From 95b91afbab455d917a2800d8936e1f29e4d9604d Mon Sep 17 00:00:00 2001 From: Neo2003 Date: Sat, 11 Oct 2008 14:16:25 -0500 Subject: [svn] * svn:eol-style native set on all files that need it --HG-- branch : trunk --- src/game/RandomMovementGenerator.cpp | 326 +++++++++++++++++------------------ 1 file changed, 163 insertions(+), 163 deletions(-) (limited to 'src/game/RandomMovementGenerator.cpp') diff --git a/src/game/RandomMovementGenerator.cpp b/src/game/RandomMovementGenerator.cpp index e27368c73f3..a926dd9aa4f 100644 --- a/src/game/RandomMovementGenerator.cpp +++ b/src/game/RandomMovementGenerator.cpp @@ -1,163 +1,163 @@ -/* - * Copyright (C) 2005-2008 MaNGOS - * - * 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::_setRandomLocation(Creature &creature) -{ - float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist; - - 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; - - // prevent invalid coordinates generation - MaNGOS::NormalizeMapCoord(nx); - MaNGOS::NormalizeMapCoord(ny); - - dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y); - - 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 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.AddUnitMovementFlag(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::Initialize(Creature &creature) -{ - if(!creature.isAlive()) - return; - - if (creature.canFly()) - creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); - else - creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE ); - _setRandomLocation(creature); -} - -template<> -void -RandomMovementGenerator::Reset(Creature &creature) -{ - Initialize(creature); -} - -template<> -bool -RandomMovementGenerator::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); - - 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.AddUnitMovementFlag(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; -} +/* + * Copyright (C) 2005-2008 MaNGOS + * + * 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::_setRandomLocation(Creature &creature) +{ + float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist; + + 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; + + // prevent invalid coordinates generation + MaNGOS::NormalizeMapCoord(nx); + MaNGOS::NormalizeMapCoord(ny); + + dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y); + + 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 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.AddUnitMovementFlag(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::Initialize(Creature &creature) +{ + if(!creature.isAlive()) + return; + + if (creature.canFly()) + creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); + else + creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE ); + _setRandomLocation(creature); +} + +template<> +void +RandomMovementGenerator::Reset(Creature &creature) +{ + Initialize(creature); +} + +template<> +bool +RandomMovementGenerator::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); + + 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.AddUnitMovementFlag(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; +} -- cgit v1.2.3