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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "Traveller.h"
+#include "ObjectAccessor.h"
+#include "DestinationHolderImp.h"
+#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
+ 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)
+ continue; // 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)
+ continue; // let's forget this bad coords where a z cannot be find and retry at next tick
+ }
+ }
+ }
+
+ break;
+ }
+
+ 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());
+ }
+ //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.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)
+{
+ if (creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | 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 | 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())
+ {
+ if (irand(0,RUNNING_CHANCE_RANDOMMV) > 0)
+ creature.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ _setRandomLocation(creature);
+ }
+ else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(),PET_FOLLOW_DIST+2.5f))
+ {
+ creature.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
+ _setRandomLocation(creature);
+ }
+ }
+ return true;
+}
+
+