diff options
Diffstat (limited to 'src/game/RandomMovementGenerator.cpp')
-rw-r--r-- | src/game/RandomMovementGenerator.cpp | 322 |
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;
+}
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