mirror of
https://github.com/TrinityCore/TrinityCore.git
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879 lines
28 KiB
C++
879 lines
28 KiB
C++
/*
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* Copyright (C) 2008-2018 TrinityCore <https://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MotionMaster.h"
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#include "ChaseMovementGenerator.h"
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#include "ConfusedMovementGenerator.h"
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#include "Creature.h"
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#include "CreatureAISelector.h"
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#include "DBCStores.h"
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#include "G3DPosition.hpp"
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#include "FleeingMovementGenerator.h"
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#include "FlightPathMovementGenerator.h"
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#include "FollowMovementGenerator.h"
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#include "FormationMovementGenerator.h"
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#include "GenericMovementGenerator.h"
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#include "HomeMovementGenerator.h"
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#include "IdleMovementGenerator.h"
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#include "Log.h"
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#include "Map.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "PathGenerator.h"
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#include "Player.h"
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#include "PointMovementGenerator.h"
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#include "RandomMovementGenerator.h"
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#include "ScriptSystem.h"
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#include "SplineChainMovementGenerator.h"
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#include "Unit.h"
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#include "WaypointDefines.h"
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#include "WaypointMovementGenerator.h"
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inline MovementGenerator* GetIdleMovementGenerator()
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{
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return sMovementGeneratorRegistry->GetRegistryItem(IDLE_MOTION_TYPE)->Create();
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}
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inline bool IsStatic(MovementGenerator* movement)
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{
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return (movement == GetIdleMovementGenerator());
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}
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MotionMaster::~MotionMaster()
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{
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// clear ALL movement generators (including default)
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while (!empty())
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{
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MovementGenerator* movement = top();
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pop();
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if (movement && !IsStatic(movement))
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delete movement;
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}
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while (!_expireList.empty())
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{
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delete _expireList.back();
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_expireList.pop_back();
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}
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}
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void MotionMaster::Initialize()
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{
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// clear ALL movement generators (including default)
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while (!empty())
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{
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MovementGenerator* curr = top();
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pop();
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if (curr)
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DirectDelete(curr);
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}
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InitDefault();
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}
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// set new default movement generator
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void MotionMaster::InitDefault()
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{
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Mutate(FactorySelector::SelectMovementGenerator(_owner), MOTION_SLOT_IDLE);
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}
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void MotionMaster::UpdateMotion(uint32 diff)
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{
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if (!_owner)
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return;
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ASSERT(!empty());
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_cleanFlag |= MMCF_UPDATE;
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if (!top()->Update(_owner, diff))
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{
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_cleanFlag &= ~MMCF_UPDATE;
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MovementExpired();
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}
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else
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_cleanFlag &= ~MMCF_UPDATE;
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if (!_expireList.empty())
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ClearExpireList();
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}
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void MotionMaster::Clear(bool reset /*= true*/)
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{
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if (_cleanFlag & MMCF_UPDATE)
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{
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if (reset)
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_cleanFlag |= MMCF_RESET;
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else
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_cleanFlag &= ~MMCF_RESET;
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DelayedClean();
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}
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else
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DirectClean(reset);
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}
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void MotionMaster::Clear(MovementSlot slot)
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{
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if (empty() || IsInvalidMovementSlot(slot))
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return;
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if (_cleanFlag & MMCF_UPDATE)
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DelayedClean(slot);
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else
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DirectClean(slot);
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}
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void MotionMaster::MovementExpired(bool reset /*= true*/)
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{
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if (_cleanFlag & MMCF_UPDATE)
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{
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if (reset)
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_cleanFlag |= MMCF_RESET;
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else
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_cleanFlag &= ~MMCF_RESET;
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DelayedExpire();
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}
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else
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DirectExpire(reset);
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}
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MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const
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{
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if (empty())
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return IDLE_MOTION_TYPE;
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if (topOrNull())
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return top()->GetMovementGeneratorType();
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else
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return IDLE_MOTION_TYPE;
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}
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MovementGeneratorType MotionMaster::GetMotionSlotType(MovementSlot slot) const
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{
