[9290] Some cleanups in realmd, no functional changes
[getmangos.git] / src / game / RandomMovementGenerator.cpp
blobd6bf16295086c92e321119baa9ab5bb4f3e8bc49
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()*(M_PI*2);
43 const float range = rand_norm()*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 const float distanceZ = rand_norm() * sqrtf(dist)/2;// Limit height change
59 nz = Z + distanceZ;
60 float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
61 float wz = map->GetWaterLevel(nx, ny);
63 // Problem here, we must fly above the ground and water, not under. Let's try on next tick
64 if (tz >= nz || wz >= nz)
65 return;
67 //else if (is_water_ok) // 3D system under water and above ground (swimming mode)
68 else // 2D only
70 dist = dist >= 100.0f ? 10.0f : sqrtf(dist); // 10.0 is the max that vmap high can check (MAX_CAN_FALL_DISTANCE)
72 // The fastest way to get an accurate result 90% of the time.
73 // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long.
74 nz = map->GetHeight(nx, ny, Z+dist-2.0f, false);
76 if (fabs(nz-Z) > dist) // Map check
78 nz = map->GetHeight(nx, ny, Z-2.0f, true); // Vmap Horizontal or above
80 if (fabs(nz-Z) > dist)
82 // Vmap Higher
83 nz = map->GetHeight(nx, ny, Z+dist-2.0f, true);
85 // let's forget this bad coords where a z cannot be find and retry at next tick
86 if (fabs(nz-Z) > dist)
87 return;
92 Traveller<Creature> traveller(creature);
94 creature.SetOrientation(creature.GetAngle(nx, ny));
95 i_destinationHolder.SetDestination(traveller, nx, ny, nz);
96 creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
98 if (is_air_ok)
100 i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
101 creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
103 //else if (is_water_ok) // Swimming mode to be done with more than this check
104 else
106 i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
107 creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
111 template<>
112 void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
114 if (!creature.isAlive())
115 return;
117 if (creature.canFly())
118 creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
119 else
120 creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
122 creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
123 _setRandomLocation(creature);
126 template<>
127 void RandomMovementGenerator<Creature>::Reset(Creature &creature)
129 Initialize(creature);
132 template<>
133 void RandomMovementGenerator<Creature>::Interrupt(Creature &creature)
135 creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
138 template<>
139 void
140 RandomMovementGenerator<Creature>::Finalize(Creature &creature)
142 creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
145 template<>
146 bool
147 RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
149 if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
151 i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
152 creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
153 return true;
156 i_nextMoveTime.Update(diff);
158 if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
159 creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
161 if (!i_destinationHolder.HasArrived() && creature.IsStopped())
162 creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
164 CreatureTraveller traveller(creature);
166 if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
168 if (i_nextMoveTime.Passed())
170 if (creature.canFly())
171 creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
172 else
173 creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
175 _setRandomLocation(creature);
177 else if (creature.isPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
179 creature.AddMonsterMoveFlag(MONSTER_MOVE_WALK);
180 _setRandomLocation(creature);
183 return true;