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Diffstat (limited to 'src/game/RandomMovementGenerator.cpp')
-rw-r--r-- | src/game/RandomMovementGenerator.cpp | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp new file mode 100644 index 00000000000..1022a0699f6 --- /dev/null +++ b/src/game/RandomMovementGenerator.cpp @@ -0,0 +1,159 @@ +/* + * 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; +} |