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if (empty() || IsInvalidMovementSlot(slot) || !_slot[slot])
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return MAX_MOTION_TYPE;
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return _slot[slot]->GetMovementGeneratorType();
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}
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MovementGenerator* MotionMaster::GetMotionSlot(MovementSlot slot) const
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{
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if (empty() || IsInvalidMovementSlot(slot) || !_slot[slot])
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return nullptr;
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return _slot[slot];
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}
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void MotionMaster::PropagateSpeedChange()
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{
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if (empty())
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return;
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MovementGenerator* movement = top();
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if (!movement)
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return;
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movement->UnitSpeedChanged();
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}
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bool MotionMaster::GetDestination(float &x, float &y, float &z)
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{
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if (_owner->movespline->Finalized())
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return false;
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G3D::Vector3 const& dest = _owner->movespline->FinalDestination();
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x = dest.x;
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y = dest.y;
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z = dest.z;
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return true;
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}
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void MotionMaster::MoveIdle()
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{
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//! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active
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if (empty() || !IsStatic(top()))
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Mutate(GetIdleMovementGenerator(), MOTION_SLOT_IDLE);
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}
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void MotionMaster::MoveTargetedHome()
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{
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Creature* owner = _owner->ToCreature();
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if (!owner)
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{
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TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', attempted to move towards target home.", _owner->GetGUID().ToString().c_str());
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return;
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}
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Clear(false);
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Unit* target = owner->GetCharmerOrOwner();
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if (!target)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', targeted home.", _owner->GetGUID().ToString().c_str());
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Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE);
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}
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else
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTargetedHome: '%s', starts following '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
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Mutate(new FollowMovementGenerator(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveRandom(float spawndist)
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{
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if (_owner->GetTypeId() == TYPEID_UNIT)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRandom: '%s', started random movement (spawnDist: %f)", _owner->GetGUID().ToString().c_str(), spawndist);
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Mutate(new RandomMovementGenerator<Creature>(spawndist), MOTION_SLOT_IDLE);
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}
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}
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void MotionMaster::MoveFollow(Unit* target, float dist, ChaseAngle angle, MovementSlot slot)
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{
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// ignore movement request if target not exist
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if (!target || target == _owner)
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return;
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFollow: '%s', starts following '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
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Mutate(new FollowMovementGenerator(target, dist, angle), slot);
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}
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void MotionMaster::MoveChase(Unit* target, Optional<ChaseRange> dist, Optional<ChaseAngle> angle)
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{
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// ignore movement request if target not exist
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if (!target || target == _owner)
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return;
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveChase: '%s', starts chasing '%s'", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
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Mutate(new ChaseMovementGenerator(target, dist, angle), MOTION_SLOT_ACTIVE);
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}
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void MotionMaster::MoveConfused()
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{
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveConfused: '%s', started confused movement.", _owner->GetGUID().ToString().c_str());
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Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveConfused: '%s', started confused movement.", _owner->GetGUID().ToString().c_str());
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Mutate(new ConfusedMovementGenerator<Creature>(), MOTION_SLOT_CONTROLLED);
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}
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}
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void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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{
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if (!enemy)
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return;
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFleeing: '%s', flees from '%s' (time: %u)", _owner->GetGUID().ToString().c_str(), enemy->GetGUID().ToString().c_str(), time);
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if (_owner->GetTypeId() == TYPEID_UNIT)
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{
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if (time)
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Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
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else
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Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
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}
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else
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
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}
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath)
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{
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePoint: '%s', targeted point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath, 0.0f), MOTION_SLOT_ACTIVE);
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}
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else
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePoint: '%s', targeted point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, 0.0f), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance)
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{
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float distanceToTravel = _owner->GetExactDist2d(target) - distance;
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if (distanceToTravel > 0.0f)
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{
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float angle = _owner->GetAngle(target);
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float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle);
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float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle);
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MovePoint(id, destx, desty, target->GetPositionZ());
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}
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else
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{
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// we are already close enough. We just need to turn toward the target without changing position.
