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Diffstat (limited to 'src/server/game/RandomMovementGenerator.cpp')
-rw-r--r-- | src/server/game/RandomMovementGenerator.cpp | 205 |
1 files changed, 205 insertions, 0 deletions
diff --git a/src/server/game/RandomMovementGenerator.cpp b/src/server/game/RandomMovementGenerator.cpp new file mode 100644 index 00000000000..74a703fb788 --- /dev/null +++ b/src/server/game/RandomMovementGenerator.cpp @@ -0,0 +1,205 @@ +/* + * 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; +} + + |