[9581] Fixed apply damage reduction to melee/ranged damage.
[getmangos.git] / src / game / RandomMovementGenerator.cpp
blob27ae9a4bfe056e36ce3744821eeb9c47426b0918
1 /*
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
19 #include "Creature.h"
20 #include "MapManager.h"
21 #include "RandomMovementGenerator.h"
22 #include "DestinationHolderImp.h"
23 #include "Map.h"
24 #include "Util.h"
26 template<>
27 void
28 RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
30 float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
32 creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
34 z = creature.GetPositionZ();
35 Map const* map = creature.GetBaseMap();
37 // For 2D/3D system selection
38 //bool is_land_ok = creature.canWalk(); // not used?
39 //bool is_water_ok = creature.canSwim(); // not used?
40 bool is_air_ok = creature.canFly();
42 const float angle = rand_norm_f()*(M_PI_F*2.0f);
43 const float range = rand_norm_f()*wander_distance;
44 const float distanceX = range * cos(angle);
45 const float distanceY = range * sin(angle);
47 nx = X + distanceX;
48 ny = Y + distanceY;
50 // prevent invalid coordinates generation
51 MaNGOS::NormalizeMapCoord(nx);
52 MaNGOS::NormalizeMapCoord(ny);
54 dist = distanceX*distanceX + distanceY*distanceY;
56 if (is_air_ok) // 3D system above ground and above water (flying mode)
58 // Limit height change
59 const float distanceZ = rand_norm_f() * sqrtf(dist)/2.0f;
60 nz = Z + distanceZ;
61 float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
62 float wz = map->GetWaterLevel(nx, ny);
64 // Problem here, we must fly above the ground and water, not under. Let's try on next tick
65 if (tz >= nz || wz >= nz)
66 return;
68 //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
69 else // 2D only
71 dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
73 // The fastest way to get an accurate result 90% of the time.
74 // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
75 nz = map->GetHeight(nx, ny, Z+dist-2.0f, false);
77 if (fabs(nz-Z) > dist) // Map check
79 nz = map->GetHeight(nx, ny, Z-2.0f, true); // Vmap Horizontal or above
81 if (fabs(nz-Z) > dist)
83 // Vmap Higher
84 nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);
86 // let's forget this bad coords where a z cannot be find and retry at next tick
87 if (fabs(nz-Z) > dist)
88 return;
93 Traveller<Creature> traveller(creature);
95 creature.SetOrientation(creature.GetAngle(nx, ny));
96 i_destinationHolder.SetDestination(traveller, nx, ny, nz);
97 creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
99 if (is_air_ok)
101 i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
102 creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
104 //else if (is_water_ok) // Swimming mode to be done with more than this check
105 else
107 i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
108 creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
112 template<>
113 void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
115 if (!creature.isAlive())
116 return;
118 if (creature.canFly())
119 creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
120 else
121 creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
123 creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
124 _setRandomLocation(creature);
127 template<>
128 void RandomMovementGenerator<Creature>::Reset(Creature &creature)
130 Initialize(creature);
133 template<>
134 void RandomMovementGenerator<Creature>::Interrupt(Creature &creature)
136 creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
139 template<>
140 void RandomMovementGenerator<Creature>::Finalize(Creature &creature)
142 creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
145 template<>
146 bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
148 if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
150 i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
151 creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
152 return true;
155 i_nextMoveTime.Update(diff);
157 if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
158 creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
160 if (!i_destinationHolder.HasArrived() && creature.IsStopped())
161 creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
163 CreatureTraveller traveller(creature);
165 if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
167 if (!IsActive(creature)) // force stop processing (movement can move out active zone with cleanup movegens list)
168 return true; // not expire now, but already lost
170 if (i_nextMoveTime.Passed())
172 if (creature.canFly())
173 creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
174 else
175 creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
177 _setRandomLocation(creature);
179 else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
181 creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
182 _setRandomLocation(creature);
185 return true;
188 template<>
189 bool RandomMovementGenerator<Creature>::GetResetPosition(Creature& c, float& x, float& y, float& z)
191 float radius;
192 c.GetRespawnCoord(x, y, z, NULL, &radius);
194 // use current if in range
195 if (c.IsWithinDist2d(x,y,radius))
196 c.GetPosition(x,y,z);
198 return true;