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
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init.SetFacing(target);
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Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveLand(uint32 id, Position const& pos)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveLand: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(PositionToVector3(pos), false);
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init.SetSmooth();
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init.SetFly();
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init.SetAnimation(Movement::ToGround);
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Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id), MOTION_SLOT_ACTIVE);
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}
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void MotionMaster::MoveTakeoff(uint32 id, Position const& pos)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTakeoff: '%s', landing point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(PositionToVector3(pos), false);
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init.SetSmooth();
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init.SetFly();
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init.SetAnimation(Movement::ToFly);
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Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id), MOTION_SLOT_ACTIVE);
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}
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void MotionMaster::MoveCharge(float x, float y, float z, float speed /*= SPEED_CHARGE*/, uint32 id /*= EVENT_CHARGE*/, bool generatePath /*= false*/)
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{
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if (_slot[MOTION_SLOT_CONTROLLED] && _slot[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveCharge: '%s', charging point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveCharge: '%s', charging point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
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}
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}
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void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/)
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{
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G3D::Vector3 dest = path.GetActualEndPosition();
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MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH);
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// Charge movement is not started when using EVENT_CHARGE_PREPATH
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Movement::MoveSplineInit init(_owner);
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init.MovebyPath(path.GetPath());
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init.SetVelocity(speed);
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init.Launch();
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}
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void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
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{
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//this function may make players fall below map
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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return;
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if (speedXY < 0.01f)
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return;
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float x, y, z;
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float moveTimeHalf = speedZ / Movement::gravity;
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float dist = 2 * moveTimeHalf * speedXY;
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float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
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_owner->GetNearPoint(_owner, x, y, z, dist, _owner->GetAngle(srcX, srcY) + float(M_PI));
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(x, y, z);
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init.SetParabolic(max_height, 0);
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init.SetOrientationFixed(true);
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init.SetVelocity(speedXY);
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Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0), MOTION_SLOT_CONTROLLED);
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}
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void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
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{
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//this function may make players fall below map
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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return;
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float x, y, z = _owner->GetPositionZ();
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float moveTimeHalf = speedZ / Movement::gravity;
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float dist = 2 * moveTimeHalf * speedXY;
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_owner->GetNearPoint2D(nullptr, x, y, dist, _owner->GetOrientation() + angle);
