[7768] Add check to prevent set homebind to instance map.
[AHbot.git] / src / game / TargetedMovementGenerator.cpp
blobb2f5ad82759440e6927668d057c3b1752a51ed12
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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.
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.
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
19 #include "ByteBuffer.h"
20 #include "TargetedMovementGenerator.h"
21 #include "Errors.h"
22 #include "Creature.h"
23 #include "DestinationHolderImp.h"
24 #include "World.h"
26 #define SMALL_ALPHA 0.05f
28 #include <cmath>
30 struct StackCleaner
32 Creature &i_creature;
33 StackCleaner(Creature &creature) : i_creature(creature) {}
34 void Done(void) { i_creature.StopMoving(); }
35 ~StackCleaner()
37 i_creature->Clear();
42 template<class T>
43 void
44 TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
46 if( !i_target.isValid() || !&owner )
47 return;
49 if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) )
50 return;
52 // prevent redundant micro-movement for pets, other followers.
53 if(i_offset && i_target->IsWithinDistInMap(&owner,2*i_offset))
54 return;
56 float x, y, z;
57 if(!i_offset)
59 // to nearest contact position
60 i_target->GetContactPoint( &owner, x, y, z );
62 else
64 // to at i_offset distance from target and i_angle from target facing
65 i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
69 We MUST not check the distance difference and avoid setting the new location for smaller distances.
70 By that we risk having far too many GetContactPoint() calls freezing the whole system.
71 In TargetedMovementGenerator<T>::Update() we check the distance to the target and at
72 some range we calculate a new position. The calculation takes some processor cycles due to vmaps.
73 If the distance to the target it too large to ignore,
74 but the distance to the new contact point is short enough to be ignored,
75 we will calculate a new contact point each update loop, but will never move to it.
76 The system will freeze.
77 ralf
79 //We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
80 float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
81 if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
82 return;
84 Traveller<T> traveller(owner);
85 i_destinationHolder.SetDestination(traveller, x, y, z);
86 owner.addUnitState(UNIT_STAT_CHASE);
87 if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
88 owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
91 template<class T>
92 void
93 TargetedMovementGenerator<T>::Initialize(T &owner)
95 owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
97 if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
98 owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
100 _setTargetLocation(owner);
103 template<class T>
104 void
105 TargetedMovementGenerator<T>::Finalize(T &owner)
107 owner.clearUnitState(UNIT_STAT_CHASE);
110 template<class T>
111 void
112 TargetedMovementGenerator<T>::Reset(T &owner)
114 Initialize(owner);
117 template<class T>
118 bool
119 TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
121 if(!i_target.isValid())
122 return false;
124 if( !&owner || !owner.isAlive())
125 return true;
127 if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED) )
128 return true;
130 // prevent movement while casting spells with cast time or channel time
131 if ( owner.IsNonMeleeSpellCasted(false, false, true))
133 if (!owner.IsStopped())
134 owner.StopMoving();
135 return true;
138 // prevent crash after creature killed pet
139 if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
140 return true;
142 Traveller<T> traveller(owner);
144 if( !i_destinationHolder.HasDestination() )
145 _setTargetLocation(owner);
146 if( owner.IsStopped() && !i_destinationHolder.HasArrived() )
148 owner.addUnitState(UNIT_STAT_CHASE);
149 if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->canFly())
150 owner.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
152 i_destinationHolder.StartTravel(traveller);
153 return true;
156 if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
158 // put targeted movement generators on a higher priority
159 if (owner.GetObjectSize())
160 i_destinationHolder.ResetUpdate(50);
162 float dist = i_target->GetObjectSize() + owner.GetObjectSize() + sWorld.getRate(RATE_TARGET_POS_RECALCULATION_RANGE);
164 //More distance let have better performance, less distance let have more sensitive reaction at target move.
166 // try to counter precision differences
167 if( i_destinationHolder.GetDistance2dFromDestSq(*i_target.getTarget()) >= dist * dist)
169 owner.SetInFront(i_target.getTarget()); // Set new Angle For Map::
170 _setTargetLocation(owner); //Calculate New Dest and Send data To Player
172 // Update the Angle of the target only for Map::, no need to send packet for player
173 else if ( !i_angle && !owner.HasInArc( 0.01f, i_target.getTarget() ) )
174 owner.SetInFront(i_target.getTarget());
176 if(( owner.IsStopped() && !i_destinationHolder.HasArrived() ) || i_recalculateTravel )
178 i_recalculateTravel = false;
179 //Angle update will take place into owner.StopMoving()
180 owner.SetInFront(i_target.getTarget());
182 owner.StopMoving();
183 if(owner.canReachWithAttack(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
184 owner.Attack(i_target.getTarget(),true);
187 return true;
190 template<class T>
191 Unit*
192 TargetedMovementGenerator<T>::GetTarget() const
194 return i_target.getTarget();
197 template void TargetedMovementGenerator<Player>::_setTargetLocation(Player &);
198 template void TargetedMovementGenerator<Creature>::_setTargetLocation(Creature &);
199 template void TargetedMovementGenerator<Player>::Initialize(Player &);
200 template void TargetedMovementGenerator<Creature>::Initialize(Creature &);
201 template void TargetedMovementGenerator<Player>::Finalize(Player &);
202 template void TargetedMovementGenerator<Creature>::Finalize(Creature &);
203 template void TargetedMovementGenerator<Player>::Reset(Player &);
204 template void TargetedMovementGenerator<Creature>::Reset(Creature &);
205 template bool TargetedMovementGenerator<Player>::Update(Player &, const uint32 &);
206 template bool TargetedMovementGenerator<Creature>::Update(Creature &, const uint32 &);
207 template Unit* TargetedMovementGenerator<Player>::GetTarget() const;
208 template Unit* TargetedMovementGenerator<Creature>::GetTarget() const;