void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance = 11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();

    for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
    {
        const bool isInLoS = vMaps->isInLineOfSight(unit.GetMapId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], z + 2.0f);
        if (isInLoS)
        {
            const float wanderX = wander_distance*rand_norm() - wander_distance/2;
            const float wanderY = wander_distance*rand_norm() - wander_distance/2;
            i_waypoints[idx][0] = x + wanderX;
            i_waypoints[idx][1] = y + wanderY;
        }
        else
        {
            i_waypoints[idx][0] = x;
            i_waypoints[idx][1] = y;
        }

        // prevent invalid coordinates generation
        Quad::NormalizeMapCoord(i_waypoints[idx][0]);
        Quad::NormalizeMapCoord(i_waypoints[idx][1]);

        bool is_water = map->IsInWater(i_waypoints[idx][0],i_waypoints[idx][1],z);
        // if generated wrong path just ignore
        if ((is_water && !is_water_ok) || (!is_water && !is_land_ok))
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
        }

        unit.UpdateGroundPositionZ(i_waypoints[idx][0],i_waypoints[idx][1],z);
        i_waypoints[idx][2] = z;
    }

    unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.CastStop();
    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
Example #2
0
bool TerrainInfo::CheckPath(float srcX, float srcY, float srcZ, float& dstX, float& dstY, float& dstZ) const
{
    VMAP::IVMapManager* vMapManager = VMAP::VMapFactory::createOrGetVMapManager();
    bool result = vMapManager->isInLineOfSight(GetMapId(), srcX, srcY, srcZ+0.5f, dstX, dstY, dstZ+1.0f);
    if (!result)
    {
        // check if your may correct destination
        float fx2, fy2, fz2;                                // getObjectHitPos overwrite last args in any result case
        bool result2 = vMapManager->getObjectHitPos(GetMapId(), srcX,srcY,srcZ+0.5f,dstX,dstY,dstZ+0.5f,fx2,fy2,fz2,-0.1f);
        if (result2)
        {
            dstX = fx2;
            dstY = fy2;
            dstZ = fz2;
            result = true;
        }
    }
    return result;
}
void
ConfusedMovementGenerator<T>::Initialize(T &unit)
{
    const float wander_distance = 11;
    float x,y,z;
    x = unit.GetPositionX();
    y = unit.GetPositionY();
    z = unit.GetPositionZ();

    Map const* map = unit.GetBaseMap();

    i_nextMove = 1;

    bool is_water_ok, is_land_ok;
    _InitSpecific(unit, is_water_ok, is_land_ok);

    VMAP::IVMapManager *vMaps = VMAP::VMapFactory::createOrGetVMapManager();

    for (uint8 idx = 0; idx <= MAX_CONF_WAYPOINTS; ++idx)
    {
        float wanderX = x + wander_distance*rand_norm() - wander_distance/2;
        float wanderY = y + wander_distance*rand_norm() - wander_distance/2;
        BlizzLike::NormalizeMapCoord(wanderX);
        BlizzLike::NormalizeMapCoord(wanderY);

        float new_z = map->GetHeight(wanderX, wanderY, z, true);
        if (new_z > INVALID_HEIGHT && unit.IsWithinLOS(wanderX, wanderY, new_z))
        {
            // Don't move in water if we're not already in
            // Don't move on land if we're not already on it either
            bool is_water_now = map->IsInWater(x, y, z);
            bool is_water_next = map->IsInWater(wanderX, wanderY, new_z);
            if ((is_water_now && !is_water_next && !is_land_ok) || (!is_water_now && is_water_next && !is_water_ok))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x; // Back to previous location
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
                continue;
            }

            i_waypoints[idx][0] = wanderX;
            i_waypoints[idx][1] = wanderY;
            i_waypoints[idx][2] = new_z;

            // prevent falling down over an edge and check vmap if possible
            if (z > i_waypoints[idx][2] + 3.0f || 
                (vMaps && !vMaps->isInLineOfSight(map->GetId(), x, y, z + 2.0f, i_waypoints[idx][0], i_waypoints[idx][1], i_waypoints[idx][2])))
            {
                i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
                i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
                i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            }
        }
        else    // Back to previous location
        {
            i_waypoints[idx][0] = idx > 0 ? i_waypoints[idx-1][0] : x;
            i_waypoints[idx][1] = idx > 0 ? i_waypoints[idx-1][1] : y;
            i_waypoints[idx][2] = idx > 0 ? i_waypoints[idx-1][2] : z;
            continue;
        }
    }

    unit.SetUInt64Value(UNIT_FIELD_TARGET, 0);
    unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED);
    unit.CastStop();
    unit.StopMoving();
    unit.RemoveUnitMovementFlag(MOVEFLAG_WALK_MODE);
    unit.addUnitState(UNIT_STAT_CONFUSED);
}
Example #4
0
bool TerrainHolder::InLineOfSight(float x, float y, float z, float x2, float y2, float z2)
{
    VMAP::IVMapManager* vmgr = VMAP::VMapFactory::createOrGetVMapManager();

    return vmgr->isInLineOfSight(m_mapid, x, y, z, x2, y2, z2);
}