/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * 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 */ #ifndef TRINITY_DESTINATIONHOLDERIMP_H #define TRINITY_DESTINATIONHOLDERIMP_H #include "Creature.h" #include "MapManager.h" #include "DestinationHolder.h" #include template void DestinationHolder::_findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y) { /* given the point (x1, y1) and (x2, y2).. need to find the point (x,y) on the same line * such that the distance from (x, y) to (x2, y2) is offset. * Let the distance of p1 to p2 = d.. then the ratio of offset/d = (x2-x)/(x2-x1) * hence x = x2 - (offset/d)*(x2-x1) * like wise offset/d = (y2-y)/(y2-y1); */ if( offset == 0 ) { x = x2; y = y2; } else { double x_diff = double(x2 - x1); double y_diff = double(y2 - y1); double distance_d = (double)((x_diff*x_diff) + (y_diff * y_diff)); if(distance_d == 0) { x = x2; y = y2; } else { distance_d = ::sqrt(distance_d); // starting distance double distance_ratio = (double)(distance_d - offset)/(double)distance_d; // line above has revised formula which is more correct, I think x = (float)(x1 + (distance_ratio*x_diff)); y = (float)(y1 + (distance_ratio*y_diff)); } } } template uint32 DestinationHolder::SetDestination(TRAVELLER &traveller, float dest_x, float dest_y, float dest_z, bool sendMove) { i_destSet = true; i_destX = dest_x; i_destY = dest_y; i_destZ = dest_z; return StartTravel(traveller, sendMove); } template uint32 DestinationHolder::StartTravel(TRAVELLER &traveller, bool sendMove) { if(!i_destSet) return 0; i_fromX = traveller.GetPositionX(); i_fromY = traveller.GetPositionY(); i_fromZ = traveller.GetPositionZ(); float dx = i_destX - i_fromX; float dy = i_destY - i_fromY; float dz = i_destZ - i_fromZ; float dist; //Should be for Creature Flying and Swimming. if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT)) dist = sqrt((dx*dx) + (dy*dy) + (dz*dz)); else //Walking on the ground dist = sqrt((dx*dx) + (dy*dy)); float speed = traveller.Speed(); speed *= 0.001f; // speed is in seconds so convert from second to millisecond i_totalTravelTime = static_cast(dist/speed); i_timeElapsed = 0; if(sendMove) traveller.MoveTo(i_destX, i_destY, i_destZ, i_totalTravelTime); return i_totalTravelTime; } template bool DestinationHolder::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement) { if(!micro_movement) { i_tracker.Update(diff); i_timeElapsed += diff; if( i_tracker.Passed() || force_update ) { ResetUpdate(); if(!i_destSet) return true; float x,y,z; GetLocationNowNoMicroMovement(x, y, z); if( x == -431602080 ) return false; if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) { float ori = traveller.GetTraveller().GetAngle(x, y); traveller.Relocation(x, y, z, ori); } return true; } return false; } i_tracker.Update(diff); i_timeElapsed += diff; if( i_tracker.Passed() || force_update ) { ResetUpdate(); if(!i_destSet) return true; float x,y,z; if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT)) return true; if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT)) GetLocationNow(traveller.GetTraveller().GetMapId() ,x, y, z, true); // Should repositione Object with right Coord, so I can bypass some Grid Relocation else GetLocationNow(traveller.GetTraveller().GetMapId(), x, y, z, false); if( x == -431602080 ) return false; if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y ) { float ori = traveller.GetTraveller().GetAngle(x, y); traveller.Relocation(x, y, z, ori); } // Change movement computation to micro movement based on last tick coords, this makes system work // even on multiple floors zones without hugh vmaps usage ;) // Take care of underrun of uint32 if (i_totalTravelTime >= i_timeElapsed) i_totalTravelTime -= i_timeElapsed; // Consider only the remaining part else i_totalTravelTime = 0; i_timeElapsed = 0; i_fromX = x; // and change origine i_fromY = y; // then I take into account only micro movement i_fromZ = z; return true; } return false; } template void DestinationHolder::GetLocationNow(uint32 mapid, float &x, float &y, float &z, bool is3D) const { if( HasArrived() ) { x = i_destX; y = i_destY; z = i_destZ; } else if(HasDestination()) { double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime; const float distanceX = ((i_destX - i_fromX) * percent_passed); const float distanceY = ((i_destY - i_fromY) * percent_passed); const float distanceZ = ((i_destZ - i_fromZ) * percent_passed); x = i_fromX + distanceX; y = i_fromY + distanceY; float z2 = i_fromZ + distanceZ; // All that is not finished but previous code neither... Traveller need be able to swim. if(is3D) z = z2; else { //That part is good for mob Walking on the floor. But the floor is not allways what we thought. z = MapManager::Instance().GetBaseMap(mapid)->GetHeight(x,y,i_fromZ,false); // Disable cave check const float groundDist = sqrt(distanceX*distanceX + distanceY*distanceY); const float zDist = fabs(i_fromZ - z) + 0.000001f; const float slope = groundDist / zDist; if(slope < 1.0f) // This prevents the ground returned by GetHeight to be used when in cave z = z2; // a climb or jump of more than 45 is denied } } } template float DestinationHolder::GetDistance2dFromDestSq(const WorldObject &obj) const { float x,y,z; obj.GetPosition(x,y,z); return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y); } template float DestinationHolder::GetDestinationDiff(float x, float y, float z) const { return sqrt(((x-i_destX)*(x-i_destX)) + ((y-i_destY)*(y-i_destY)) + ((z-i_destZ)*(z-i_destZ))); } template void DestinationHolder::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const { if( HasArrived() ) { x = i_destX; y = i_destY; z = i_destZ; } else { double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime; x = i_fromX + ((i_destX - i_fromX) * percent_passed); y = i_fromY + ((i_destY - i_fromY) * percent_passed); z = i_fromZ + ((i_destZ - i_fromZ) * percent_passed); } } #endif