root/trunk/src/game/RandomMovementGenerator.cpp @ 37

Revision 37, 5.8 kB (checked in by yumileroy, 17 years ago)

[svn] * svn:eol-style native set on all files that need it

Original author: Neo2003
Date: 2008-10-11 14:16:25-05:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
17 */
18
19#include "Creature.h"
20#include "MapManager.h"
21#include "RandomMovementGenerator.h"
22#include "DestinationHolderImp.h"
23#include "Map.h"
24#include "Util.h"
25
26#define RUNNING_CHANCE_RANDOMMV 20                                  //will be "1 / RUNNING_CHANCE_RANDOMMV"
27
28template<>
29void
30RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
31{
32    float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
33
34    creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
35
36    z = creature.GetPositionZ();
37    uint32 mapid=creature.GetMapId();
38    Map const* map = MapManager::Instance().GetBaseMap(mapid);
39
40    // For 2D/3D system selection
41    bool is_land_ok  = creature.canWalk();
42    bool is_water_ok = creature.canSwim();
43    bool is_air_ok   = creature.canFly();
44
45    const float angle = rand_norm()*(M_PI*2);
46    const float range = rand_norm()*wander_distance;
47    const float distanceX = range * cos(angle);
48    const float distanceY = range * sin(angle);
49
50    nx = X + distanceX;
51    ny = Y + distanceY;
52
53    // prevent invalid coordinates generation
54    MaNGOS::NormalizeMapCoord(nx);
55    MaNGOS::NormalizeMapCoord(ny);
56
57    dist = (nx - X)*(nx - X) + (ny - Y)*(ny - Y);
58
59    if (is_air_ok) // 3D system above ground and above water (flying mode)
60    {
61        const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
62        nz = Z + distanceZ;
63        float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
64        float wz = map->GetWaterLevel(nx, ny);
65        if (tz >= nz || wz >= nz)
66            return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
67    }
68    //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
69    else // 2D only
70    {
71        dist = dist>=100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
72        // The fastest way to get an accurate result 90% of the time.
73        // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
74        nz = map->GetHeight(nx,ny,Z+dist-2.0f,false); // Map check
75        if (fabs(nz-Z)>dist)
76        {
77            nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
78            if (fabs(nz-Z)>dist)
79            {
80                nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
81                if (fabs(nz-Z)>dist)
82                    return; // let's forget this bad coords where a z cannot be find and retry at next tick
83            }
84        }
85    }
86
87    Traveller<Creature> traveller(creature);
88    creature.SetOrientation(creature.GetAngle(nx,ny));
89    i_destinationHolder.SetDestination(traveller, nx, ny, nz);
90    creature.addUnitState(UNIT_STAT_ROAMING);
91    if (is_air_ok)
92    {
93        i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
94        creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
95    }
96    //else if (is_water_ok) // Swimming mode to be done with more than this check
97    else
98    {
99        i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
100        creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
101    }
102}
103
104template<>
105void
106RandomMovementGenerator<Creature>::Initialize(Creature &creature)
107{
108    if(!creature.isAlive())
109        return;
110
111    if (creature.canFly())
112        creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
113    else
114        creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
115    _setRandomLocation(creature);
116}
117
118template<>
119void
120RandomMovementGenerator<Creature>::Reset(Creature &creature)
121{
122    Initialize(creature);
123}
124
125template<>
126bool
127RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
128{
129    if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
130    {
131        i_nextMoveTime.Update(i_nextMoveTime.GetExpiry());    // Expire the timer
132        creature.clearUnitState(UNIT_STAT_ROAMING);
133        return true;
134    }
135
136    i_nextMoveTime.Update(diff);
137
138    if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
139        creature.clearUnitState(UNIT_STAT_ROAMING);
140
141    if(!i_destinationHolder.HasArrived() && creature.IsStopped())
142        creature.addUnitState(UNIT_STAT_ROAMING);
143
144    CreatureTraveller traveller(creature);
145
146    if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
147    {
148        if(i_nextMoveTime.Passed())
149        {
150            if (creature.canFly())
151                creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
152            else
153                creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
154            _setRandomLocation(creature);
155        }
156        else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
157        {
158           creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
159           _setRandomLocation(creature);
160        }
161    }
162    return true;
163}
Note: See TracBrowser for help on using the browser.