diff options
24 files changed, 487 insertions, 484 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 183eddfcae4..b9396122bb1 100755 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -372,7 +372,7 @@ bool Unit::haveOffhandWeapon() const void Unit::MonsterMoveWithSpeed(float x, float y, float z, float speed, bool generatePath, bool forceDestination) { - Movement::MoveSplineInit init(*this); + Movement::MoveSplineInit init(this); init.MoveTo(x, y, z, generatePath, forceDestination); init.SetVelocity(speed); init.Launch(); @@ -14750,7 +14750,7 @@ void Unit::StopMoving() if (!IsInWorld()) return; - Movement::MoveSplineInit init(*this); + Movement::MoveSplineInit init(this); init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset()); init.SetFacing(GetOrientation()); init.Launch(); @@ -17152,7 +17152,7 @@ void Unit::_ExitVehicle(Position const* exitPosition) SendMessageToSet(&data, false); } - Movement::MoveSplineInit init(*this); + Movement::MoveSplineInit init(this); init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()); init.SetFacing(GetOrientation()); init.SetTransportExit(); @@ -17562,7 +17562,7 @@ void Unit::SetInFront(Unit const* target) void Unit::SetFacingTo(float ori) { - Movement::MoveSplineInit init(*this); + Movement::MoveSplineInit init(this); init.MoveTo(GetPositionX(), GetPositionY(), GetPositionZMinusOffset()); init.SetFacing(ori); init.Launch(); diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp index 710821f2f24..61e3fd877b4 100755 --- a/src/server/game/Entities/Vehicle/Vehicle.cpp +++ b/src/server/game/Entities/Vehicle/Vehicle.cpp @@ -365,7 +365,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId) unit->SendClearTarget(); // SMSG_BREAK_TARGET unit->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures) // also adds MOVEMENTFLAG_ROOT - Movement::MoveSplineInit init(*unit); + Movement::MoveSplineInit init(unit); init.DisableTransportPathTransformations(); init.MoveTo(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ); init.SetFacing(0.0f); diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp index 27b1f2eca3f..ca80921a7b2 100755 --- a/src/server/game/Handlers/MovementHandler.cpp +++ b/src/server/game/Handlers/MovementHandler.cpp @@ -125,7 +125,7 @@ void WorldSession::HandleMoveWorldportAckOpcode() { // short preparations to continue flight FlightPathMovementGenerator* flight = (FlightPathMovementGenerator*)(GetPlayer()->GetMotionMaster()->top()); - flight->Initialize(*GetPlayer()); + flight->Initialize(GetPlayer()); return; } diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp index 07d3760cf40..2ad8028ca4f 100644 --- a/src/server/game/Movement/MotionMaster.cpp +++ b/src/server/game/Movement/MotionMaster.cpp @@ -86,7 +86,7 @@ void MotionMaster::UpdateMotion(uint32 diff) ASSERT(!empty()); _cleanFlag |= MMCF_UPDATE; - if (!top()->Update(*_owner, diff)) + if (!top()->Update(_owner, diff)) { _cleanFlag &= ~MMCF_UPDATE; MovementExpired(); @@ -110,7 +110,7 @@ void MotionMaster::UpdateMotion(uint32 diff) else if (needInitTop()) InitTop(); else if (_cleanFlag & MMCF_RESET) - top()->Reset(*_owner); + top()->Reset(_owner); _cleanFlag &= ~MMCF_RESET; } @@ -131,7 +131,7 @@ void MotionMaster::DirectClean(bool reset) if (needInitTop()) InitTop(); else if (reset) - top()->Reset(*_owner); + top()->Reset(_owner); } void MotionMaster::DelayedClean() @@ -162,7 +162,7 @@ void MotionMaster::DirectExpire(bool reset) else if (needInitTop()) InitTop(); else if (reset) - top()->Reset(*_owner); + top()->Reset(_owner); } void MotionMaster::DelayedExpire() @@ -198,19 +198,19 @@ void MotionMaster::MoveTargetedHome() { Clear(false); - if (_owner->GetTypeId()==TYPEID_UNIT && !((Creature*)_owner)->GetCharmerOrOwnerGUID()) + if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID()) { sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) targeted home", _owner->GetEntry(), _owner->GetGUIDLow()); Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE); } - else if (_owner->GetTypeId()==TYPEID_UNIT && ((Creature*)_owner)->GetCharmerOrOwnerGUID()) + else if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->GetCharmerOrOwnerGUID()) { sLog->outDebug(LOG_FILTER_GENERAL, "Pet or controlled creature (Entry: %u GUID: %u) targeting home", _owner->GetEntry(), _owner->GetGUIDLow()); - Unit *target = ((Creature*)_owner)->GetCharmerOrOwner(); + Unit* target = _owner->ToCreature()->GetCharmerOrOwner(); if (target) { sLog->outDebug(LOG_FILTER_GENERAL, "Following %s (GUID: %u)", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow()); - Mutate(new FollowMovementGenerator<Creature>(*target,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE); + Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE); } } else @@ -247,7 +247,7 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle) _owner->GetGUIDLow(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow()); - Mutate(new ChaseMovementGenerator<Player>(*target,dist,angle), MOTION_SLOT_ACTIVE); + Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE); } else { @@ -255,7 +255,7 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle) _owner->GetEntry(), _owner->GetGUIDLow(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow()); - Mutate(new ChaseMovementGenerator<Creature>(*target,dist,angle), MOTION_SLOT_ACTIVE); + Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE); } } @@ -271,7 +271,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) follow to %s (GUID: %u)", _owner->GetGUIDLow(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow()); - Mutate(new FollowMovementGenerator<Player>(*target,dist,angle), slot); + Mutate(new FollowMovementGenerator<Player>(target, dist, angle), slot); } else { @@ -279,7 +279,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo _owner->GetEntry(), _owner->GetGUIDLow(), target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow()); - Mutate(new FollowMovementGenerator<Creature>(*target,dist,angle), slot); + Mutate(new FollowMovementGenerator<Creature>(target, dist, angle), slot); } } @@ -305,7 +305,7 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos) sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", _owner->GetEntry(), id, x, y, z); - Movement::MoveSplineInit init(*_owner); + Movement::MoveSplineInit init(_owner); init.MoveTo(x,y,z); init.SetAnimation(Movement::ToGround); init.Launch(); @@ -319,7 +319,7 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos) sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", _owner->GetEntry(), id, x, y, z); - Movement::MoveSplineInit init(*_owner); + Movement::MoveSplineInit init(_owner); init.MoveTo(x,y,z); init.SetAnimation(Movement::ToFly); init.Launch(); @@ -339,7 +339,7 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa _owner->GetNearPoint(_owner, x, y, z, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + M_PI); - Movement::MoveSplineInit init(*_owner); + Movement::MoveSplineInit init(_owner); init.MoveTo(x,y,z); init.SetParabolic(max_height,0); init.SetOrientationFixed(true); @@ -369,7 +369,7 