/*
* 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
*/
#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
Trinity::NormalizeMapCoord(nx);
Trinity::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;
}