aboutsummaryrefslogtreecommitdiff
path: root/src/game/RandomMovementGenerator.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/RandomMovementGenerator.cpp')
-rw-r--r--src/game/RandomMovementGenerator.cpp31
1 files changed, 31 insertions, 0 deletions
diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp
index 5d6711db13a..f50e6af4709 100644
--- a/src/game/RandomMovementGenerator.cpp
+++ b/src/game/RandomMovementGenerator.cpp
@@ -17,6 +17,7 @@
* 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"
@@ -26,48 +27,63 @@
#include "Map.h"
#include "Util.h"
#include "CreatureGroups.h"
+
#define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
+
template<>
bool
RandomMovementGenerator<Creature>::GetDestination(float &x, float &y, float &z) const
{
if(i_destinationHolder.HasArrived())
return false;
+
i_destinationHolder.GetDestination(x, y, z);
return true;
}
+
#ifdef MAP_BASED_RAND_GEN
#define rand_norm() creature.rand_norm()
#endif
+
template<>
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
float X,Y,Z,z,nx,ny,nz,ori,dist;
+
creature.GetHomePosition(X, Y, Z, ori);
+
z = creature.GetPositionZ();
Map const* map = creature.GetBaseMap();
+
// For 2D/3D system selection
bool is_land_ok = creature.canWalk();
bool is_water_ok = creature.canSwim();
bool is_air_ok = creature.canFly();
+
for(uint32 i = 0;; ++i)
{
+
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
Trinity::NormalizeMapCoord(nx);
Trinity::NormalizeMapCoord(ny);
+
dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
+
if(i == 5)
{
nz = Z;
break;
}
+
if (is_air_ok) // 3D system above ground and above water (flying mode)
{
const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
@@ -81,6 +97,7 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
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
@@ -95,8 +112,10 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
}
}
}
+
break;
}
+
Traveller<Creature> traveller(creature);
creature.SetOrientation(creature.GetAngle(nx,ny));
i_destinationHolder.SetDestination(traveller, nx, ny, nz);
@@ -111,33 +130,40 @@ RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
}
+
//Call for creature group update
if(creature.GetFormation() && creature.GetFormation()->getLeader() == &creature)
{
creature.GetFormation()->LeaderMoveTo(nx, ny, nz);
}
}
+
template<>
void
RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
if(!creature.isAlive())
return;
+
if(!wander_distance)
wander_distance = creature.GetRespawnRadius();
+
if(irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
_setRandomLocation(creature);
}
+
template<>
void
RandomMovementGenerator<Creature>::Reset(Creature &creature)
{
Initialize(creature);
}
+
template<>
void
RandomMovementGenerator<Creature>::Finalize(Creature &creature){}
+
template<>
bool
RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
@@ -148,12 +174,17 @@ RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff
creature.clearUnitState(UNIT_STAT_ROAMING);
return true;
}
+
i_nextMoveTime.Update(diff);
+
if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_MOVE);
+
if(!i_destinationHolder.HasArrived() && creature.IsStopped())
creature.addUnitState(UNIT_STAT_ROAMING);
+
CreatureTraveller traveller(creature);
+
if( i_destinationHolder.UpdateTraveller(traveller, diff, true) )
{
if(i_nextMoveTime.Passed())