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee float moveTimeHalf = speedZ / Movement::gravity; float max_height = -Movement::computeFallElevation(moveTimeHalf,false,-speedZ); - Movement::MoveSplineInit init(*_owner); + Movement::MoveSplineInit init(_owner); init.MoveTo(x, y, z, false); init.SetParabolic(max_height,0); init.SetVelocity(speedXY); @@ -398,7 +398,7 @@ void MotionMaster::MoveFall(uint32 id/*=0*/) _owner->m_movementInfo.SetFallTime(0); } - Movement::MoveSplineInit init(*_owner); + Movement::MoveSplineInit init(_owner); init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz); init.SetFall(); init.Launch(); @@ -545,7 +545,7 @@ void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot) else { _needInit[slot] = false; - m->Initialize(*_owner); + m->Initialize(_owner); } } @@ -613,7 +613,7 @@ MovementGeneratorType MotionMaster::GetMotionSlotType(int slot) const void MotionMaster::InitTop() { - top()->Initialize(*_owner); + top()->Initialize(_owner); _needInit[_top] = false; } @@ -621,7 +621,7 @@ void MotionMaster::DirectDelete(_Ty curr) { if (isStatic(curr)) return; - curr->Finalize(*_owner); + curr->Finalize(_owner); delete curr; } diff --git a/src/server/game/Movement/MovementGenerator.h b/src/server/game/Movement/MovementGenerator.h index 85e1fec0c2d..ee8dfb51cce 100755 --- a/src/server/game/Movement/MovementGenerator.h +++ b/src/server/game/Movement/MovementGenerator.h @@ -33,51 +33,54 @@ class MovementGenerator public: virtual ~MovementGenerator(); - virtual void Initialize(Unit &) = 0; - virtual void Finalize(Unit &) = 0; + virtual void Initialize(Unit*) = 0; + virtual void Finalize(Unit*) = 0; - virtual void Reset(Unit &) = 0; + virtual void Reset(Unit*) = 0; - virtual bool Update(Unit &, const uint32& time_diff) = 0; + virtual bool Update(Unit*, const uint32& time_diff) = 0; virtual MovementGeneratorType GetMovementGeneratorType() = 0; virtual void unitSpeedChanged() { } // used by Evade code for select point to evade with expected restart default movement - virtual bool GetResetPosition(Unit &, float& /*x*/, float& /*y*/, float& /*z*/) { return false; } + virtual bool GetResetPosition(Unit*, float& /*x*/, float& /*y*/, float& /*z*/) { return false; } }; template<class T, class D> class MovementGeneratorMedium : public MovementGenerator { public: - void Initialize(Unit &u) + void Initialize(Unit* u) { //u->AssertIsType<T>(); - (static_cast<D*>(this))->Initialize(*((T*)&u)); + (static_cast<D*>(this))->Initialize(static_cast<T*>(u)); } - void Finalize(Unit &u) + + void Finalize(Unit* u) { //u->AssertIsType<T>(); - (static_cast<D*>(this))->Finalize(*((T*)&u)); + (static_cast<D*>(this))->Finalize(static_cast<T*>(u)); } - void Reset(Unit &u) + + void Reset(Unit* u) { //u->AssertIsType<T>(); - (static_cast<D*>(this))->Reset(*((T*)&u)); + (static_cast<D*>(this))->Reset(static_cast<T*>(u)); } - bool Update(Unit &u, const uint32& time_diff) + + bool Update(Unit* u, const uint32& time_diff) { //u->AssertIsType<T>(); - return (static_cast<D*>(this))->Update(*((T*)&u), time_diff); + return (static_cast<D*>(this))->Update(static_cast<T*>(u), time_diff); } public: // will not link if not overridden in the generators - void Initialize(T &u); - void Finalize(T &u); - void Reset(T &u); - bool Update(T &u, const uint32& time_diff); + void Initialize(T* u); + void Finalize(T* u); + void Reset(T* u); + bool Update(T* u, const uint32& time_diff); }; struct SelectableMovement : public FactoryHolder<MovementGenerator, MovementGeneratorType> diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp index b9b69baf0f8..f1d1d8cf04a 100755 --- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp @@ -31,34 +31,34 @@ #endif template<class T> -void ConfusedMovementGenerator<T>::Initialize(T &unit) +void ConfusedMovementGenerator<T>::Initialize(T* unit) { - unit.GetPosition(i_x, i_y, i_z); - unit.StopMoving(); - unit.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); - unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); + unit->GetPosition(i_x, i_y, i_z); + unit->StopMoving(); + unit->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); + unit->AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); } template<class T> -void ConfusedMovementGenerator<T>::Reset(T &unit) +void ConfusedMovementGenerator<T>::Reset(T* unit) { i_nextMoveTime.Reset(0); - unit.StopMoving(); - unit.AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); + unit->StopMoving(); + unit->AddUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); } template<class T> -bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff) +bool ConfusedMovementGenerator<T>::Update(T* unit, const uint32& diff) { - if (unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) + if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) return true; if (i_nextMoveTime.Passed()) { // currently moving, update location - unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE); + unit->AddUnitState(UNIT_STATE_CONFUSED_MOVE); - if (unit.movespline->Finalized()) + if (unit->movespline->Finalized()) i_nextMoveTime.Reset(urand(800, 1500)); } else @@ -68,15 +68,15 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff) if (i_nextMoveTime.Passed()) { // start moving - unit.AddUnitState(UNIT_STATE_CONFUSED_MOVE); + unit->AddUnitState(UNIT_STATE_CONFUSED_MOVE); float x = i_x + 10.0f*((float)rand_norm() - 0.5f); float y = i_y + 10.0f*((float)rand_norm() - 0.5f); float z = i_z; - unit.UpdateAllowedPositionZ(x, y, z); + unit->UpdateAllowedPositionZ(x, y, z); - PathGenerator path(&unit); + PathGenerator path(unit); path.setPathLengthLimit(30.0f); path.CalculatePath(x, y, z); if (path.getPathType() & PATHFIND_NOPATH) @@ -96,26 +96,26 @@ bool ConfusedMovementGenerator<T>::Update(T &unit, const uint32 &diff) } template<> -void ConfusedMovementGenerator<Player>::Finalize(Player &unit) +void ConfusedMovementGenerator<Player>::Finalize(Player* unit) { - unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); - unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); - unit.StopMoving(); + unit->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); + unit->ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); + unit->StopMoving(); } template<> -void ConfusedMovementGenerator<Creature>::Finalize(Creature &unit) +void ConfusedMovementGenerator<Creature>::Finalize(Creature* unit) { - unit.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); - unit.ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); - if (unit.getVictim()) - unit.SetTarget(unit.getVictim()->GetGUID()); + unit->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CONFUSED); + unit->ClearUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_CONFUSED_MOVE); + if (unit->getVictim()) + unit->SetTarget(unit->getVictim()->GetGUID()); } -template void ConfusedMovementGenerator<Player>::Initialize(Player &player); -template void ConfusedMovementGenerator<Creature>::Initialize(Creature &creature); -template void ConfusedMovementGenerator<Player>::Reset(Player &player); -template void ConfusedMovementGenerator<Creature>::Reset(Creature &creature); -template bool ConfusedMovementGenerator<Player>::Update(Player &player, const uint32 &diff); -template bool ConfusedMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff); +template void ConfusedMovementGenerator<Player>::Initialize(Player*); +template void ConfusedMovementGenerator<Creature>::Initialize(Creature*); +template void ConfusedMovementGenerator<Player>::Reset(Player*); +template void ConfusedMovementGenerator<Creature>::Reset(Creature*); +template bool ConfusedMovementGenerator<Player>::Update(Player*, const uint32&); +template bool ConfusedMovementGenerator<Creature>::Update(Creature*, const uint32&); diff --git a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h index 72ffd7b734b..5b535e2d47d 100755 --- a/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h @@ -28,10 +28,10 @@ class ConfusedMovementGenerator : public MovementGeneratorMedium< T, ConfusedMov public: explicit ConfusedMovementGenerator() : i_nextMoveTime(0) {} - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - bool Update(T &, const uint32 &); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + bool Update(T*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return CONFUSED_MOTION_TYPE; } private: diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp index ae1e89c8562..e04f7b6fcbc 100755 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp @@ -29,21 +29,21 @@ #define MAX_QUIET_DISTANCE 43.0f template<class T> -void FleeingMovementGenerator<T>::_setTargetLocation(T &owner) +void FleeingMovementGenerator<T>::_setTargetLocation(T* owner) { - if (!&owner) + if (!owner) return; - if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) + if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) return; float x, y, z; if (!_getPoint(owner, x, y, z)) return; - owner.AddUnitState(UNIT_STATE_FLEEING_MOVE); + owner->AddUnitState(UNIT_STATE_FLEEING_MOVE); - PathGenerator path(&owner); + PathGenerator path(owner); path.setPathLengthLimit(30.0f); path.CalculatePath(x, y, z); if (path.getPathType() & PATHFIND_NOPATH) @@ -60,17 +60,17 @@ void FleeingMovementGenerator<T>::_setTargetLocation(T &owner) } template<class T> -bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float &z) +bool FleeingMovementGenerator<T>::_getPoint(T* owner, float &x, float &y, float &z) { - if (!&owner) + if (!owner) return false; float dist_from_caster, angle_to_caster; - if (Unit* fright = ObjectAccessor::GetUnit(owner, i_frightGUID)) + if (Unit* fright = ObjectAccessor::GetUnit(*owner, i_frightGUID)) { - dist_from_caster = fright->GetDistance(&owner); + dist_from_caster = fright->GetDistance(owner); if (dist_from_caster > 0.2f) - angle_to_caster = fright->GetAngle(&owner); + angle_to_caster = fright->GetAngle(owner); else angle_to_caster = frand(0, 2 * static_cast<float>(M_PI)); } @@ -98,106 +98,106 @@ bool FleeingMovementGenerator<T>::_getPoint(T &owner, float &x, float &y, float } float curr_x, curr_y, curr_z; - owner.GetPosition(curr_x, curr_y, curr_z); + owner->GetPosition(curr_x, curr_y, curr_z); x = curr_x + dist*cos(angle); y = curr_y + dist*sin(angle); z = curr_z; - owner.UpdateAllowedPositionZ(x, y, z); + owner->UpdateAllowedPositionZ(x, y, z); return true; } template<class T> -void FleeingMovementGenerator<T>::Initialize(T &owner) +void FleeingMovementGenerator<T>::Initialize(T* owner) { - if (!&owner) + if (!owner) return; - owner.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); - owner.AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); + owner->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); + owner->AddUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); - if (owner.GetTypeId() == TYPEID_UNIT) + if (owner->GetTypeId() == TYPEID_UNIT) return; _setTargetLocation(owner); } template<> -void FleeingMovementGenerator<Player>::Finalize(Player &owner) +void FleeingMovementGenerator<Player>::Finalize(Player* owner) { - owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); - owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); - owner.StopMoving(); + owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); + owner->ClearUnitState(UNIT_STATE_FLEEING | UNIT_STATE_FLEEING_MOVE); + owner->StopMoving(); } template<> -void FleeingMovementGenerator<Creature>::Finalize(Creature &owner) +void FleeingMovementGenerator<Creature>::Finalize(Creature* owner) { - owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); - owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); - if (owner.getVictim()) - owner.SetTarget(owner.getVictim()->GetGUID()); + owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); + owner->ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); + if (owner->getVictim()) + owner->SetTarget(owner->getVictim()->GetGUID()); } template<class T> -void FleeingMovementGenerator<T>::Reset(T &owner) +void FleeingMovementGenerator<T>::Reset(T* owner) { Initialize(owner); } template<class T> -bool FleeingMovementGenerator<T>::Update(T &owner, const uint32 &time_diff) +bool FleeingMovementGenerator<T>::Update(T* owner, const uint32& time_diff) { - if (!&owner || !owner.isAlive()) + if (!owner || !owner->isAlive()) return false; - if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) + if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) { - owner.ClearUnitState(UNIT_STATE_FLEEING_MOVE); + owner->ClearUnitState(UNIT_STATE_FLEEING_MOVE); return true; } i_nextCheckTime.Update(time_diff); - if (i_nextCheckTime.Passed() && owner.movespline->Finalized()) + if (i_nextCheckTime.Passed() && owner->movespline->Finalized()) _setTargetLocation(owner); return true; } -template void FleeingMovementGenerator<Player>::Initialize(Player &); -template void FleeingMovementGenerator<Creature>::Initialize(Creature &); -template bool FleeingMovementGenerator<Player>::_getPoint(Player &, float &, float &, float &); -template bool FleeingMovementGenerator<Creature>::_getPoint(Creature &, float &, float &, float &); -template void FleeingMovementGenerator<Player>::_setTargetLocation(Player &); -template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature &); -template void FleeingMovementGenerator<Player>::Reset(Player &); -template void FleeingMovementGenerator<Creature>::Reset(Creature &); -template bool FleeingMovementGenerator<Player>::Update(Player &, const uint32 &); -template bool FleeingMovementGenerator<Creature>::Update(Creature &, const uint32 &); - -void TimedFleeingMovementGenerator::Finalize(Unit &owner) +template void FleeingMovementGenerator<Player>::Initialize(Player*); +template void FleeingMovementGenerator<Creature>::Initialize(Creature*); +template bool FleeingMovementGenerator<Player>::_getPoint(Player*, float&, float&, float&); +template bool FleeingMovementGenerator<Creature>::_getPoint(Creature*, float&, float&, float&); +template void FleeingMovementGenerator<Player>::_setTargetLocation(Player*); +template void FleeingMovementGenerator<Creature>::_setTargetLocation(Creature*); +template void FleeingMovementGenerator<Player>::Reset(Player*); +template void FleeingMovementGenerator<Creature>::Reset(Creature*); +template bool FleeingMovementGenerator<Player>::Update(Player*, const uint32&); +template bool FleeingMovementGenerator<Creature>::Update(Creature*, const uint32&); + +void TimedFleeingMovementGenerator::Finalize(Unit* owner) { - owner.