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-rw-r--r--src/game/RandomMovementGenerator.cpp322
1 files changed, 163 insertions, 159 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp
index 1022a0699f6..754e76d8267 100644
--- a/src/game/RandomMovementGenerator.cpp
+++ b/src/game/RandomMovementGenerator.cpp
@@ -1,159 +1,163 @@
-/*
- * 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 "RandomMovementGenerator.h"
-#include "DestinationHolderImp.h"
-#include "Map.h"
-#include "Util.h"
-
-#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
-
-template<>
-void
-RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
-{
- float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
-
- creature.GetRespawnCoord(X, Y, Z);
- creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
-
- z = creature.GetPositionZ();
- uint32 mapid=creature.GetMapId();
- Map const* map = MapManager::Instance().GetBaseMap(mapid);
-
- // For 2D/3D system selection
- bool is_land_ok = creature.canWalk();
- bool is_water_ok = creature.canSwim();
- bool is_air_ok = creature.canFly();
-
- const float angle = rand_norm()*(M_PI*2);
- const float range = rand_norm()*wander_distance;
- const float distanceX = range * cos(angle);
- const float distanceY = range * sin(angle);
-
- nx = X + distanceX;
- ny = Y + distanceY;
- dist = distanceX*distanceX + distanceY*distanceY;
-
- if (is_air_ok) // 3D system above ground and above water (flying mode)
- {
- const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
- nz = Z + distanceZ;
- float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
- float wz = map->GetWaterLevel(nx, ny);
- if (tz >= nz || wz >= nz)
- return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
- }
- //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
- else // 2D only
- {
- dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
- // The fastest way to get an accurate result 90% of the time.
- // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
- nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
- if (fabs(nz-Z)>dist)
- {
- nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
- if (fabs(nz-Z)>dist)
- {
- nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
- if (fabs(nz-Z)>dist)
- return; // let's forget this bad coords where a z cannot be find and retry at next tick
- }
- }
- }
-
- Traveller<Creature> traveller(creature);
- creature.SetOrientation(creature.GetAngle(nx,ny));
- i_destinationHolder.SetDestination(traveller, nx, ny, nz);
- creature.addUnitState(UNIT_STAT_ROAMING);
- if (is_air_ok)
- {
- i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
- creature.SetUnitMovementFlags(MOVEMENTFLAG_FLYING2);
- }
- //else if (is_water_ok) // Swimming mode to be done with more than this check
- else
- {
- i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
- creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
- }
-}
-
-template<>
-void
-RandomMovementGenerator<Creature>::Initialize(Creature &creature)
-{
- if(!creature.isAlive())
- return;
-
- if (creature.canFly())
- creature.SetUnitMovementFlags(MOVEMENTFLAG_FLYING2);
- else
- creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
- _setRandomLocation(creature);
-}
-
-template<>
-void
-RandomMovementGenerator<Creature>::Reset(Creature &creature)
-{
- Initialize(creature);
-}
-
-template<>
-bool
-RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
-{
- if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED))
- {
- i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
- creature.clearUnitState(UNIT_STAT_ROAMING);
- return true;
- }
-
- i_nextMoveTime.Update(diff);
-
- if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
- creature.clearUnitState(UNIT_STAT_ROAMING);
-
- if(!i_destinationHolder.HasArrived() && creature.IsStopped())
- creature.addUnitState(UNIT_STAT_ROAMING);
-
- CreatureTraveller traveller(creature);
-
- if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
- {
- if(i_nextMoveTime.Passed())
- {
- if (creature.canFly())
- creature.SetUnitMovementFlags(MOVEMENTFLAG_FLYING2);
- else
- creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
- _setRandomLocation(creature);
- }
- else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
- {
- creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
- _setRandomLocation(creature);
- }
- }
- return true;
-}
+/*
+ * 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 "RandomMovementGenerator.h"
+#include "DestinationHolderImp.h"
+#include "Map.h"
+#include "Util.h"
+
+#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
+
+template<>
+void
+RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
+{
+ float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
+
+ creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
+
+ z = creature.GetPositionZ();
+ uint32 mapid=creature.GetMapId();
+ Map const* map = MapManager::Instance().GetBaseMap(mapid);
+
+ // For 2D/3D system selection
+ bool is_land_ok = creature.canWalk();
+ bool is_water_ok = creature.canSwim();
+ bool is_air_ok = creature.canFly();
+
+ const float angle = rand_norm()*(M_PI*2);
+ const float range = rand_norm()*wander_distance;
+ const float distanceX = range * cos(angle);
+ const float distanceY = range * sin(angle);
+
+ nx = X + distanceX;
+ ny = Y + distanceY;
+
+ // prevent invalid coordinates generation
+ MaNGOS::NormalizeMapCoord(nx);
+ MaNGOS::NormalizeMapCoord(ny);
+
+ dist = distanceX*distanceX + distanceY*distanceY;
+
+ if (is_air_ok) // 3D system above ground and above water (flying mode)
+ {
+ const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
+ nz = Z + distanceZ;
+ float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
+ float wz = map->GetWaterLevel(nx, ny);
+ if (tz >= nz || wz >= nz)
+ return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
+ }
+ //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
+ else // 2D only
+ {
+ dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
+ // The fastest way to get an accurate result 90% of the time.
+ // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
+ nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
+ if (fabs(nz-Z)>dist)
+ {
+ nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
+ if (fabs(nz-Z)>dist)
+ {
+ nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
+ if (fabs(nz-Z)>dist)
+ return; // let's forget this bad coords where a z cannot be find and retry at next tick
+ }
+ }
+ }
+
+ Traveller<Creature> traveller(creature);
+ creature.SetOrientation(creature.GetAngle(nx,ny));
+ i_destinationHolder.SetDestination(traveller, nx, ny, nz);
+ creature.addUnitState(UNIT_STAT_ROAMING);
+ if (is_air_ok)
+ {
+ i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+ }
+ //else if (is_water_ok) // Swimming mode to be done with more than this check
+ else
+ {
+ i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
+ creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
+ }
+}
+
+template<>
+void
+RandomMovementGenerator<Creature>::Initialize(Creature &creature)
+{
+ if(!creature.isAlive())
+ return;
+
+ if (creature.canFly())
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+ else
+ creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
+ _setRandomLocation(creature);
+}
+
+template<>
+void
+RandomMovementGenerator<Creature>::Reset(Creature &creature)
+{
+ Initialize(creature);
+}
+
+template<>
+bool
+RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
+{
+ if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED))
+ {
+ i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
+ creature.clearUnitState(UNIT_STAT_ROAMING);
+ return true;
+ }
+
+ i_nextMoveTime.Update(diff);
+
+ if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
+ creature.clearUnitState(UNIT_STAT_ROAMING);
+
+ if(!i_destinationHolder.HasArrived() && creature.IsStopped())
+ creature.addUnitState(UNIT_STAT_ROAMING);
+
+ CreatureTraveller traveller(creature);
+
+ if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
+ {
+ if(i_nextMoveTime.Passed())
+ {
+ if (creature.canFly())
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
+ else
+ creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
+ _setRandomLocation(creature);
+ }
+ else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
+ {
+ creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
+ _setRandomLocation(creature);
+ }
+ }
+ return true;
+}