[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / RandomMovementGenerator.cpp
blobd1d77eea2ee9adf927f74985f101da5bc68f46b4
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 "Creature.h"
20 #include "MapManager.h"
21 #include "RandomMovementGenerator.h"
22 #include "DestinationHolderImp.h"
23 #include "Map.h"
24 #include "Util.h"
26 #define RUNNING_CHANCE_RANDOMMV 20 //will be "1 / RUNNING_CHANCE_RANDOMMV"
28 template<>
29 void
30 RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
32 float X,Y,Z,z,nx,ny,nz,wander_distance,ori,dist;
34 creature.GetRespawnCoord(X, Y, Z, &ori, &wander_distance);
36 z = creature.GetPositionZ();
37 uint32 mapid=creature.GetMapId();
38 Map const* map = MapManager::Instance().GetBaseMap(mapid);
40 // For 2D/3D system selection
41 //bool is_land_ok = creature.canWalk(); // not used?
42 //bool is_water_ok = creature.canSwim(); // not used?
43 bool is_air_ok = creature.canFly();
45 const float angle = rand_norm()*(M_PI*2);
46 const float range = rand_norm()*wander_distance;
47 const float distanceX = range * cos(angle);
48 const float distanceY = range * sin(angle);
50 nx = X + distanceX;
51 ny = Y + distanceY;
53 // prevent invalid coordinates generation
54 MaNGOS::NormalizeMapCoord(nx);
55 MaNGOS::NormalizeMapCoord(ny);
57 dist = distanceX*distanceX + distanceY*distanceY;
59 if (is_air_ok) // 3D system above ground and above water (flying mode)
61 const float distanceZ = rand_norm() * sqrtf(dist)/2; // Limit height change
62 nz = Z + distanceZ;
63 float tz = map->GetHeight(nx, ny, nz-2.0f, false); // Map check only, vmap needed here but need to alter vmaps checks for height.
64 float wz = map->GetWaterLevel(nx, ny);
65 if (tz >= nz || wz >= nz)
66 return; // Problem here, we must fly above the ground and water, not under. Let's try on next tick
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)
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); // Map check
75 if (fabs(nz-Z)>dist)
77 nz = map->GetHeight(nx,ny,Z-2.0f,true); // Vmap Horizontal or above
78 if (fabs(nz-Z)>dist)
80 nz = map->GetHeight(nx,ny,Z+dist-2.0f,true); // Vmap Higher
81 if (fabs(nz-Z)>dist)
82 return; // let's forget this bad coords where a z cannot be find and retry at next tick
87 Traveller<Creature> traveller(creature);
88 creature.SetOrientation(creature.GetAngle(nx,ny));
89 i_destinationHolder.SetDestination(traveller, nx, ny, nz);
90 creature.addUnitState(UNIT_STAT_ROAMING);
91 if (is_air_ok)
93 i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
94 creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
96 //else if (is_water_ok) // Swimming mode to be done with more than this check
97 else
99 i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(),5000+i_destinationHolder.GetTotalTravelTime()));
100 creature.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
104 template<>
105 void
106 RandomMovementGenerator<Creature>::Initialize(Creature &creature)
108 if(!creature.isAlive())
109 return;
111 if (creature.canFly())
112 creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
113 else
114 creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE );
115 _setRandomLocation(creature);
118 template<>
119 void
120 RandomMovementGenerator<Creature>::Reset(Creature &creature)
122 Initialize(creature);
125 template<>
126 bool
127 RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
129 if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
131 i_nextMoveTime.Update(i_nextMoveTime.GetExpiry()); // Expire the timer
132 creature.clearUnitState(UNIT_STAT_ROAMING);
133 return true;
136 i_nextMoveTime.Update(diff);
138 if(i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.canFly())
139 creature.clearUnitState(UNIT_STAT_ROAMING);
141 if(!i_destinationHolder.HasArrived() && creature.IsStopped())
142 creature.addUnitState(UNIT_STAT_ROAMING);
144 CreatureTraveller traveller(creature);
146 if( i_destinationHolder.UpdateTraveller(traveller, diff, false, true) )
148 if(i_nextMoveTime.Passed())
150 if (creature.canFly())
151 creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
152 else
153 creature.SetUnitMovementFlags(irand(0,RUNNING_CHANCE_RANDOMMV) > 0 ? MOVEMENTFLAG_WALK_MODE : MOVEMENTFLAG_NONE);
154 _setRandomLocation(creature);
156 else if(creature.isPet() && creature.GetOwner() && creature.GetDistance(creature.GetOwner()) > PET_FOLLOW_DIST+2.5f)
158 creature.SetUnitMovementFlags(MOVEMENTFLAG_NONE);
159 _setRandomLocation(creature);
162 return true;