[2] | 1 | /* |
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[44] | 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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[2] | 3 | * |
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[44] | 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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[2] | 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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[44] | 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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[2] | 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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[44] | 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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[2] | 19 | */ |
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| 20 | |
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[44] | 21 | #ifndef TRINITY_DESTINATIONHOLDERIMP_H |
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| 22 | #define TRINITY_DESTINATIONHOLDERIMP_H |
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[2] | 23 | |
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| 24 | #include "Creature.h" |
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| 25 | #include "MapManager.h" |
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| 26 | #include "DestinationHolder.h" |
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| 27 | |
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| 28 | #include <cmath> |
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| 29 | |
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| 30 | template<typename TRAVELLER> |
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| 31 | void |
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| 32 | DestinationHolder<TRAVELLER>::_findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y) |
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| 33 | { |
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| 34 | /* given the point (x1, y1) and (x2, y2).. need to find the point (x,y) on the same line |
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| 35 | * such that the distance from (x, y) to (x2, y2) is offset. |
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| 36 | * Let the distance of p1 to p2 = d.. then the ratio of offset/d = (x2-x)/(x2-x1) |
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| 37 | * hence x = x2 - (offset/d)*(x2-x1) |
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| 38 | * like wise offset/d = (y2-y)/(y2-y1); |
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| 39 | */ |
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| 40 | if( offset == 0 ) |
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| 41 | { |
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| 42 | x = x2; |
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| 43 | y = y2; |
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| 44 | } |
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| 45 | else |
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| 46 | { |
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| 47 | double x_diff = double(x2 - x1); |
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| 48 | double y_diff = double(y2 - y1); |
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| 49 | double distance_d = (double)((x_diff*x_diff) + (y_diff * y_diff)); |
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| 50 | if(distance_d == 0) |
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| 51 | { |
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| 52 | x = x2; |
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| 53 | y = y2; |
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| 54 | } |
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| 55 | else |
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| 56 | { |
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| 57 | distance_d = ::sqrt(distance_d); // starting distance |
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| 58 | double distance_ratio = (double)(distance_d - offset)/(double)distance_d; |
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| 59 | // line above has revised formula which is more correct, I think |
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| 60 | x = (float)(x1 + (distance_ratio*x_diff)); |
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| 61 | y = (float)(y1 + (distance_ratio*y_diff)); |
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| 62 | } |
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| 63 | } |
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| 64 | } |
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| 65 | |
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| 66 | template<typename TRAVELLER> |
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| 67 | uint32 |
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| 68 | DestinationHolder<TRAVELLER>::SetDestination(TRAVELLER &traveller, float dest_x, float dest_y, float dest_z, bool sendMove) |
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| 69 | { |
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| 70 | i_destSet = true; |
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| 71 | i_destX = dest_x; |
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| 72 | i_destY = dest_y; |
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| 73 | i_destZ = dest_z; |
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| 74 | |
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| 75 | return StartTravel(traveller, sendMove); |
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| 76 | } |
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| 77 | |
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| 78 | template<typename TRAVELLER> |
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| 79 | uint32 |
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| 80 | DestinationHolder<TRAVELLER>::StartTravel(TRAVELLER &traveller, bool sendMove) |
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| 81 | { |
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| 82 | if(!i_destSet) return 0; |
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| 83 | |
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| 84 | i_fromX = traveller.GetPositionX(); |
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| 85 | i_fromY = traveller.GetPositionY(); |
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| 86 | i_fromZ = traveller.GetPositionZ(); |
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| 87 | |
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| 88 | float dx = i_destX - i_fromX; |
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| 89 | float dy = i_destY - i_fromY; |
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| 90 | float dz = i_destZ - i_fromZ; |
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| 91 | |
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| 92 | float dist; |
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| 93 | //Should be for Creature Flying and Swimming. |
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| 94 | if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT)) |
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| 95 | dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)); |
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| 96 | else //Walking on the ground |
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| 97 | dist = sqrt((dx*dx) + (dy*dy)); |
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| 98 | float speed = traveller.Speed(); |
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| 99 | |
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| 100 | speed *= 0.001f; // speed is in seconds so convert from second to millisecond |
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| 101 | i_totalTravelTime = static_cast<uint32>(dist/speed); |
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| 102 | i_timeElapsed = 0; |
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| 103 | if(sendMove) |
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| 104 | traveller.MoveTo(i_destX, i_destY, i_destZ, i_totalTravelTime); |
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| 105 | return i_totalTravelTime; |
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| 106 | } |
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| 107 | |
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| 108 | template<typename TRAVELLER> |
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| 109 | bool |
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| 110 | DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement) |
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| 111 | { |
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| 112 | if(!micro_movement) |
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| 113 | { |
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| 114 | i_tracker.Update(diff); |
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| 115 | i_timeElapsed += diff; |
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| 116 | if( i_tracker.Passed() || force_update ) |
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| 117 | { |
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| 118 | ResetUpdate(); |
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| 119 | if(!i_destSet) return true; |
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| 120 | float x,y,z; |
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| 121 | GetLocationNowNoMicroMovement(x, y, z); |
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| 122 | if( x == -431602080 ) |
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| 123 | return false; |
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| 124 | if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) |
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| 125 | { |
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| 126 | float ori = traveller.GetTraveller().GetAngle(x, y); |
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| 127 | traveller.Relocation(x, y, z, ori); |
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| 128 | } |
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| 129 | return true; |
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| 130 | } |
