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authortreeston <treeston.mmoc@gmail.com>2016-09-20 20:19:15 +0200
committerjoschiwald <joschiwald.trinity@gmail.com>2017-03-02 20:47:29 +0100
commit205ec4c3bf26d74fefa2452baae714c56d956956 (patch)
tree0841a7c4bcf3e13bfa6df282520898960b9009f5 /src/server/game
parentb94642fb49305192f44387e520d1410b1552094f (diff)
Core/Unit: Standardize SetFacingTo and SetFacingToObject behavior while moving. Both now fail while moving unless arg2 bool is true.
Movement/SplineChain: Bump value range for DB chainId up to uint16 (0 to 65535) from uint8 (0 to 255). Turns out sniffs generate far more chains than I expected. (cherry picked from commit 2170541a51ced3c15675b8854e0ae49461884f8c) Code style follow-up, I blame Notepad++. (cherry picked from commit 7860da0de6e53c7740862cae18840c9d399dda7f)
Diffstat (limited to 'src/server/game')
-rw-r--r--src/server/game/AI/CreatureAI.cpp2
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp6
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp11
-rw-r--r--src/server/game/Entities/Unit/Unit.h4
-rw-r--r--src/server/game/Movement/MotionMaster.cpp2
-rw-r--r--src/server/game/Movement/MotionMaster.h2
-rw-r--r--src/server/game/Scripting/ScriptSystem.cpp6
-rw-r--r--src/server/game/Scripting/ScriptSystem.h6
8 files changed, 22 insertions, 17 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index 4520aa197fb..ecba6c9abe2 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -162,7 +162,7 @@ void CreatureAI::TriggerAlert(Unit const* who) const
me->SendAIReaction(AI_REACTION_ALERT);
// Face the unit (stealthed player) and set distracted state for 5 seconds
- me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()));
+ me->SetFacingTo(me->GetAngle(who->GetPositionX(), who->GetPositionY()), true);
me->StopMoving();
me->GetMotionMaster()->MoveDistract(5 * IN_MILLISECONDS);
}
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index 958d97e785e..cbb026fb665 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -2800,10 +2800,10 @@ void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target)
bool canTurnDuringCast = !focusSpell->GetSpellInfo()->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST);
// Face the target - we need to do this before the unit state is modified for no-turn spells
if (target)
- SetFacingTo(GetAngle(target));
+ SetFacingToObject(target);
else if (!canTurnDuringCast)
if (Unit* victim = GetVictim())
- SetFacingTo(GetAngle(victim)); // ensure orientation is correct at beginning of cast
+ SetFacingToObject(victim); // ensure orientation is correct at beginning of cast
if (!canTurnDuringCast)
AddUnitState(UNIT_STATE_CANNOT_TURN);
@@ -2849,7 +2849,7 @@ void Creature::ReleaseFocus(Spell const* focusSpell, bool withDelay)
if (!m_suppressedTarget.IsEmpty())
{
if (WorldObject const* objTarget = ObjectAccessor::GetWorldObject(*this, m_suppressedTarget))
- SetFacingTo(GetAngle(objTarget));
+ SetFacingToObject(objTarget);
}
else
SetFacingTo(m_suppressedOrientation);
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index bd104032a10..6ea885e8d78 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -15271,8 +15271,11 @@ void Unit::SetInFront(WorldObject const* target)
SetOrientation(GetAngle(target));
}
-void Unit::SetFacingTo(float ori)
+void Unit::SetFacingTo(float ori, bool force)
{
+ if (!force && !IsStopped())
+ return;
+
Movement::MoveSplineInit init(this);
init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset(), false);
if (GetTransport())
@@ -15281,10 +15284,10 @@ void Unit::SetFacingTo(float ori)
init.Launch();
}
-void Unit::SetFacingToObject(WorldObject const* object)
+void Unit::SetFacingToObject(WorldObject const* object, bool force)
{
- // never face when already moving
- if (!IsStopped())
+ // do not face when already moving
+ if (!force && !IsStopped())
return;
/// @todo figure out under what conditions creature will move towards object instead of facing it where it currently is.
