Пример #1
0
void
ConfusedMovementGenerator<Creature>::_InitSpecific(Creature &creature, bool &is_water_ok, bool &is_land_ok)
{
    creature.RemoveSplineFlag(SPLINEFLAG_WALKMODE);

    is_water_ok = creature.CanSwim();
    is_land_ok  = creature.CanWalk();
}
Пример #2
0
void RandomMovementGenerator<Creature>::Initialize(Creature &creature)
{
    if (!creature.isAlive())
        return;

    if (creature.CanFly() && !(creature.CanWalk() &&
        creature.IsAtGroundLevel(creature.GetPositionX(), creature.GetPositionY(), creature.GetPositionZ())))
        creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
    else
        creature.AddSplineFlag(SPLINEFLAG_WALKMODE);

    creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
    _setRandomLocation(creature);
}
Пример #3
0
bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
    {
        i_nextMoveTime.Update(i_nextMoveTime.GetExpiry());  // Expire the timer
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    i_nextMoveTime.Update(diff);

    if (i_destinationHolder.HasArrived() && !creature.IsStopped() && !creature.CanFly())
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);

    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
        creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

    CreatureTraveller traveller(creature);

    if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
    {
        if (!IsActive(creature))                        // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                // not expire now, but already lost

        if (i_nextMoveTime.Passed())
        {
            float x,y,z;
            if(i_destinationHolder.HasDestination())
                i_destinationHolder.GetLocationNowNoMicroMovement(x,y,z);
            else
                creature.GetPosition(x,y,z);

            if (creature.CanFly() && !(creature.CanWalk() && creature.IsAtGroundLevel(x,y,z)))
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
            else
                creature.AddSplineFlag(SPLINEFLAG_WALKMODE);

            _setRandomLocation(creature);
        }
        else if (creature.IsPet() && creature.GetOwner() && !creature.IsWithinDist(creature.GetOwner(), PET_FOLLOW_DIST+2.5f))
        {
            creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
            _setRandomLocation(creature);
        }
    }
    return true;
}
Пример #4
0
void
RandomMovementGenerator<Creature>::_setRandomLocation(Creature &creature)
{
    float respX, respY, respZ, respO, currZ, destX, destY, destZ, wander_distance, travelDistZ;

    creature.GetRespawnCoord(respX, respY, respZ, &respO, &wander_distance);

    currZ = creature.GetPositionZ();
    TerrainInfo const* map = creature.GetTerrain();

    // For 2D/3D system selection
    //bool is_land_ok  = creature.CanWalk();                // not used?
    //bool is_water_ok = creature.CanSwim();                // not used?
    bool is_air_ok = creature.CanFly();

    const float angle = rand_norm_f() * (M_PI_F*2.0f);
    const float range = rand_norm_f() * wander_distance;
    const float distanceX = range * cos(angle);
    const float distanceY = range * sin(angle);

    destX = respX + distanceX;
    destY = respY + distanceY;

    // prevent invalid coordinates generation
    MaNGOS::NormalizeMapCoord(destX);
    MaNGOS::NormalizeMapCoord(destY);

    travelDistZ = distanceX*distanceX + distanceY*distanceY;

    if (is_air_ok)                                          // 3D system above ground and above water (flying mode)
    {
        // Limit height change
        const float distanceZ = rand_norm_f() * sqrtf(travelDistZ)/2.0f;
        destZ = respZ + distanceZ;
        float levelZ = map->GetWaterOrGroundLevel(destX, destY, destZ-2.0f);

        // Problem here, we must fly above the ground and water, not under. Let's try on next tick
        if (levelZ >= destZ)
            return;
    }
    //else if (is_water_ok)                                 // 3D system under water and above ground (swimming mode)
    else                                                    // 2D only
    {
        destZ = respZ;
        if(!map->IsNextZcoordOK(destX, destY, destZ, travelDistZ))
            return;                                         // let's forget this bad coords where a z cannot be find and retry at next tick
        creature.UpdateGroundPositionZ(destX, destY, destZ, travelDistZ);
    }

    Traveller<Creature> traveller(creature);

    creature.SetOrientation(creature.GetAngle(destX, destY));
    i_destinationHolder.SetDestination(traveller, destX, destY, destZ);
    creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

    if (is_air_ok && !(creature.CanWalk() && creature.IsAtGroundLevel(destX, destY, destZ)))
    {
        i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);
    }
    //else if (is_water_ok)                                 // Swimming mode to be done with more than this check
    else
    {
        i_nextMoveTime.Reset(urand(500+i_destinationHolder.GetTotalTravelTime(), 10000+i_destinationHolder.GetTotalTravelTime()));
        creature.AddSplineFlag(SPLINEFLAG_WALKMODE);
    }
}