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); - owner.ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); - if (Unit* victim = owner.getVictim()) + owner->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_FLEEING); + owner->ClearUnitState(UNIT_STATE_FLEEING|UNIT_STATE_FLEEING_MOVE); + if (Unit* victim = owner->getVictim()) { - if (owner.isAlive()) + if (owner->isAlive()) { - owner.AttackStop(); - owner.ToCreature()->AI()->AttackStart(victim); + owner->AttackStop(); + owner->ToCreature()->AI()->AttackStart(victim); } } } -bool TimedFleeingMovementGenerator::Update(Unit & owner, const uint32& time_diff) +bool TimedFleeingMovementGenerator::Update(Unit* owner, const uint32& time_diff) { - if (!owner.isAlive()) + if (!owner->isAlive()) return false; - if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) + if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) { - owner.ClearUnitState(UNIT_STATE_FLEEING_MOVE); + owner->ClearUnitState(UNIT_STATE_FLEEING_MOVE); return true; } diff --git a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h index cb3bd1cb69a..88dedd31af6 100755 --- a/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h @@ -27,16 +27,16 @@ class FleeingMovementGenerator : public MovementGeneratorMedium< T, FleeingMovem public: FleeingMovementGenerator(uint64 fright) : i_frightGUID(fright), i_nextCheckTime(0) {} - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - bool Update(T &, const uint32 &); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + bool Update(T*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return FLEEING_MOTION_TYPE; } private: - void _setTargetLocation(T &owner); - bool _getPoint(T &owner, float &x, float &y, float &z); + void _setTargetLocation(T*); + bool _getPoint(T*, float &x, float &y, float &z); uint64 i_frightGUID; TimeTracker i_nextCheckTime; @@ -50,8 +50,8 @@ class TimedFleeingMovementGenerator : public FleeingMovementGenerator<Creature> i_totalFleeTime(time) {} MovementGeneratorType GetMovementGeneratorType() { return TIMED_FLEEING_MOTION_TYPE; } - bool Update(Unit &, const uint32&); - void Finalize(Unit &); + bool Update(Unit*, const uint32&); + void Finalize(Unit*); private: TimeTracker i_totalFleeTime; diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp index f122349a71c..78c1f80005c 100644 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp @@ -23,49 +23,49 @@ #include "MoveSplineInit.h" #include "MoveSpline.h" -void HomeMovementGenerator<Creature>::Initialize(Creature& owner) +void HomeMovementGenerator<Creature>::Initialize(Creature* owner) { _setTargetLocation(owner); } -void HomeMovementGenerator<Creature>::Finalize(Creature& owner) +void HomeMovementGenerator<Creature>::Finalize(Creature* owner) { if (arrived) { - owner.ClearUnitState(UNIT_STATE_EVADE); - owner.SetWalk(true); - owner.LoadCreaturesAddon(true); - owner.AI()->JustReachedHome(); + owner->ClearUnitState(UNIT_STATE_EVADE); + owner->SetWalk(true); + owner->LoadCreaturesAddon(true); + owner->AI()->JustReachedHome(); } } -void HomeMovementGenerator<Creature>::Reset(Creature &) +void HomeMovementGenerator<Creature>::Reset(Creature*) { } -void HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner) +void HomeMovementGenerator<Creature>::_setTargetLocation(Creature* owner) { - if (owner.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) + if (owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) return; Movement::MoveSplineInit init(owner); float x, y, z, o; // at apply we can select more nice return points base at current movegen - if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z)) + if (owner->GetMotionMaster()->empty() || !owner->GetMotionMaster()->top()->GetResetPosition(owner, x, y, z)) { - owner.GetHomePosition(x, y, z, o); + owner->GetHomePosition(x, y, z, o); init.SetFacing(o); } - init.MoveTo(x,y,z); + init.MoveTo(x, y, z); init.SetWalk(false); init.Launch(); arrived = false; - owner.ClearUnitState(UNIT_STATE_ALL_STATE & ~UNIT_STATE_EVADE); + owner->ClearUnitState(UNIT_STATE_ALL_STATE & ~UNIT_STATE_EVADE); } -bool HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32 /*time_diff*/) +bool HomeMovementGenerator<Creature>::Update(Creature* owner, const uint32 /*time_diff*/) { - arrived = owner.movespline->Finalized(); + arrived = owner->movespline->Finalized(); return !arrived; } diff --git a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h index 95eb05f281c..dfbea60d353 100755 --- a/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h @@ -34,14 +34,14 @@ class HomeMovementGenerator<Creature> : public MovementGeneratorMedium< Creature HomeMovementGenerator() : arrived(false) {} ~HomeMovementGenerator() {} - void Initialize(Creature &); - void Finalize(Creature &); - void Reset(Creature &); - bool Update(Creature &, const uint32); + void Initialize(Creature*); + void Finalize(Creature*); + void Reset(Creature*); + bool Update(Creature*, const uint32); MovementGeneratorType GetMovementGeneratorType() { return HOME_MOTION_TYPE; } private: - void _setTargetLocation(Creature &); + void _setTargetLocation(Creature*); bool arrived; }; #endif diff --git a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp index 5a2090cfe28..8ef9bd7697a 100755 --- a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp @@ -24,33 +24,33 @@ IdleMovementGenerator si_idleMovement; // StopMoving is needed to make unit stop if its last movement generator expires // But it should not be sent otherwise there are many redundent packets -void IdleMovementGenerator::Initialize(Unit &owner) +void IdleMovementGenerator::Initialize(Unit* owner) { Reset(owner); } -void IdleMovementGenerator::Reset(Unit& owner) +void IdleMovementGenerator::Reset(Unit* owner) { - if (!owner.IsStopped()) - owner.StopMoving(); + if (!owner->IsStopped()) + owner->StopMoving(); } -void RotateMovementGenerator::Initialize(Unit& owner) +void RotateMovementGenerator::Initialize(Unit* owner) { - if (!owner.IsStopped()) - owner.StopMoving(); + if (!owner->IsStopped()) + owner->StopMoving(); - if (owner.getVictim()) - owner.SetInFront(owner.getVictim()); + if (owner->getVictim()) + owner->SetInFront(owner->getVictim()); - owner.AddUnitState(UNIT_STATE_ROTATING); + owner->AddUnitState(UNIT_STATE_ROTATING); - owner.AttackStop(); + owner->AttackStop(); } -bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff) +bool RotateMovementGenerator::Update(Unit* owner, const uint32& diff) { - float angle = owner.GetOrientation(); + float angle = owner->GetOrientation(); if (m_direction == ROTATE_DIRECTION_LEFT) { angle += (float)diff * static_cast<float>(M_PI * 2) / m_maxDuration; @@ -61,8 +61,8 @@ bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff) angle -= (float)diff * static_cast<float>(M_PI * 2) / m_maxDuration; while (angle < 0) angle += static_cast<float>(M_PI * 2); } - owner.SetOrientation(angle); - owner.SendMovementFlagUpdate(); // this is a hack. we do not have anything correct to send in the beginning + owner->SetOrientation(angle); + owner->SendMovementFlagUpdate(); // this is a hack. we do not have anything correct to send in the beginning if (m_duration > diff) m_duration -= diff; @@ -72,24 +72,24 @@ bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff) return true; } -void RotateMovementGenerator::Finalize(Unit &unit) +void RotateMovementGenerator::Finalize(Unit* unit) { - unit.ClearUnitState(UNIT_STATE_ROTATING); - if (unit.GetTypeId() == TYPEID_UNIT) - unit.ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0); + unit->ClearUnitState(UNIT_STATE_ROTATING); + if (unit->GetTypeId() == TYPEID_UNIT) + unit->ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0); } -void DistractMovementGenerator::Initialize(Unit& owner) +void DistractMovementGenerator::Initialize(Unit* owner) { - owner.AddUnitState(UNIT_STATE_DISTRACTED); + owner->AddUnitState(UNIT_STATE_DISTRACTED); } -void DistractMovementGenerator::Finalize(Unit& owner) +void DistractMovementGenerator::Finalize(Unit* owner) { - owner.ClearUnitState(UNIT_STATE_DISTRACTED); + owner->ClearUnitState(UNIT_STATE_DISTRACTED); } -bool DistractMovementGenerator::Update(Unit& /*owner*/, const uint32& time_diff) +bool DistractMovementGenerator::Update(Unit* /*owner*/, const uint32& time_diff) { if (time_diff > m_timer) return false; @@ -98,9 +98,9 @@ bool DistractMovementGenerator::Update(Unit& /*owner*/, const uint32& time_diff) return true; } -void AssistanceDistractMovementGenerator::Finalize(Unit &unit) +void AssistanceDistractMovementGenerator::Finalize(Unit* unit) { - unit.ClearUnitState(UNIT_STATE_DISTRACTED); - unit.ToCreature()->SetReactState(REACT_AGGRESSIVE); + unit->ClearUnitState(UNIT_STATE_DISTRACTED); + unit->ToCreature()->SetReactState(REACT_AGGRESSIVE); } diff --git a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h index 7acec82af98..14287d871c9 100755 --- a/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h @@ -25,10 +25,10 @@ class IdleMovementGenerator : public MovementGenerator { public: - void Initialize(Unit &); - void Finalize(Unit &) { } - void Reset(Unit &); - bool Update(Unit &, const uint32&) { return true; } + void Initialize(Unit*); + void Finalize(Unit*) { } + void Reset(Unit*); + bool Update(Unit*, const uint32&) { return true; } MovementGeneratorType GetMovementGeneratorType() { return IDLE_MOTION_TYPE; } }; @@ -39,10 +39,10 @@ class RotateMovementGenerator : public MovementGenerator public: explicit RotateMovementGenerator(uint32 time, RotateDirection direction) : m_duration(time), m_maxDuration(time), m_direction(direction) {} - void Initialize(Unit& owner); - void Finalize(Unit& owner); - void Reset(Unit& owner) { Initialize(owner); } - bool Update(Unit& owner, const uint32& time_diff); + void Initialize(Unit*); + void Finalize(Unit*); + void Reset(Unit* owner) { Initialize(owner); } + bool Update(Unit*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return ROTATE_MOTION_TYPE; } private: @@ -55,10 +55,10 @@ class DistractMovementGenerator : public MovementGenerator public: explicit DistractMovementGenerator(uint32 timer) : m_timer(timer) {} - void Initialize(Unit& owner); - void Finalize(Unit& owner); - void Reset(Unit& owner) { Initialize(owner); } - bool Update(Unit& owner, const uint32& time_diff); + void Initialize(Unit*); + void Finalize(Unit*); + void Reset(Unit* owner) { Initialize(owner); } + bool Update(Unit*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return DISTRACT_MOTION_TYPE; } private: @@ -72,7 +72,7 @@ class AssistanceDistractMovementGenerator : public DistractMovementGenerator DistractMovementGenerator(timer) {} MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_DISTRACT_MOTION_TYPE; } - void Finalize(Unit& unit); + void Finalize(Unit*); }; #endif diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp index cdb8a0a2a05..c8a7c8f8f8d 100755 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp @@ -27,12 +27,12 @@ //----- Point Movement Generator template<class T> -void PointMovementGenerator<T>::Initialize(T &unit) +void PointMovementGenerator<T>::Initialize(T* unit) { - if (!unit.IsStopped()) - unit.StopMoving(); + if (!unit->IsStopped()) + unit->StopMoving(); - unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + unit->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); i_recalculateSpeed = false; Movement::MoveSplineInit init(unit); init.MoveTo(i_x, i_y, i_z, m_generatePath); @@ -42,20 +42,20 @@ void PointMovementGenerator<T>::Initialize(T &unit) } template<class T> -bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/) +bool PointMovementGenerator<T>::Update(T* unit, const uint32& /*diff*/) { - if (!&unit) + if (!unit) return false; - if (unit.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) + if (unit->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) { - unit.ClearUnitState(UNIT_STATE_ROAMING_MOVE); + unit->ClearUnitState(UNIT_STATE_ROAMING_MOVE); return true; } - unit.AddUnitState(UNIT_STATE_ROAMING_MOVE); + unit->AddUnitState(UNIT_STATE_ROAMING_MOVE); - if (i_recalculateSpeed && !unit.movespline->Finalized()) + if (i_recalculateSpeed && !unit->movespline->Finalized()) { i_recalculateSpeed = false; Movement::MoveSplineInit init(unit); @@ -65,74 +65,74 @@ bool PointMovementGenerator<T>::Update(T &unit, const uint32 & /*diff*/) init.Launch(); } - return !unit.movespline->Finalized(); + return !unit->movespline->Finalized(); } template<class T> -void PointMovementGenerator<T>::Finalize(T &unit) +void PointMovementGenerator<T>::Finalize(T* unit) { - if (unit.HasUnitState(UNIT_STATE_CHARGING)) - unit.ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); + if (unit->HasUnitState(UNIT_STATE_CHARGING)) + unit->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); - if (unit.movespline->Finalized()) + if (unit->movespline->Finalized()) MovementInform(unit); } template<class T> -void PointMovementGenerator<T>::Reset(T &unit) +void PointMovementGenerator<T>::Reset(T* unit) { - if (!unit.IsStopped()) - unit.StopMoving(); + if (!unit->IsStopped()) + unit->StopMoving(); - unit.