2 * Copyright (C) 2005-2010 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
20 #include "MapManager.h"
22 #include "ConfusedMovementGenerator.h"
23 #include "DestinationHolderImp.h"
27 ConfusedMovementGenerator
<T
>::Initialize(T
&unit
)
29 const float wander_distance
=11;
31 x
= unit
.GetPositionX();
32 y
= unit
.GetPositionY();
33 z
= unit
.GetPositionZ();
35 Map
const* map
= unit
.GetBaseMap();
39 bool is_water_ok
, is_land_ok
;
40 _InitSpecific(unit
, is_water_ok
, is_land_ok
);
42 for(unsigned int idx
=0; idx
< MAX_CONF_WAYPOINTS
+1; ++idx
)
44 const float wanderX
=wander_distance
*rand_norm() - wander_distance
/2;
45 const float wanderY
=wander_distance
*rand_norm() - wander_distance
/2;
47 i_waypoints
[idx
][0] = x
+ wanderX
;
48 i_waypoints
[idx
][1] = y
+ wanderY
;
50 // prevent invalid coordinates generation
51 MaNGOS::NormalizeMapCoord(i_waypoints
[idx
][0]);
52 MaNGOS::NormalizeMapCoord(i_waypoints
[idx
][1]);
54 bool is_water
= map
->IsInWater(i_waypoints
[idx
][0],i_waypoints
[idx
][1],z
);
55 // if generated wrong path just ignore
56 if ((is_water
&& !is_water_ok
) || (!is_water
&& !is_land_ok
))
58 i_waypoints
[idx
][0] = idx
> 0 ? i_waypoints
[idx
-1][0] : x
;
59 i_waypoints
[idx
][1] = idx
> 0 ? i_waypoints
[idx
-1][1] : y
;
62 unit
.UpdateGroundPositionZ(i_waypoints
[idx
][0],i_waypoints
[idx
][1],z
);
63 i_waypoints
[idx
][2] = z
;
67 unit
.addUnitState(UNIT_STAT_CONFUSED
);
72 ConfusedMovementGenerator
<Creature
>::_InitSpecific(Creature
&creature
, bool &is_water_ok
, bool &is_land_ok
)
74 creature
.RemoveMonsterMoveFlag(MONSTER_MOVE_WALK
);
76 is_water_ok
= creature
.canSwim();
77 is_land_ok
= creature
.canWalk();
82 ConfusedMovementGenerator
<Player
>::_InitSpecific(Player
&, bool &is_water_ok
, bool &is_land_ok
)
90 ConfusedMovementGenerator
<T
>::Reset(T
&unit
)
93 i_nextMoveTime
.Reset(0);
94 i_destinationHolder
.ResetUpdate();
100 ConfusedMovementGenerator
<T
>::Update(T
&unit
, const uint32
&diff
)
105 if(unit
.hasUnitState(UNIT_STAT_ROOT
| UNIT_STAT_STUNNED
| UNIT_STAT_DISTRACTED
| UNIT_STAT_DIED
))
108 if( i_nextMoveTime
.Passed() )
110 // currently moving, update location
111 Traveller
<T
> traveller(unit
);
112 if( i_destinationHolder
.UpdateTraveller(traveller
, diff
, false))
114 if( i_destinationHolder
.HasArrived())
116 // arrived, stop and wait a bit
119 i_nextMove
= urand(1,MAX_CONF_WAYPOINTS
);
120 i_nextMoveTime
.Reset(urand(0, 1500-1)); // TODO: check the minimum reset time, should be probably higher
126 // waiting for next move
127 i_nextMoveTime
.Update(diff
);
128 if( i_nextMoveTime
.Passed() )
131 assert( i_nextMove
<= MAX_CONF_WAYPOINTS
);
132 const float x
= i_waypoints
[i_nextMove
][0];
133 const float y
= i_waypoints
[i_nextMove
][1];
134 const float z
= i_waypoints
[i_nextMove
][2];
135 Traveller
<T
> traveller(unit
);
136 i_destinationHolder
.SetDestination(traveller
, x
, y
, z
);
143 void ConfusedMovementGenerator
<Player
>::Finalize(Player
&unit
)
145 unit
.clearUnitState(UNIT_STAT_CONFUSED
);
149 void ConfusedMovementGenerator
<Creature
>::Finalize(Creature
&unit
)
151 unit
.clearUnitState(UNIT_STAT_CONFUSED
);
152 unit
.AddMonsterMoveFlag(MONSTER_MOVE_WALK
);
155 template void ConfusedMovementGenerator
<Player
>::Initialize(Player
&player
);
156 template void ConfusedMovementGenerator
<Creature
>::Initialize(Creature
&creature
);
157 template void ConfusedMovementGenerator
<Player
>::Reset(Player
&player
);
158 template void ConfusedMovementGenerator
<Creature
>::Reset(Creature
&creature
);
159 template bool ConfusedMovementGenerator
<Player
>::Update(Player
&player
, const uint32
&diff
);
160 template bool ConfusedMovementGenerator
<Creature
>::Update(Creature
&creature
, const uint32
&diff
);