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| 131 | return false; |
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| 132 | } |
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| 133 | i_tracker.Update(diff); |
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| 134 | i_timeElapsed += diff; |
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| 135 | if( i_tracker.Passed() || force_update ) |
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| 136 | { |
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| 137 | ResetUpdate(); |
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| 138 | if(!i_destSet) return true; |
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| 139 | float x,y,z; |
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| 140 | |
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| 141 | if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT)) |
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| 142 | return true; |
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| 143 | |
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| 144 | if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT)) |
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| 145 | GetLocationNow(traveller.GetTraveller().GetMapId() ,x, y, z, true); // Should repositione Object with right Coord, so I can bypass some Grid Relocation |
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| 146 | else |
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| 147 | GetLocationNow(traveller.GetTraveller().GetMapId(), x, y, z, false); |
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| 148 | |
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| 149 | if( x == -431602080 ) |
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| 150 | return false; |
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| 151 | |
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| 152 | if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) |
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| 153 | { |
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| 154 | float ori = traveller.GetTraveller().GetAngle(x, y); |
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| 155 | traveller.Relocation(x, y, z, ori); |
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| 156 | } |
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| 157 | // Change movement computation to micro movement based on last tick coords, this makes system work |
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| 158 | // even on multiple floors zones without hugh vmaps usage ;) |
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| 159 | |
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| 160 | // Take care of underrun of uint32 |
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| 161 | if (i_totalTravelTime >= i_timeElapsed) |
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| 162 | i_totalTravelTime -= i_timeElapsed; // Consider only the remaining part |
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| 163 | else |
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| 164 | i_totalTravelTime = 0; |
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| 165 | |
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| 166 | i_timeElapsed = 0; |
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| 167 | i_fromX = x; // and change origine |
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| 168 | i_fromY = y; // then I take into account only micro movement |
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| 169 | i_fromZ = z; |
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| 170 | return true; |
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| 171 | } |
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| 172 | return false; |
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| 173 | } |
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| 174 | |
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| 175 | template<typename TRAVELLER> |
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| 176 | void |
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| 177 | DestinationHolder<TRAVELLER>::GetLocationNow(uint32 mapid, float &x, float &y, float &z, bool is3D) const |
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| 178 | { |
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| 179 | if( HasArrived() ) |
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| 180 | { |
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| 181 | x = i_destX; |
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| 182 | y = i_destY; |
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| 183 | z = i_destZ; |
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| 184 | } |
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| 185 | else if(HasDestination()) |
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| 186 | { |
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| 187 | double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime; |
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| 188 | const float distanceX = ((i_destX - i_fromX) * percent_passed); |
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| 189 | const float distanceY = ((i_destY - i_fromY) * percent_passed); |
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| 190 | const float distanceZ = ((i_destZ - i_fromZ) * percent_passed); |
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| 191 | x = i_fromX + distanceX; |
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| 192 | y = i_fromY + distanceY; |
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| 193 | float z2 = i_fromZ + distanceZ; |
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| 194 | // All that is not finished but previous code neither... Traveller need be able to swim. |
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| 195 | if(is3D) |
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| 196 | z = z2; |
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| 197 | else |
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| 198 | { |
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| 199 | //That part is good for mob Walking on the floor. But the floor is not allways what we thought. |
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| 200 | z = MapManager::Instance().GetBaseMap(mapid)->GetHeight(x,y,i_fromZ,false); // Disable cave check |
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| 201 | const float groundDist = sqrt(distanceX*distanceX + distanceY*distanceY); |
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| 202 | const float zDist = fabs(i_fromZ - z) + 0.000001f; |
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| 203 | const float slope = groundDist / zDist; |
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| 204 | if(slope < 1.0f) // This prevents the ground returned by GetHeight to be used when in cave |
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| 205 | z = z2; // a climb or jump of more than 45 is denied |
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| 206 | } |
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| 207 | } |
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| 208 | } |
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| 209 | |
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| 210 | template<typename TRAVELLER> |
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| 211 | float |
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| 212 | DestinationHolder<TRAVELLER>::GetDistance2dFromDestSq(const WorldObject &obj) const |
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| 213 | { |
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| 214 | float x,y,z; |
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| 215 | obj.GetPosition(x,y,z); |
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| 216 | return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y); |
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| 217 | } |
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| 218 | |
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| 219 | template<typename TRAVELLER> |
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| 220 | float |
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| 221 | DestinationHolder<TRAVELLER>::GetDestinationDiff(float x, float y, float z) const |
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| 222 | { |
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| 223 | return sqrt(((x-i_destX)*(x-i_destX)) + ((y-i_destY)*(y-i_destY)) + ((z-i_destZ)*(z-i_destZ))); |
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| 224 | } |
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| 225 | |
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| 226 | template<typename TRAVELLER> |
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| 227 | void |
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| 228 | DestinationHolder<TRAVELLER>::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const |
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| 229 | { |
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| 230 | if( HasArrived() ) |
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| 231 | { |
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| 232 | x = i_destX; |
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| 233 | y = i_destY; |
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| 234 | z = i_destZ; |
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| 235 | } |
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| 236 | else |
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| 237 | { |
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| 238 | double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime; |
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| 239 | x = i_fromX + ((i_destX - i_fromX) * percent_passed); |
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| 240 | y = i_fromY + ((i_destY - i_fromY) * percent_passed); |
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| 241 | z = i_fromZ + ((i_destZ - i_fromZ) * percent_passed); |
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| 242 | } |
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| 243 | } |
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| 244 | |
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| 245 | #endif |
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