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"
23 #include "DestinationHolderImp.h"
26 #define SMALL_ALPHA 0.05f
33 StackCleaner(Creature &creature) : i_creature(creature) {}
34 void Done(void) { i_creature.StopMoving(); }
44 TargetedMovementGenerator
<T
>::_setTargetLocation(T
&owner
)
46 if( !i_target
.isValid() || !&owner
)
49 if( owner
.hasUnitState(UNIT_STAT_ROOT
| UNIT_STAT_STUNNED
| UNIT_STAT_DISTRACTED
) )
52 // prevent redundant micro-movement for pets, other followers.
53 if(i_offset
&& i_target
->IsWithinDistInMap(&owner
,2*i_offset
))
59 // to nearest contact position
60 i_target
->GetContactPoint( &owner
, x
, y
, z
);
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.
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 )
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
);
93 TargetedMovementGenerator
<T
>::Initialize(T
&owner
)
95 if (owner
.GetTypeId() == TYPEID_UNIT
&& ((Creature
*)&owner
)->HasSearchedAssistance())
96 owner
.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE
);
98 owner
.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE
);
100 if (owner
.GetTypeId() == TYPEID_UNIT
&& ((Creature
*)&owner
)->canFly())
101 owner
.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
103 _setTargetLocation(owner
);
108 TargetedMovementGenerator
<T
>::Finalize(T
&owner
)
110 owner
.clearUnitState(UNIT_STAT_CHASE
);
115 TargetedMovementGenerator
<T
>::Reset(T
&owner
)
122 TargetedMovementGenerator
<T
>::Update(T
&owner
, const uint32
& time_diff
)
124 if(!i_target
.isValid())
127 if( !&owner
|| !owner
.isAlive())
130 if( owner
.hasUnitState(UNIT_STAT_ROOT
| UNIT_STAT_STUNNED
| UNIT_STAT_FLEEING
| UNIT_STAT_DISTRACTED
) )
133 // prevent movement while casting spells with cast time or channel time
134 if ( owner
.IsNonMeleeSpellCasted(false, false, true))
136 if (!owner
.IsStopped())
141 // prevent crash after creature killed pet
142 if (!owner
.hasUnitState(UNIT_STAT_FOLLOW
) && owner
.getVictim() != i_target
.getTarget())
145 Traveller
<T
> traveller(owner
);
147 if( !i_destinationHolder
.HasDestination() )
148 _setTargetLocation(owner
);
149 if( owner
.IsStopped() && !i_destinationHolder
.HasArrived() )
151 owner
.addUnitState(UNIT_STAT_CHASE
);
152 if (owner
.GetTypeId() == TYPEID_UNIT
&& ((Creature
*)&owner
)->canFly())
153 owner
.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
155 i_destinationHolder
.StartTravel(traveller
);
159 if (i_destinationHolder
.UpdateTraveller(traveller
, time_diff
, false))
161 // put targeted movement generators on a higher priority
162 if (owner
.GetObjectSize())
163 i_destinationHolder
.ResetUpdate(50);
165 float dist
= i_target
->GetObjectSize() + owner
.GetObjectSize() + sWorld
.getRate(RATE_TARGET_POS_RECALCULATION_RANGE
);
167 //More distance let have better performance, less distance let have more sensitive reaction at target move.
169 // try to counter precision differences
170 if( i_destinationHolder
.GetDistance2dFromDestSq(*i_target
.getTarget()) >= dist
* dist
)
172 owner
.SetInFront(i_target
.getTarget()); // Set new Angle For Map::
173 _setTargetLocation(owner
); //Calculate New Dest and Send data To Player
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());
179 if(( owner
.IsStopped() && !i_destinationHolder
.HasArrived() ) || i_recalculateTravel
)
181 i_recalculateTravel
= false;
182 //Angle update will take place into owner.StopMoving()
183 owner
.SetInFront(i_target
.getTarget());
186 if(owner
.canReachWithAttack(i_target
.getTarget()) && !owner
.hasUnitState(UNIT_STAT_FOLLOW
))
187 owner
.Attack(i_target
.getTarget(),true);
195 TargetedMovementGenerator
<T
>::GetTarget() const
197 return i_target
.getTarget();
200 template void TargetedMovementGenerator
<Player
>::_setTargetLocation(Player
&);
201 template void TargetedMovementGenerator
<Creature
>::_setTargetLocation(Creature
&);
202 template void TargetedMovementGenerator
<Player
>::Initialize(Player
&);
203 template void TargetedMovementGenerator
<Creature
>::Initialize(Creature
&);
204 template void TargetedMovementGenerator
<Player
>::Finalize(Player
&);
205 template void TargetedMovementGenerator
<Creature
>::Finalize(Creature
&);
206 template void TargetedMovementGenerator
<Player
>::Reset(Player
&);
207 template void TargetedMovementGenerator
<Creature
>::Reset(Creature
&);
208 template bool TargetedMovementGenerator
<Player
>::Update(Player
&, const uint32
&);
209 template bool TargetedMovementGenerator
<Creature
>::Update(Creature
&, const uint32
&);
210 template Unit
* TargetedMovementGenerator
<Player
>::GetTarget() const;
211 template Unit
* TargetedMovementGenerator
<Creature
>::GetTarget() const;