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + unit->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); } template<class T> -void PointMovementGenerator<T>::MovementInform(T & /*unit*/) +void PointMovementGenerator<T>::MovementInform(T* /*unit*/) { } -template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit) +template <> void PointMovementGenerator<Creature>::MovementInform(Creature* unit) { - if (unit.AI()) - unit.AI()->MovementInform(POINT_MOTION_TYPE, id); + if (unit->AI()) + unit->AI()->MovementInform(POINT_MOTION_TYPE, id); } -template void PointMovementGenerator<Player>::Initialize(Player&); -template void PointMovementGenerator<Creature>::Initialize(Creature&); -template void PointMovementGenerator<Player>::Finalize(Player&); -template void PointMovementGenerator<Creature>::Finalize(Creature&); -template void PointMovementGenerator<Player>::Reset(Player&); -template void PointMovementGenerator<Creature>::Reset(Creature&); -template bool PointMovementGenerator<Player>::Update(Player &, const uint32 &); -template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &); +template void PointMovementGenerator<Player>::Initialize(Player*); +template void PointMovementGenerator<Creature>::Initialize(Creature*); +template void PointMovementGenerator<Player>::Finalize(Player*); +template void PointMovementGenerator<Creature>::Finalize(Creature*); +template void PointMovementGenerator<Player>::Reset(Player*); +template void PointMovementGenerator<Creature>::Reset(Creature*); +template bool PointMovementGenerator<Player>::Update(Player*, const uint32&); +template bool PointMovementGenerator<Creature>::Update(Creature*, const uint32&); -void AssistanceMovementGenerator::Finalize(Unit &unit) +void AssistanceMovementGenerator::Finalize(Unit* unit) { - unit.ToCreature()->SetNoCallAssistance(false); - unit.ToCreature()->CallAssistance(); - if (unit.isAlive()) - unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)); + unit->ToCreature()->SetNoCallAssistance(false); + unit->ToCreature()->CallAssistance(); + if (unit->isAlive()) + unit->GetMotionMaster()->MoveSeekAssistanceDistract(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)); } -bool EffectMovementGenerator::Update(Unit &unit, const uint32&) +bool EffectMovementGenerator::Update(Unit* unit, const uint32&) { - return !unit.movespline->Finalized(); + return !unit->movespline->Finalized(); } -void EffectMovementGenerator::Finalize(Unit &unit) +void EffectMovementGenerator::Finalize(Unit* unit) { - if (unit.GetTypeId() != TYPEID_UNIT) + if (unit->GetTypeId() != TYPEID_UNIT) return; - if (((Creature&)unit).AI()) - ((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id); + if (unit->ToCreature()->AI()) + unit->ToCreature()->AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id); // Need restore previous movement since we have no proper states system - if (unit.isAlive() && !unit.HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING)) + if (unit->isAlive() && !unit->HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING)) { - if (Unit* victim = unit.getVictim()) - unit.GetMotionMaster()->MoveChase(victim); + if (Unit* victim = unit->getVictim()) + unit->GetMotionMaster()->MoveChase(victim); else - unit.GetMotionMaster()->Initialize(); + unit->GetMotionMaster()->Initialize(); } } diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h index 541cbdbc3a7..4111690627e 100644 --- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h @@ -29,18 +29,18 @@ class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementG PointMovementGenerator(uint32 _id, float _x, float _y, float _z, bool _generatePath, float _speed = 0.0f) : id(_id), i_x(_x), i_y(_y), i_z(_z), m_generatePath(_generatePath), speed(_speed) {} - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - bool Update(T &, const uint32 &); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + bool Update(T*, const uint32 &); - void MovementInform(T &); + void MovementInform(T*); void unitSpeedChanged() { i_recalculateSpeed = true; } MovementGeneratorType GetMovementGeneratorType() { return POINT_MOTION_TYPE; } - bool GetDestination(float& x, float& y, float& z) const { x=i_x; y=i_y; z=i_z; return true; } + void GetDestination(float& x, float& y, float& z) const { x = i_x; y = i_y; z = i_z; } private: uint32 id; float i_x, i_y, i_z; @@ -56,7 +56,7 @@ class AssistanceMovementGenerator : public PointMovementGenerator<Creature> PointMovementGenerator<Creature>(0, _x, _y, _z, true) {} MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; } - void Finalize(Unit &); + void Finalize(Unit*); }; // Does almost nothing - just doesn't allows previous movegen interrupt current effect. @@ -64,10 +64,10 @@ class EffectMovementGenerator : public MovementGenerator { public: explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {} - void Initialize(Unit &) {} - void Finalize(Unit &unit); - void Reset(Unit &) {} - bool Update(Unit &u, const uint32&); + void Initialize(Unit*) {} + void Finalize(Unit*); + void Reset(Unit*) {} + bool Update(Unit*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return EFFECT_MOTION_TYPE; } private: uint32 m_Id; diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp index 84cd9e88295..3e55b9679c6 100755 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp @@ -33,16 +33,16 @@ #endif template<> -void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature) +void RandomMovementGenerator<Creature>::_setRandomLocation(Creature* creature) { float respX, respY, respZ, respO, destX, destY, destZ, travelDistZ; - creature.GetHomePosition(respX, respY, respZ, respO); - Map const* map = creature.GetBaseMap(); + creature->GetHomePosition(respX, respY, respZ, respO); + Map const* map = creature->GetBaseMap(); // 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(); + bool is_air_ok = creature->CanFly(); const float angle = float(rand_norm()) * static_cast<float>(M_PI*2.0f); const float range = float(rand_norm()) * wander_distance; @@ -77,17 +77,17 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature) // The fastest way to get an accurate result 90% of the time. // Better result can be obtained like 99% accuracy with a ray light, but the cost is too high and the code is too long. - destZ = map->GetHeight(creature.GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, false); + destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, false); if (fabs(destZ - respZ) > travelDistZ) // Map check { // Vmap Horizontal or above - destZ = map->GetHeight(creature.GetPhaseMask(), destX, destY, respZ - 2.0f, true); + destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ - 2.0f, true); if (fabs(destZ - respZ) > travelDistZ) { // Vmap Higher - destZ = map->GetHeight(creature.GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, true); + destZ = map->GetHeight(creature->GetPhaseMask(), destX, destY, respZ+travelDistZ-2.0f, true); // let's forget this bad coords where a z cannot be find and retry at next tick if (fabs(destZ - respZ) > travelDistZ) @@ -101,7 +101,7 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature) else i_nextMoveTime.Reset(urand(500, 10000)); - creature.AddUnitState(UNIT_STATE_ROAMING_MOVE); + creature->AddUnitState(UNIT_STATE_ROAMING_MOVE); Movement::MoveSplineInit init(creature); init.MoveTo(destX, destY, destZ); @@ -109,47 +109,47 @@ void RandomMovementGenerator<Creature>::_setRandomLocation(Creature& creature) init.Launch(); //Call for creature group update - if (creature.GetFormation() && creature.GetFormation()->getLeader() == &creature) - creature.GetFormation()->LeaderMoveTo(destX, destY, destZ); + if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature) + creature->GetFormation()->LeaderMoveTo(destX, destY, destZ); } template<> -void RandomMovementGenerator<Creature>::Initialize(Creature &creature) +void RandomMovementGenerator<Creature>::Initialize(Creature* creature) { - if (!creature.isAlive()) + if (!creature->isAlive()) return; if (!wander_distance) - wander_distance = creature.GetRespawnRadius(); + wander_distance = creature->GetRespawnRadius(); - creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); _setRandomLocation(creature); } template<> -void RandomMovementGenerator<Creature>::Reset(Creature &creature) +void RandomMovementGenerator<Creature>::Reset(Creature* creature) { Initialize(creature); } template<> -void RandomMovementGenerator<Creature>::Finalize(Creature &creature) +void RandomMovementGenerator<Creature>::Finalize(Creature* creature) { - creature.