root/trunk/src/game/RandomMovementGenerator.cpp @ 248

Revision 102, 5.9 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#include "Creature.h"
22#include "MapManager.h"
23#include "RandomMovementGenerator.h"
24#include "DestinationHolderImp.h"
25#include "Map.h"
26#include "Util.h"
27
28#define RUNNING_CHANCE_RANDOMMV 20                                  //will be "1 / RUNNING_CHANCE_RANDOMMV"
29
30template<>
31void
32RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
33{
34    float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
35
36    creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
37
38    z = creature.GetPositionZ();
39    uint32 mapid=creature.GetMapId();
40    Map const* map = MapManager::Instance().GetBaseMap(mapid);
41
42    // For 2D/3D system selection
43    bool is_land_ok  = creature.canWalk();
44    bool is_water_ok = creature.canSwim();
45    bool is_air_ok   = creature.canFly();
46
47    const float angle = rand_norm()*(M_PI*2);
48    const float range = rand_norm()*wander_distance;
49    const float distanceX = range * cos(angle);
50    const float distanceY = range * sin(angle);
51
52    nx = X + distanceX;
53    ny = Y + distanceY;
54
55    // prevent invalid coordinates generation
56    Trinity::NormalizeMapCoord(nx);
57    Trinity::NormalizeMapCoord(ny);
58
59    dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
60
61    if (is_air_ok) // 3D system above ground and above water (flying mode)
62    {
63        const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
64        nz = Z + distanceZ;
65        float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
66        float wz = map->GetWaterLevel(nx, ny);
67        if (tz >= nz || wz >= nz)
68            return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
69    }
70    //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
71    else // 2D only
72    {
73        dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
74        // The fastest way to get an accurate result 90% of the time.
75        // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
76        nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
77        if (fabs(nz-Z)>dist)
78        {
79            nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
80            if (fabs(nz-Z)>dist)
81            {
82                nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
83                if (fabs(nz-Z)>dist)
84                    return; // let's forget this bad coords where a z cannot be find and retry at next tick
85            }
86        }
87    }
88
89    Traveller<Creature> traveller(creature);
90    creature.SetOrientation(creature.GetAngle(nx,ny));
91    i_destinationHolder.SetDestination(traveller, nx, ny, nz);
92    creature.addUnitState(UNIT_STAT_ROAMING);
93    if (is_air_ok)
94    {
95        i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
96        creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
97    }
98    //else if (is_water_ok) // Swimming mode to be done with more than this check
99    else
100    {
101        i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
102        creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
103    }
104}
105
106template<>
107void
108RandomMovementGenerator<Creature>::Initialize(Creature &creature)
109{
110    if(!creature.isAlive())
111        return;
112
113    if (creature.canFly())
114        creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
115    else
116        creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
117    _setRandomLocation(creature);
118}
119
120template<>
121void
122RandomMovementGenerator<Creature>::Reset(Creature &creature)
123{
124    Initialize(creature);
125}
126
127template<>
128bool
129RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
130{
131    if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
132    {
133        i_nextMoveTime.Update(i_nextMoveTime.GetExpiry());    // Expire the timer
134        creature.clearUnitState(UNIT_STAT_ROAMING);
135        return true;
136    }
137
138    i_nextMoveTime.Update(diff);
139
140    if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
141        creature.clearUnitState(UNIT_STAT_ROAMING);
142
143    if(!i_destinationHolder.HasArrived() && creature.IsStopped())
144        creature.addUnitState(UNIT_STAT_ROAMING);
145
146    CreatureTraveller traveller(creature);
147
148    if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
149    {
150        if(i_nextMoveTime.Passed())
151        {
152            if (creature.canFly())
153                creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
154            else
155                creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
156            _setRandomLocation(creature);
157        }
158        else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
159        {
160           creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
161           _setRandomLocation(creature);
162        }
163    }
164    return true;
165}
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