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

Revision 37, 7.4 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 "ByteBuffer.h"
20#include "TargetedMovementGenerator.h"
21#include "Errors.h"
22#include "Creature.h"
23#include "MapManager.h"
24#include "DestinationHolderImp.h"
25#include "World.h"
26
27#define SMALL_ALPHA 0.05f
28
29#include <cmath>
30/*
31struct StackCleaner
32{
33    Creature &i_creature;
34    StackCleaner(Creature &creature) : i_creature(creature) {}
35    void Done(void) { i_creature.StopMoving(); }
36    ~StackCleaner()
37    {
38        i_creature->Clear();
39    }
40};
41*/
42
43template<class T>
44void
45TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
46{
47    if( !i_target.isValid() || !&owner )
48        return;
49
50    if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) )
51        return;
52
53    // prevent redundant micro-movement for pets, other followers.
54    if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
55        return;
56
57    float x, y, z;
58    if(!i_offset)
59    {
60        // to nearest contact position
61        i_target->GetContactPoint( &owner, x, y, z );
62    }
63    else
64    {
65        // to at i_offset distance from target and i_angle from target facing
66        i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
67    }
68
69    /*
70        We MUST not check the distance difference and avoid setting the new location for smaller distances.
71        By that we risk having far too many GetContactPoint() calls freezing the whole system.
72        In TargetedMovementGenerator<T>::Update() we check the distance to the target and at
73        some range we calculate a new position. The calculation takes some processor cycles due to vmaps.
74        If the distance to the target it too large to ignore,
75        but the distance to the new contact point is short enough to be ignored,
76        we will calculate a new contact point each update loop, but will never move to it.
77        The system will freeze.
78        ralf
79
80        //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
81        float  bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
82        if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
83            return;
84    */
85    Traveller<T> traveller(owner);
86    i_destinationHolder.SetDestination(traveller, x, y, z);
87    owner.addUnitState(UNIT_STAT_CHASE);
88    if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
89        owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
90}
91
92template<class T>
93void
94TargetedMovementGenerator<T>::Initialize(T &owner)
95{
96    if(!&owner)
97        return;
98    owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
99
100    if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
101        owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
102   
103    _setTargetLocation(owner);
104}
105
106template<class T>
107void
108TargetedMovementGenerator<T>::Finalize(T &owner)
109{
110    owner.clearUnitState(UNIT_STAT_CHASE);
111}
112
113template<class T>
114void
115TargetedMovementGenerator<T>::Reset(T &owner)
116{
117    Initialize(owner);
118}
119
120template<class T>
121bool
122TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
123{
124    if(!i_target.isValid())
125        return false;
126
127    if( !&owner || !owner.isAlive())
128        return true;
129
130    if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED) )
131        return true;
132
133    // prevent movement while casting spells with cast time or channel time
134    if ( owner.IsNonMeleeSpellCasted(false, false,  true))
135    {
136        if (!owner.IsStopped())
137            owner.StopMoving();
138        return true;
139    }
140
141    // prevent crash after creature killed pet
142    if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
143        return true;
144
145    Traveller<T> traveller(owner);
146
147    if( !i_destinationHolder.HasDestination() )
148        _setTargetLocation(owner);
149    if( owner.IsStopped() && !i_destinationHolder.HasArrived() )
150    {
151        owner.addUnitState(UNIT_STAT_CHASE);
152        if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
153            owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
154
155        i_destinationHolder.StartTravel(traveller);
156        return true;
157    }
158
159    if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
160    {
161        // put targeted movement generators on a higher priority
162        if (owner.GetObjectSize())
163            i_destinationHolder.ResetUpdate(50);
164
165        float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
166
167        //More distance let have better performance, less distance let have more sensitive reaction at target move.
168
169        // try to counter precision differences
170        if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
171        {
172            owner.SetInFront(i_target.getTarget());         // Set new Angle For Map::
173            _setTargetLocation(owner);                      //Calculate New Dest and Send data To Player
174        }
175        // Update the Angle of the target only for Map::, no need to send packet for player
176        else if ( !i_angle && !owner.HasInArc( 0.01f, i_target.getTarget() ) )
177            owner.SetInFront(i_target.getTarget());
178
179        if(( owner.IsStopped() && !i_destinationHolder.HasArrived() ) || i_recalculateTravel )
180        {
181            i_recalculateTravel = false;
182            //Angle update will take place into owner.StopMoving()
183            owner.SetInFront(i_target.getTarget());
184
185            owner.StopMoving();
186            if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
187                owner.Attack(i_target.getTarget(),true);
188        }
189    }
190    return true;
191}
192
193template<class T>
194Unit*
195TargetedMovementGenerator<T>::GetTarget() const
196{
197    return i_target.getTarget();
198}
199
200template void TargetedMovementGenerator<Player>::_setTargetLocation(Player &);
201template void TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &);
202template void TargetedMovementGenerator<Player>::Initialize(Player &);
203template void TargetedMovementGenerator<Creature>::Initialize(Creature &);
204template void TargetedMovementGenerator<Player>::Finalize(Player &);
205template void TargetedMovementGenerator<Creature>::Finalize(Creature &);
206template void TargetedMovementGenerator<Player>::Reset(Player &);
207template void TargetedMovementGenerator<Creature>::Reset(Creature &);
208template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &);
209template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &);
210template Unit* TargetedMovementGenerator<Player>::GetTarget() const;
211template Unit* TargetedMovementGenerator<Creature>::GetTarget() const;
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