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 054db0ef5eb..0337939cdbe 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1711,8 +1711,8 @@ class TC_GAME_API Unit : public WorldObject
void SendSetVehicleRecId(uint32 vehicleId);
void SetInFront(WorldObject const* target);
- void SetFacingTo(float ori);
- void SetFacingToObject(WorldObject const* object);
+ void SetFacingTo(float ori, bool force = false);
+ void SetFacingToObject(WorldObject const* object, bool force = false);
void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
void SendClearThreatListOpcode();
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 79d7c1026d4..898e4841559 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -481,7 +481,7 @@ void MotionMaster::MoveSmoothPath(uint32 pointId, Movement::PointsArray const& p
//MovePoint(EVENT_CHARGE_PREPATH, pos, false);
}
-void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint32 dbChainId, bool walk)
+void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
{
Creature* owner = _owner->ToCreature();
if (!owner)
diff --git a/src/server/game/Movement/MotionMaster.h b/src/server/game/Movement/MotionMaster.h
index a36fab0e735..2dbc5c8f49e 100644
--- a/src/server/game/Movement/MotionMaster.h
+++ b/src/server/game/Movement/MotionMaster.h
@@ -210,7 +210,7 @@ class TC_GAME_API MotionMaster //: private std::stack<MovementGenerator *>
void MoveSmoothPath(uint32 pointId, G3D::Vector3 const* pathPoints, size_t pathSize, bool walk);
void MoveSmoothPath(uint32 pointId, Movement::PointsArray const& points, bool walk);
// Walk along spline chain stored in DB (script_spline_chain_meta and script_spline_chain_waypoints)
- void MoveAlongSplineChain(uint32 pointId, uint32 dbChainId, bool walk);
+ void MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk);
void MoveAlongSplineChain(uint32 pointId, SplineChain const& chain, bool walk);
void ResumeSplineChain(SplineChainResumeInfo const& info);
void MoveFall(uint32 id = 0);
diff --git a/src/server/game/Scripting/ScriptSystem.cpp b/src/server/game/Scripting/ScriptSystem.cpp
index 6cae097c8c4..3e67a44384c 100644
--- a/src/server/game/Scripting/ScriptSystem.cpp
+++ b/src/server/game/Scripting/ScriptSystem.cpp
@@ -106,7 +106,8 @@ void SystemMgr::LoadScriptSplineChains()
{
Field* fieldsMeta = resultMeta->Fetch();
uint32 entry = fieldsMeta[0].GetUInt32();
- uint8 chainId = fieldsMeta[1].GetUInt8(), splineId = fieldsMeta[2].GetUInt8();
+ uint16 chainId = fieldsMeta[1].GetUInt16();
+ uint8 splineId = fieldsMeta[2].GetUInt8();
SplineChain& chain = m_mSplineChainsMap[{entry,chainId}];
if (splineId != chain.size())
@@ -127,7 +128,8 @@ void SystemMgr::LoadScriptSplineChains()
{
Field* fieldsWP = resultWP->Fetch();
uint32 entry = fieldsWP[0].GetUInt32();
- uint8 chainId = fieldsWP[1].GetUInt8(), splineId = fieldsWP[2].GetUInt8(), wpId = fieldsWP[3].GetUInt8();
+ uint16 chainId = fieldsWP[1].GetUInt16();
+ uint8 splineId = fieldsWP[2].GetUInt8(), wpId = fieldsWP[3].GetUInt8();
float posX = fieldsWP[4].GetFloat(), posY = fieldsWP[5].GetFloat(), posZ = fieldsWP[6].GetFloat();
auto it = m_mSplineChainsMap.find({entry,chainId});
if (it == m_mSplineChainsMap.end())
diff --git a/src/server/game/Scripting/ScriptSystem.h b/src/server/game/Scripting/ScriptSystem.h
index 6086b10e2be..7bce7b2e69e 100644
--- a/src/server/game/Scripting/ScriptSystem.h
+++ b/src/server/game/Scripting/ScriptSystem.h
@@ -87,9 +87,9 @@ class TC_GAME_API SystemMgr
return &itr->second;
}
- SplineChain const* GetSplineChain(uint32 entry, uint8 id) const
+ SplineChain const* GetSplineChain(uint32 entry, uint16 chainId) const
{
- auto it = m_mSplineChainsMap.find({ entry, id });
+ auto it = m_mSplineChainsMap.find({ entry, chainId });
if (it == m_mSplineChainsMap.end())
return nullptr;
return &it->second;
@@ -99,7 +99,7 @@ class TC_GAME_API SystemMgr
protected:
PointMoveMap m_mPointMoveMap; //coordinates for waypoints
- typedef std::pair<uint32, uint8> ChainKeyType; // creature entry + chain ID
+ typedef std::pair<uint32, uint16> ChainKeyType; // creature entry + chain ID
std::unordered_map<ChainKeyType, SplineChain> m_mSplineChainsMap; // spline chains
};