root/trunk/src/game/DestinationHolderImp.h @ 139

Revision 102, 8.3 kB (checked in by yumileroy, 17 years ago)

[svn] Fixed copyright notices to comply with GPL.

Original author: w12x
Date: 2008-10-23 03:29:52-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#ifndef TRINITY_DESTINATIONHOLDERIMP_H
22#define TRINITY_DESTINATIONHOLDERIMP_H
23
24#include "Creature.h"
25#include "MapManager.h"
26#include "DestinationHolder.h"
27
28#include <cmath>
29
30template<typename TRAVELLER>
31void
32DestinationHolder<TRAVELLER>::_findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y)
33{
34    /* given the point (x1, y1) and (x2, y2).. need to find the point (x,y) on the same line
35     * such that the distance from (x, y) to (x2, y2) is offset.
36     * Let the distance of p1 to p2 = d.. then the ratio of offset/d = (x2-x)/(x2-x1)
37     * hence x = x2 - (offset/d)*(x2-x1)
38     * like wise offset/d = (y2-y)/(y2-y1);
39     */
40    if( offset == 0 )
41    {
42        x = x2;
43        y = y2;
44    }
45    else
46    {
47        double x_diff = double(x2 - x1);
48        double y_diff = double(y2 - y1);
49        double distance_d = (double)((x_diff*x_diff) + (y_diff * y_diff));
50        if(distance_d == 0)
51        {
52            x = x2;
53            y = y2;
54        }
55        else
56        {
57            distance_d = ::sqrt(distance_d);                // starting distance
58            double distance_ratio = (double)(distance_d - offset)/(double)distance_d;
59            // line above has revised formula which is more correct, I think
60            x = (float)(x1 + (distance_ratio*x_diff));
61            y = (float)(y1 + (distance_ratio*y_diff));
62        }
63    }
64}
65
66template<typename TRAVELLER>
67uint32
68DestinationHolder<TRAVELLER>::SetDestination(TRAVELLER &traveller, float dest_x, float dest_y, float dest_z, bool sendMove)
69{
70    i_destSet = true;
71    i_destX = dest_x;
72    i_destY = dest_y;
73    i_destZ = dest_z;
74
75    return StartTravel(traveller, sendMove);
76}
77
78template<typename TRAVELLER>
79uint32
80DestinationHolder<TRAVELLER>::StartTravel(TRAVELLER &traveller, bool sendMove)
81{
82    if(!i_destSet) return 0;
83
84    i_fromX = traveller.GetPositionX();
85    i_fromY = traveller.GetPositionY();
86    i_fromZ = traveller.GetPositionZ();
87
88    float dx = i_destX - i_fromX;
89    float dy = i_destY - i_fromY;
90    float dz = i_destZ - i_fromZ;
91
92    float dist;
93    //Should be for Creature Flying and Swimming.
94    if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
95        dist = sqrt((dx*dx) + (dy*dy) + (dz*dz));
96    else                                                    //Walking on the ground
97        dist = sqrt((dx*dx) + (dy*dy));
98    float speed = traveller.Speed();
99
100    speed *=  0.001f;                                       // speed is in seconds so convert from second to millisecond
101    i_totalTravelTime = static_cast<uint32>(dist/speed);
102    i_timeElapsed = 0;
103    if(sendMove)
104        traveller.MoveTo(i_destX, i_destY, i_destZ, i_totalTravelTime);
105    return i_totalTravelTime;
106}
107
108template<typename TRAVELLER>
109bool
110DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff, bool force_update, bool micro_movement)
111{
112    if(!micro_movement)
113    {
114        i_tracker.Update(diff);
115        i_timeElapsed += diff;
116        if( i_tracker.Passed() || force_update )
117        {
118            ResetUpdate();
119            if(!i_destSet) return true;
120            float x,y,z;
121            GetLocationNowNoMicroMovement(x, y, z);
122            if( x == -431602080 )
123                return false;
124            if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y )
125            {
126                float ori = traveller.GetTraveller().GetAngle(x, y);
127                traveller.Relocation(x, y, z, ori);
128            }
129            return true;
130        }
131        return false;
132    }
133    i_tracker.Update(diff);
134    i_timeElapsed += diff;
135    if( i_tracker.Passed() || force_update )
136    {
137        ResetUpdate();
138        if(!i_destSet) return true;