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_owner->UpdateAllowedPositionZ(x, y, z);
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MoveJump(x, y, z, 0.0f, speedXY, speedZ);
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}
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void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint32 id, bool hasOrientation /* = false*/)
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{
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TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveJump: '%s', jumps to point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, x, y, z);
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if (speedXY < 0.01f)
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return;
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float moveTimeHalf = speedZ / Movement::gravity;
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float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(x, y, z, false);
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init.SetParabolic(max_height, 0);
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init.SetVelocity(speedXY);
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if (hasOrientation)
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init.SetFacing(o);
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Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id), MOTION_SLOT_CONTROLLED);
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}
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void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount)
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{
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float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f);
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Position const& pos = { x, y, z, 0.0f };
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float angle = pos.GetAngle(_owner->GetPositionX(), _owner->GetPositionY());
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Movement::MoveSplineInit init(_owner);
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// add the owner's current position as starting point as it gets removed after entering the cycle
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init.Path().push_back(G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()));
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for (uint8 i = 0; i < stepCount; angle += step, ++i)
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{
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G3D::Vector3 point;
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point.x = x + radius * cosf(angle);
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point.y = y + radius * sinf(angle);
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if (_owner->IsFlying())
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point.z = z;
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else
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point.z = _owner->GetMapHeight(point.x, point.y, z) + _owner->GetHoverOffset();
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init.Path().push_back(point);
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}
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if (_owner->IsFlying())
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{
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init.SetFly();
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init.SetCyclic();
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init.SetAnimation(Movement::ToFly);
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init.SetUncompressed();
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}
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else
|
|
{
|
|
init.SetWalk(true);
|
|
init.SetCyclic();
|
|
}
|
|
|
|
init.SetSmooth();
|
|
Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::MoveCyclicPath(Position const* pathPoints, size_t pathSize, bool walk /*= false*/, bool fly /*= false*/, float velocity /*= 0.0f*/)
|
|
{
|
|
Movement::MoveSplineInit init(_owner);
|
|
Movement::PointsArray path;
|
|
path.reserve(pathSize);
|
|
std::transform(pathPoints, pathPoints + pathSize, std::back_inserter(path), [](Position const& point)
|
|
{
|
|
return G3D::Vector3(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
|
|
});
|
|
|
|
if (fly)
|
|
{
|
|
init.SetFly();
|
|
init.SetUncompressed();
|
|
}
|
|
|
|
if (velocity > 0.0f)
|
|
init.SetVelocity(velocity);
|
|
|
|
init.MovebyPath(path);
|
|
init.SetSmooth();
|
|
init.SetWalk(walk);
|
|
init.SetCyclic();
|
|
Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, 0), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk /*= false*/, bool fly /*= false*/, float velocity /*= 0.0f*/)
|
|
{
|
|
Movement::MoveSplineInit init(_owner);
|
|
Movement::PointsArray path;
|
|
path.reserve(pathSize);
|
|
std::transform(pathPoints, pathPoints + pathSize, std::back_inserter(path), [](Position const& point)
|
|
{
|
|
return G3D::Vector3(point.GetPositionX(), point.GetPositionY(), point.GetPositionZ());
|
|
});
|
|
|
|
if (fly)
|
|
{
|
|
init.SetFly();
|
|
init.SetUncompressed();
|
|
}
|
|
|
|
if (velocity > 0.0f)
|
|
init.SetVelocity(velocity);
|
|
|
|
init.MovebyPath(path);
|
|
init.SetSmooth();
|
|
init.SetWalk(walk);
|
|
|
|
// This code is not correct
|
|
// GenericMovementGenerator does not affect UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE
