-rw-r--r--src/game/FleeingMovementGenerator.cpp51
1 files changed, 51 insertions, 0 deletions
diff --git a/src/game/FleeingMovementGenerator.cpp b/src/game/FleeingMovementGenerator.cpp
index 35cfcca52d0..eef98b705cc 100644
--- a/src/game/FleeingMovementGenerator.cpp
+++ b/src/game/FleeingMovementGenerator.cpp
@@ -17,53 +17,66 @@
* 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 "CreatureAI.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_STUNNED) )
return;
+
if(!_setMoveData(owner))
return;
+
float x, y, z;
if(!_getPoint(owner, x, y, z))
return;
+
owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
Traveller<T> traveller(owner);
i_destinationHolder.SetDestination(traveller, x, y, z);
}
+
template<>
bool FleeingMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
return false;
+
i_destinationHolder.GetDestination(x, y, z);
return true;
}
+
template<>
bool FleeingMovementGenerator<Player>::GetDestination(float &x, float &y, float &z) const
{
return false;
}
+
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 = owner.GetBaseMap();
//primitive path-finding
@@ -71,7 +84,9 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
{
if(i_only_forward && i > 2)
break;
+
float distance = 5.0f;
+
switch(i)
{
case 0:
@@ -149,6 +164,7 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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;
@@ -156,11 +172,15 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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);
@@ -179,11 +199,13 @@ FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z)
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) ||
@@ -208,9 +230,12 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
return true;
}
}
+
float cur_dist;
float angle_to_caster;
+
Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID);
+
if(fright)
{
cur_dist = fright->GetDistance(&owner);
@@ -232,10 +257,13 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
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;
@@ -257,24 +285,30 @@ FleeingMovementGenerator<T>::_setMoveData(T &owner)
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;
+
_Init(owner);
owner.CastStop();
owner.addUnitState(UNIT_STAT_FLEEING | UNIT_STAT_ROAMING);
owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
owner.SetUInt64Value(UNIT_FIELD_TARGET, 0);
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+
if(Unit * fright = ObjectAccessor::GetUnit(owner, i_frightGUID))
{
i_caster_x = fright->GetPositionX();
@@ -287,21 +321,25 @@ FleeingMovementGenerator<T>::Initialize(T &owner)
i_caster_y = owner.GetPositionY();
i_caster_z = owner.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;
+
is_water_ok = owner.canSwim();
is_land_ok = owner.canWalk();
}
+
template<>
void
FleeingMovementGenerator<Player>::_Init(Player &)
@@ -309,6 +347,7 @@ FleeingMovementGenerator<Player>::_Init(Player &)
is_water_ok = true;
is_land_ok = true;
}
+
template<class T>
void
FleeingMovementGenerator<T>::Finalize(T &owner)
@@ -318,12 +357,14 @@ FleeingMovementGenerator<T>::Finalize(T &owner)
if(owner.GetTypeId() == TYPEID_UNIT && owner.getVictim())
owner.SetUInt64Value(UNIT_FIELD_TARGET, owner.getVictim()->GetGUID());
}
+
template<class T>
void
FleeingMovementGenerator<T>::Reset(T &owner)
{
Initialize(owner);
}
+
template<class T>
bool
FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
@@ -332,13 +373,17 @@ FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
return false;
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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))
{
i_destinationHolder.ResetUpdate(50);
@@ -350,6 +395,7 @@ FleeingMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
}
return true;
}
+
template void FleeingMovementGenerator<Player>::Initialize(Player &);
template void FleeingMovementGenerator<Creature>::Initialize(Creature &);
template bool FleeingMovementGenerator<Player>::_setMoveData(Player &);
@@ -364,6 +410,7 @@ 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 &);
+
void TimedFleeingMovementGenerator::Finalize(Unit &owner)
{
owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING);
@@ -377,15 +424,19 @@ void TimedFleeingMovementGenerator::Finalize(Unit &owner)
}
}
}
+
bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32 & time_diff)
{
if( !owner.isAlive() )
return false;
+
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
return true;
+
i_totalFleeTime.Update(time_diff);
if (i_totalFleeTime.Passed())
return false;
+
// This calls grant-parent Update method hiden by FleeingMovementGenerator::Update(Creature &, const uint32 &) version
// This is done instead of casting Unit& to Creature& and call parent method, then we can use Unit directly
return MovementGeneratorMedium< Creature, FleeingMovementGenerator<Creature> >::Update(owner, time_diff);