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Diffstat (limited to 'src/game/TargetedMovementGenerator.cpp')
-rw-r--r-- | src/game/TargetedMovementGenerator.cpp | 202 |
1 files changed, 202 insertions, 0 deletions
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp new file mode 100644 index 00000000000..bba7426938d --- /dev/null +++ b/src/game/TargetedMovementGenerator.cpp @@ -0,0 +1,202 @@ +/* + * 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 "ByteBuffer.h" +#include "TargetedMovementGenerator.h" +#include "Errors.h" +#include "Creature.h" +#include "MapManager.h" +#include "DestinationHolderImp.h" +#include "World.h" + +#define SMALL_ALPHA 0.05f + +#include <cmath> +/* +struct StackCleaner +{ + Creature &i_creature; + StackCleaner(Creature &creature) : i_creature(creature) {} + void Done(void) { i_creature.StopMoving(); } + ~StackCleaner() + { + i_creature->Clear(); + } +}; +*/ + +template<class T> +void +TargetedMovementGenerator<T>::_setTargetLocation(T &owner) +{ + if( !i_target.isValid() || !&owner ) + return; + + if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_DISTRACTED) ) + return; + + // prevent redundant micro-movement for pets, other followers. + if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset)) + return; + + float x, y, z; + if(!i_offset) + { + // to nearest contact position + i_target->GetContactPoint( &owner, x, y, z ); + } + else + { + // to at i_offset distance from target and i_angle from target facing + i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle); + } + + /* + We MUST not check the distance difference and avoid setting the new location for smaller distances. + By that we risk having far too many GetContactPoint() calls freezing the whole system. + In TargetedMovementGenerator<T>::Update() we check the distance to the target and at + some range we calculate a new position. The calculation takes some processor cycles due to vmaps. + If the distance to the target it too large to ignore, + but the distance to the new contact point is short enough to be ignored, + we will calculate a new contact point each update loop, but will never move to it. + The system will freeze. + ralf + + //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize + float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE; + if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize ) + return; + */ + Traveller<T> traveller(owner); + i_destinationHolder.SetDestination(traveller, x, y, z); + owner.addUnitState(UNIT_STAT_CHASE); +} + +template<class T> +void +TargetedMovementGenerator<T>::Initialize(T &owner) +{ + if(!&owner) + return; + owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); + _setTargetLocation(owner); +} + +template<class T> +void +TargetedMovementGenerator<T>::Finalize(T &owner) +{ + owner.clearUnitState(UNIT_STAT_CHASE); +} + +template<class T> +void +TargetedMovementGenerator<T>::Reset(T &owner) +{ + Initialize(owner); +} + +template<class T> +bool +TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff) +{ + if(!i_target.isValid()) + return false; + + if( !&owner || !owner.isAlive()) + return true; + + if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNDED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED) ) + return true; + + // prevent movement while casting spells with cast time or channel time + if ( owner.IsNonMeleeSpellCasted(false, false, true)) + { + if (!owner.IsStopped()) + owner.StopMoving(); + return true; + } + + // prevent crash after creature killed pet + if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget()) + return true; + + Traveller<T> traveller(owner); + + if( !i_destinationHolder.HasDestination() ) + _setTargetLocation(owner); + if( owner.IsStopped() && !i_destinationHolder.HasArrived() ) + { + owner.addUnitState(UNIT_STAT_CHASE); + i_destinationHolder.StartTravel(traveller); + return true; + } + + if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false)) + { + // put targeted movement generators on a higher priority + if (owner.GetObjectSize()) + i_destinationHolder.ResetUpdate(50); + + float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE); + + //More distance let have better performance, less distance let have more sensitive reaction at target move. + + // try to counter precision differences + if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist) + { + owner.SetInFront(i_target.getTarget()); // Set new Angle For Map:: + _setTargetLocation(owner); //Calculate New Dest and Send data To Player + } + // Update the Angle of the target only for Map::, no need to send packet for player + else if ( !i_angle && !owner.HasInArc( 0.01f, i_target.getTarget() ) ) + owner.SetInFront(i_target.getTarget()); + + if(( owner.IsStopped() && !i_destinationHolder.HasArrived() ) || i_recalculateTravel ) + { + i_recalculateTravel = false; + //Angle update will take place into owner.StopMoving() + owner.SetInFront(i_target.getTarget()); + + owner.StopMoving(); + if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW)) + owner.Attack(i_target.getTarget(),true); + } + } + return true; +} + +template<class T> +Unit* +TargetedMovementGenerator<T>::GetTarget() const +{ + return i_target.getTarget(); +} + +template void TargetedMovementGenerator<Player>::_setTargetLocation(Player &); +template void TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &); +template void TargetedMovementGenerator<Player>::Initialize(Player &); +template void TargetedMovementGenerator<Creature>::Initialize(Creature &); +template void TargetedMovementGenerator<Player>::Finalize(Player &); +template void TargetedMovementGenerator<Creature>::Finalize(Creature &); +template void TargetedMovementGenerator<Player>::Reset(Player &); +template void TargetedMovementGenerator<Creature>::Reset(Creature &); +template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &); +template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &); +template Unit* TargetedMovementGenerator<Player>::GetTarget() const; +template Unit* TargetedMovementGenerator<Creature>::GetTarget() const; |