|
|
// need to call PointMovementGenerator with various pointIds
|
|
Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, pointId), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
|
|
{
|
|
Creature* owner = _owner->ToCreature();
|
|
if (!owner)
|
|
{
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveAlongSplineChain: '%s', tried to walk along DB spline chain. Ignoring.", _owner->GetGUID().ToString().c_str());
|
|
return;
|
|
}
|
|
std::vector<SplineChainLink> const* chain = sScriptSystemMgr->GetSplineChain(owner, dbChainId);
|
|
if (!chain)
|
|
{
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveAlongSplineChain: '%s', tried to walk along non-existing spline chain with DB Id: %u.", _owner->GetGUID().ToString().c_str(), dbChainId);
|
|
return;
|
|
}
|
|
MoveAlongSplineChain(pointId, *chain, walk);
|
|
}
|
|
|
|
void MotionMaster::MoveAlongSplineChain(uint32 pointId, std::vector<SplineChainLink> const& chain, bool walk)
|
|
{
|
|
Mutate(new SplineChainMovementGenerator(pointId, chain, walk), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
|
|
{
|
|
if (info.Empty())
|
|
{
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::ResumeSplineChain: '%s', tried to resume a spline chain from empty info.", _owner->GetGUID().ToString().c_str());
|
|
return;
|
|
}
|
|
Mutate(new SplineChainMovementGenerator(info), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::MoveFall(uint32 id /*=0*/)
|
|
{
|
|
// use larger distance for vmap height search than in most other cases
|
|
float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
|
|
if (tz <= INVALID_HEIGHT)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFall: '%s', unable to retrieve a proper height at map Id: %u (X: %f, Y: %f, Z: %f)",
|
|
_owner->GetGUID().ToString().c_str(), _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
|
|
return;
|
|
}
|
|
|
|
// Abort too if the ground is very near
|
|
if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
|
|
return;
|
|
|
|
// rooted units don't move (also setting falling+root flag causes client freezes)
|
|
if (_owner->HasUnitState(UNIT_STATE_ROOT))
|
|
return;
|
|
|
|
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
|
|
_owner->m_movementInfo.SetFallTime(0);
|
|
|
|
if (_owner->GetTypeId() == TYPEID_PLAYER)
|
|
_owner->SetFall(true);
|
|
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverOffset(), false);
|
|
init.SetFall();
|
|
Mutate(new GenericMovementGenerator(std::move(init), EFFECT_MOTION_TYPE, id), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
|
|
{
|
|
if (_owner->GetTypeId() == TYPEID_UNIT)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveSeekAssistance: '%s', seeks assistance (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), x, y, z);
|
|
_owner->AttackStop();
|
|
_owner->CastStop();
|
|
_owner->ToCreature()->SetReactState(REACT_PASSIVE);
|
|
Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE);
|
|
}
|
|
else
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveSeekAssistance: '%s', attempted to seek assistance.", _owner->GetGUID().ToString().c_str());
|
|
}
|
|
|
|
void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
|
|
{
|
|
if (_owner->GetTypeId() == TYPEID_UNIT)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveSeekAssistanceDistract: '%s', is distracted after assistance call (Time: %u)", _owner->GetGUID().ToString().c_str(), time);
|
|
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
|
|
}
|
|
else
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveSeekAssistanceDistract: '%s', attempted to call distract assistance.", _owner->GetGUID().ToString().c_str());
|
|
}
|
|
|
|
void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
|
|
{
|
|
if (_owner->GetTypeId() == TYPEID_PLAYER)
|
|
{
|
|
if (path < sTaxiPathNodesByPath.size())
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveTaxiFlight: '%s', taxi to path Id: %u (node %u)", _owner->GetGUID().ToString().c_str(), path, pathnode);
|
|
FlightPathMovementGenerator* movement = new FlightPathMovementGenerator(pathnode);
|
|
movement->LoadPath(_owner->ToPlayer());
|
|
Mutate(movement, MOTION_SLOT_CONTROLLED);
|
|
}
|
|
else
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveTaxiFlight: '%s', attempted taxi to non-existing path Id: %u (node: %u)", _owner->GetGUID().ToString().c_str(), path, pathnode);
|
|
}
|
|
else
|
|
TC_LOG_ERROR("movement.motionmaster", "MotionMaster::MoveTaxiFlight: '%s', attempted taxi to path Id: %u (node: %u)", _owner->GetGUID().ToString().c_str(), path, pathnode);
|
|
}
|
|
|
|
void MotionMaster::MoveDistract(uint32 timer)
|
|
{
|
|
if (_slot[MOTION_SLOT_CONTROLLED])
|
|
return;
|
|
|
|
if (_owner->GetTypeId() == TYPEID_PLAYER)
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveDistract: '%s', distracted (timer: %u)", _owner->GetGUID().ToString().c_str(), timer);
|
|
else
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveDistract: '%s', distracted (timer: %u)", _owner->GetGUID().ToString().c_str(), timer);
|
|
|
|
Mutate(new DistractMovementGenerator(timer), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
void MotionMaster::MovePath(uint32 pathId, bool repeatable)
|
|
{
|
|
if (!pathId)
|
|
return;
|
|
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePath: '%s', starts moving over path Id: %u (repeatable: %s)", _owner->GetGUID().ToString().c_str(), pathId, repeatable ? "YES" : "NO");
|
|
Mutate(new WaypointMovementGenerator<Creature>(pathId, repeatable), MOTION_SLOT_IDLE);
|
|
}