139        float x,y,z;
140
141        if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
142            return true;
143
144        if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
145            GetLocationNow(traveller.GetTraveller().GetMapId() ,x, y, z, true);                  // Should repositione Object with right Coord, so I can bypass some Grid Relocation
146        else
147            GetLocationNow(traveller.GetTraveller().GetMapId(), x, y, z, false);
148
149        if( x == -431602080 )
150            return false;
151
152        if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y )
153        {
154            float ori = traveller.GetTraveller().GetAngle(x, y);
155            traveller.Relocation(x, y, z, ori);
156        }
157        // Change movement computation to micro movement based on last tick coords, this makes system work
158        // even on multiple floors zones without hugh vmaps usage ;)
159       
160        // Take care of underrun of uint32
161        if (i_totalTravelTime >= i_timeElapsed)
162            i_totalTravelTime -= i_timeElapsed;     // Consider only the remaining part
163        else
164            i_totalTravelTime = 0;
165       
166        i_timeElapsed = 0;
167        i_fromX = x;                            // and change origine
168        i_fromY = y;                            // then I take into account only micro movement
169        i_fromZ = z;
170        return true;
171    }
172    return false;
173}
174
175template<typename TRAVELLER>
176void
177DestinationHolder<TRAVELLER>::GetLocationNow(uint32 mapid, float &x, float &y, float &z, bool is3D) const
178{
179    if( HasArrived() )
180    {
181        x = i_destX;
182        y = i_destY;
183        z = i_destZ;
184    }
185    else if(HasDestination())
186    {
187        double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
188        const float distanceX = ((i_destX - i_fromX) * percent_passed);
189        const float distanceY = ((i_destY - i_fromY) * percent_passed);
190        const float distanceZ = ((i_destZ - i_fromZ) * percent_passed);
191        x = i_fromX + distanceX;
192        y = i_fromY + distanceY;
193        float z2 = i_fromZ + distanceZ;
194        // All that is not finished but previous code neither... Traveller need be able to swim.
195        if(is3D)
196            z = z2;
197        else
198        {
199            //That part is good for mob Walking on the floor. But the floor is not allways what we thought.
200            z = MapManager::Instance().GetBaseMap(mapid)->GetHeight(x,y,i_fromZ,false); // Disable cave check
201            const float groundDist = sqrt(distanceX*distanceX + distanceY*distanceY);
202            const float zDist = fabs(i_fromZ - z) + 0.000001f;
203            const float slope = groundDist / zDist;
204            if(slope < 1.0f)  // This prevents the ground returned by GetHeight to be used when in cave
205                z = z2; // a climb or jump of more than 45 is denied
206        }
207    }
208}
209
210template<typename TRAVELLER>
211float
212DestinationHolder<TRAVELLER>::GetDistance2dFromDestSq(const WorldObject &obj) const
213{
214    float x,y,z;
215    obj.GetPosition(x,y,z);
216    return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y);
217}
218
219template<typename TRAVELLER>
220float
221DestinationHolder<TRAVELLER>::GetDestinationDiff(float x, float y, float z) const
222{
223    return sqrt(((x-i_destX)*(x-i_destX)) + ((y-i_destY)*(y-i_destY)) + ((z-i_destZ)*(z-i_destZ)));
224}
225
226template<typename TRAVELLER>
227void
228DestinationHolder<TRAVELLER>::GetLocationNowNoMicroMovement(float &x, float &y, float &z) const
229{
230    if( HasArrived() )
231    {
232        x = i_destX;
233        y = i_destY;
234        z = i_destZ;
235    }
236    else
237    {
238        double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
239        x = i_fromX + ((i_destX - i_fromX) * percent_passed);
240        y = i_fromY + ((i_destY - i_fromY) * percent_passed);
241        z = i_fromZ + ((i_destZ - i_fromZ) * percent_passed);
242    }
243}
244
245#endif
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