|
|
|
|
void MotionMaster::MovePath(WaypointPath& path, bool repeatable)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MovePath: '%s', starts moving over path Id: %u (repeatable: %s)", _owner->GetGUID().ToString().c_str(), path.id, repeatable ? "YES" : "NO");
|
|
Mutate(new WaypointMovementGenerator<Creature>(path, repeatable), MOTION_SLOT_IDLE);
|
|
}
|
|
|
|
void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)
|
|
{
|
|
if (!time)
|
|
return;
|
|
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveRotate: '%s', starts rotate (time: %u, direction: %u)", _owner->GetGUID().ToString().c_str(), time, direction);
|
|
Mutate(new RotateMovementGenerator(time, direction), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::MoveFormation(uint32 id, Position destination, uint32 moveType, bool forceRun /*= false*/, bool forceOrientation /*= false*/)
|
|
{
|
|
if (_owner->GetTypeId() == TYPEID_UNIT)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFormation: '%s', targeted point Id: %u (X: %f, Y: %f, Z: %f)", _owner->GetGUID().ToString().c_str(), id, destination.GetPositionX(), destination.GetPositionY(), destination.GetPositionZ());
|
|
Mutate(new FormationMovementGenerator(id, destination, moveType, forceRun, forceOrientation), MOTION_SLOT_ACTIVE);
|
|
}
|
|
}
|
|
|
|
void MotionMaster::LaunchMoveSpline(Movement::MoveSplineInit&& init, uint32 id/*= 0*/, MovementSlot slot/*= MOTION_SLOT_ACTIVE*/, MovementGeneratorType type/*= EFFECT_MOTION_TYPE*/)
|
|
{
|
|
if (IsInvalidMovementGeneratorType(type))
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::LaunchMoveSpline: '%s', tried to launch a spline with an invalid MovementGeneratorType: %u (Id: %u, Slot: %u)", _owner->GetGUID().ToString().c_str(), type, id, slot);
|
|
return;
|
|
}
|
|
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::LaunchMoveSpline: '%s', initiates spline Id: %u (Type: %u, Slot: %u)", _owner->GetGUID().ToString().c_str(), id, type, slot);
|
|
Mutate(new GenericMovementGenerator(std::move(init), type, id), slot);
|
|
}
|
|
|
|
/******************** Private methods ********************/
|
|
|
|
void MotionMaster::pop()
|
|
{
|
|
if (empty())
|
|
return;
|
|
|
|
_slot[_top] = nullptr;
|
|
while (!empty() && !top())
|
|
--_top;
|
|
}
|
|
|
|
bool MotionMaster::NeedInitTop() const
|
|
{
|
|
if (empty())
|
|
return false;
|
|
return _initialize[_top];
|
|
}
|
|
|
|
void MotionMaster::InitTop()
|
|
{
|
|
top()->Initialize(_owner);
|
|
_initialize[_top] = false;
|
|
}
|
|
|
|
void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot)
|
|
{
|
|
if (MovementGenerator* curr = _slot[slot])
|
|
{
|
|
_slot[slot] = nullptr; // in case a new one is generated in this slot during directdelete
|
|
if (_top == slot && (_cleanFlag & MMCF_UPDATE))
|
|
DelayedDelete(curr);
|
|
else
|
|
DirectDelete(curr);
|
|
}
|
|
else if (_top < slot)
|
|
{
|
|
_top = slot;
|
|
}
|
|
|
|
_slot[slot] = m;
|
|
if (_top > slot)
|
|
_initialize[slot] = true;
|
|
else
|
|
{
|
|
_initialize[slot] = false;
|
|
m->Initialize(_owner);
|
|
}
|
|
}
|
|
|
|
void MotionMaster::DirectClean(bool reset)
|
|
{
|
|
while (size() > 1)
|
|
{
|
|
MovementGenerator* curr = top();
|
|
pop();
|
|
if (curr)
|
|
DirectDelete(curr);
|
|
}
|
|
|
|
if (empty())
|
|
return;
|
|
|
|
if (NeedInitTop())
|
|
InitTop();
|
|
else if (reset)
|
|
top()->Reset(_owner);
|
|
}
|
|
|
|
void MotionMaster::DelayedClean()
|
|
{
|
|
while (size() > 1)
|
|
{
|
|
MovementGenerator* curr = top();
|
|
pop();
|
|
if (curr)
|
|
DelayedDelete(curr);
|
|
}
|
|
}
|
|
|
|
void MotionMaster::DirectClean(MovementSlot slot)
|
|
{
|
|
if (MovementGenerator* motion = GetMotionSlot(slot))
|
|
{
|
|
_slot[slot] = nullptr;
|
|
DirectDelete(motion);
|
|
}
|
|
|
|
while (!empty() && !top())
|
|
--_top;
|
|
|
|
if (empty())
|
|
Initialize();
|
|
else if (NeedInitTop())
|
|
InitTop();
|
|
}
|
|
|
|
void MotionMaster::DelayedClean(MovementSlot slot)
|
|
{
|
|
if (MovementGenerator* motion = GetMotionSlot(slot))
|
|
{
|
|
_slot[slot] = nullptr;
|
|
DelayedDelete(motion);
|
|
}
|
|
|
|
while (!empty() && !top())
|
|
--_top;
|
|
}
|
|
|
|
void MotionMaster::DirectExpire(bool reset)
|
|
{
|
|
if (size() > 1)
|
|
{
|
|
MovementGenerator* curr = top();
|
|
pop();
|
|
DirectDelete(curr);
|
|
}
|
|
|
|
while (!empty() && !top())
|
|
--_top;
|
|
|
|
if (empty())
|
|
Initialize();
|
|
else if (NeedInitTop())
|
|
InitTop();
|
|
else if (reset)
|
|
top()->Reset(_owner);
|
|
}
|
|
|
|
void MotionMaster::DelayedExpire()
|
|
{
|
|
if (size() > 1)
|
|
{
|
|
MovementGenerator* curr = top();
|
|
pop();
|
|
DelayedDelete(curr);
|
|
}
|
|
|
|
while (!empty() && !top())
|
|
--_top;
|
|
}
|
|
|
|
void MotionMaster::DirectDelete(MovementGenerator* curr)
|
|
{
|
|
if (IsStatic(curr))
|
|
return;
|
|
|
|
curr->Finalize(_owner);
|
|
delete curr;
|
|
}
|
|
|
|
void MotionMaster::DelayedDelete(MovementGenerator* curr)
|
|
{
|
|
TC_LOG_DEBUG("movement.motionmaster", "MotionMaster::DelayedDelete: '%s', delayed deleting movement generator (type: %u)", _owner->GetGUID().ToString().c_str(), curr->GetMovementGeneratorType());
|
|
if (IsStatic(curr))
|
|
return;
|
|
|
|
_expireList.push_back(curr);
|
|
}
|
|
|
|
void MotionMaster::ClearExpireList()
|
|
{
|
|
for (auto itr : _expireList)
|
|
DirectDelete(itr);
|
|
|
|
_expireList.clear();
|
|
|
|
if (empty())
|
|
Initialize();
|
|
else if (NeedInitTop())
|
|
InitTop();
|
|
else if (_cleanFlag & MMCF_RESET)
|
|
top()->Reset(_owner);
|
|
|
|
_cleanFlag &= ~MMCF_RESET;
|
|
}
|