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); - creature.SetWalk(false); + creature->ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + creature->SetWalk(false); } template<> -bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 diff) +bool RandomMovementGenerator<Creature>::Update(Creature* creature, const uint32 diff) { - if (creature.HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) + if (creature->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED)) { i_nextMoveTime.Reset(0); // Expire the timer - creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE); + creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); return true; } - if (creature.movespline->Finalized()) + if (creature->movespline->Finalized()) { i_nextMoveTime.Update(diff); if (i_nextMoveTime.Passed()) @@ -159,14 +159,14 @@ bool RandomMovementGenerator<Creature>::Update(Creature &creature, const uint32 } template<> -bool RandomMovementGenerator<Creature>::GetResetPosition(Creature &creature, float& x, float& y, float& z) +bool RandomMovementGenerator<Creature>::GetResetPosition(Creature* creature, float& x, float& y, float& z) { float radius; - creature.GetRespawnPosition(x, y, z, NULL, &radius); + creature->GetRespawnPosition(x, y, z, NULL, &radius); // use current if in range - if (creature.IsWithinDist2d(x,y,radius)) - creature.GetPosition(x,y,z); + if (creature->IsWithinDist2d(x,y,radius)) + creature->GetPosition(x,y,z); return true; } diff --git a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h index 07ec3647052..ca370de6ac3 100755 --- a/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h @@ -27,12 +27,12 @@ class RandomMovementGenerator : public MovementGeneratorMedium< T, RandomMovemen public: RandomMovementGenerator(float spawn_dist = 0.0f) : i_nextMoveTime(0), wander_distance(spawn_dist) {} - void _setRandomLocation(T &); - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - bool Update(T &, const uint32); - bool GetResetPosition(T&, float& x, float& y, float& z); + void _setRandomLocation(T*); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + bool Update(T*, const uint32); + bool GetResetPosition(T*, float& x, float& y, float& z); MovementGeneratorType GetMovementGeneratorType() { return RANDOM_MOTION_TYPE; } private: TimeTrackerSmall i_nextMoveTime; diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp index 6d322a56a80..9784c19b4fd 100755 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp @@ -27,12 +27,12 @@ #include "Player.h" template<class T, typename D> -void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) +void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T* owner) { if (!i_target.isValid() || !i_target->IsInWorld()) return; - if (owner.HasUnitState(UNIT_STATE_NOT_MOVE)) + if (owner->HasUnitState(UNIT_STATE_NOT_MOVE)) return; float x, y, z; @@ -49,26 +49,26 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) // else if (!i_offset) { - if (i_target->IsWithinMeleeRange(&owner)) + if (i_target->IsWithinMeleeRange(owner)) return; // to nearest random contact position - i_target->GetRandomContactPoint(&owner, x, y, z, 0, MELEE_RANGE - 0.5f); + i_target->GetRandomContactPoint(owner, x, y, z, 0, MELEE_RANGE - 0.5f); } else { - if (i_target->IsWithinDistInMap(&owner, i_offset + 1.0f)) + if (i_target->IsWithinDistInMap(owner, i_offset + 1.0f)) return; // to at i_offset distance from target and i_angle from target facing - i_target->GetClosePoint(x, y, z, owner.GetObjectSize(), i_offset, i_angle); + i_target->GetClosePoint(x, y, z, owner->GetObjectSize(), i_offset, i_angle); } if (!i_path) - i_path = new PathGenerator(&owner); + i_path = new PathGenerator(owner); // allow pets following their master to cheat while generating paths - bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->isPet() - && owner.HasUnitState(UNIT_STATE_FOLLOW)); + bool forceDest = (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->isPet() + && owner->HasUnitState(UNIT_STATE_FOLLOW)); i_path->CalculatePath(x, y, z, forceDest); if (i_path->getPathType() & PATHFIND_NOPATH) return; @@ -76,7 +76,7 @@ void TargetedMovementGeneratorMedium<T,D>::_setTargetLocation(T &owner) D::_addUnitStateMove(owner); i_targetReached = false; i_recalculateTravel = false; - owner.AddUnitState(UNIT_STATE_CHASE); + owner->AddUnitState(UNIT_STATE_CHASE); Movement::MoveSplineInit init(owner); init.MovebyPath(i_path->getPath()); @@ -111,25 +111,25 @@ void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> } template<class T, typename D> -bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_diff) +bool TargetedMovementGeneratorMedium<T,D>::Update(T* owner, const uint32& time_diff) { if (!i_target.isValid() || !i_target->IsInWorld()) return false; - if (!&owner || !owner.isAlive()) + if (!owner || !owner->isAlive()) return true; - if (owner.HasUnitState(UNIT_STATE_NOT_MOVE)) + if (owner->HasUnitState(UNIT_STATE_NOT_MOVE)) { D::_clearUnitStateMove(owner); return true; } // prevent movement while casting spells with cast time or channel time - if (owner.HasUnitState(UNIT_STATE_CASTING)) + if (owner->HasUnitState(UNIT_STATE_CASTING)) { - if (!owner.IsStopped()) - owner.StopMoving(); + if (!owner->IsStopped()) + owner->StopMoving(); return true; } @@ -145,11 +145,11 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_ { i_recheckDistance.Reset(100); //More distance let have better performance, less distance let have more sensitive reaction at target move. - float allowed_dist = owner.GetCombatReach() + sWorld->getRate(RATE_TARGET_POS_RECALCULATION_RANGE); - G3D::Vector3 dest = owner.movespline->FinalDestination(); + float allowed_dist = owner->GetCombatReach() + sWorld->getRate(RATE_TARGET_POS_RECALCULATION_RANGE); + G3D::Vector3 dest = owner->movespline->FinalDestination(); bool targetMoved = false; - if (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->CanFly()) + if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature()->CanFly()) targetMoved = !i_target->IsWithinDist3d(dest.x, dest.y, dest.z, allowed_dist); else targetMoved = !i_target->IsWithinDist2d(dest.x, dest.y, allowed_dist); @@ -158,11 +158,11 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_ _setTargetLocation(owner); } - if (owner.movespline->Finalized()) + if (owner->movespline->Finalized()) { static_cast<D*>(this)->MovementInform(owner); - if (i_angle == 0.f && !owner.HasInArc(0.01f, i_target.getTarget())) - owner.SetInFront(i_target.getTarget()); + if (i_angle == 0.f && !owner->HasInArc(0.01f, i_target.getTarget())) + owner->SetInFront(i_target.getTarget()); if (!i_targetReached) { @@ -180,50 +180,50 @@ bool TargetedMovementGeneratorMedium<T,D>::Update(T &owner, const uint32 & time_ //-----------------------------------------------// template<class T> -void ChaseMovementGenerator<T>::_reachTarget(T &owner) +void ChaseMovementGenerator<T>::_reachTarget(T* owner) { - if (owner.IsWithinMeleeRange(this->i_target.getTarget())) - owner.Attack(this->i_target.getTarget(),true); + if (owner->IsWithinMeleeRange(this->i_target.getTarget())) + owner->Attack(this->i_target.getTarget(),true); } template<> -void ChaseMovementGenerator<Player>::Initialize(Player &owner) +void ChaseMovementGenerator<Player>::Initialize(Player* owner) { - owner.AddUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE); + owner->AddUnitState(UNIT_STATE_CHASE | UNIT_STATE_CHASE_MOVE); _setTargetLocation(owner); } template<> -void ChaseMovementGenerator<Creature>::Initialize(Creature &owner) +void ChaseMovementGenerator<Creature>::Initialize(Creature* owner) { - owner.SetWalk(false); - owner.AddUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE); + owner->SetWalk(false); + owner->AddUnitState(UNIT_STATE_CHASE | UNIT_STATE_CHASE_MOVE); _setTargetLocation(owner); } template<class T> -void ChaseMovementGenerator<T>::Finalize(T &owner) +void ChaseMovementGenerator<T>::Finalize(T* owner) { - owner.ClearUnitState(UNIT_STATE_CHASE|UNIT_STATE_CHASE_MOVE); + owner->ClearUnitState(UNIT_STATE_CHASE | UNIT_STATE_CHASE_MOVE); } template<class T> -void ChaseMovementGenerator<T>::Reset(T &owner) +void ChaseMovementGenerator<T>::Reset(T* owner) { Initialize(owner); } template<class T> -void ChaseMovementGenerator<T>::MovementInform(T & /*unit*/) +void ChaseMovementGenerator<T>::MovementInform(T* /*unit*/) { } template<> -void ChaseMovementGenerator<Creature>::MovementInform(Creature &unit) +void ChaseMovementGenerator<Creature>::MovementInform(Creature* unit) { // Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle - if (unit.AI()) - unit.AI()->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUIDLow()); + if (unit->AI()) + unit->AI()->MovementInform(CHASE_MOTION_TYPE, i_target.getTarget()->GetGUIDLow()); } //-----------------------------------------------// @@ -240,85 +240,85 @@ bool FollowMovementGenerator<Player>::EnableWalking() const } template<> -void FollowMovementGenerator<Player>::_updateSpeed(Player &/*u*/) +void FollowMovementGenerator<Player>::_updateSpeed(Player* /*u*/) { // nothing to do for Player } template<> -void FollowMovementGenerator<Creature>::_updateSpeed(Creature &u) +void FollowMovementGenerator<Creature>::_updateSpeed(Creature* u) { // pet only sync speed with owner - if (!((Creature&)u).isPet() || !i_target.isValid() || i_target->GetGUID() != u.GetOwnerGUID()) + if (!u->isPet() || !i_target.isValid() || i_target->GetGUID() != u->GetOwnerGUID()) return; - u.UpdateSpeed(MOVE_RUN,true); - u.UpdateSpeed(MOVE_WALK,true); - u.UpdateSpeed(MOVE_SWIM,true); + u->UpdateSpeed(MOVE_RUN,true); + u->UpdateSpeed(MOVE_WALK,true); + u->UpdateSpeed(MOVE_SWIM,true); } template<> -void FollowMovementGenerator<Player>::Initialize(Player &owner) +void FollowMovementGenerator<Player>::Initialize(Player* owner) { - owner.AddUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE); + owner->AddUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE); _updateSpeed(owner); _setTargetLocation(owner); } template<> -void FollowMovementGenerator<Creature>::Initialize(Creature &owner) +void FollowMovementGenerator<Creature>::Initialize(Creature* owner) { - owner.AddUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE); + owner->AddUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE); _updateSpeed(owner); _setTargetLocation(owner); } template<class T> -void FollowMovementGenerator<T>::Finalize(T &owner) +void FollowMovementGenerator<T>::Finalize(T* owner) { - owner.ClearUnitState(UNIT_STATE_FOLLOW|UNIT_STATE_FOLLOW_MOVE); + owner->ClearUnitState(UNIT_STATE_FOLLOW | UNIT_STATE_FOLLOW_MOVE); _updateSpeed(owner); } template<class T> -void FollowMovementGenerator<T>::Reset(T &owner) +void FollowMovementGenerator<T>::Reset(T* owner) { Initialize(owner); } template<class T> -void FollowMovementGenerator<T>::MovementInform(T & /*unit*/) +void FollowMovementGenerator<T>::MovementInform(T* /*unit*/) { } template<> -void FollowMovementGenerator<Creature>::MovementInform(Creature &unit) +void FollowMovementGenerator<Creature>::MovementInform(Creature* unit) { // Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle - if (unit.AI()) - unit.AI()->MovementInform(FOLLOW_MOTION_TYPE, i_target.getTarget()->GetGUIDLow()); + if (unit->AI()) + unit->AI()->MovementInform(FOLLOW_MOTION_TYPE, i_target.getTarget()->GetGUIDLow()); } //-----------------------------------------------// -template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player &); -template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player &); -template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature &); -template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature &); -template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player &, const uint32 &); -template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player &, const uint32 &); -template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature &, const uint32 &); -template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature &, const uint32 &); - -template void ChaseMovementGenerator<Player>::_reachTarget(Player &); -template void ChaseMovementGenerator<Creature>::_reachTarget(Creature &); -template void ChaseMovementGenerator<Player>::Finalize(Player &); -template void ChaseMovementGenerator<Creature>::Finalize(Creature &); -template void ChaseMovementGenerator<Player>::Reset(Player &); -template void ChaseMovementGenerator<Creature>::Reset(Creature &); -template void ChaseMovementGenerator<Player>::MovementInform(Player &unit); - -template void FollowMovementGenerator<Player>::Finalize(Player &); -template void FollowMovementGenerator<Creature>::Finalize(Creature &); -template void FollowMovementGenerator<Player>::Reset(Player &); -template void FollowMovementGenerator<Creature>::Reset(Creature &); -template void FollowMovementGenerator<Player>::MovementInform(Player &unit); +template void TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::_setTargetLocation(Player*); +template void TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::_setTargetLocation(Player*); +template void TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::_setTargetLocation(Creature*); +template void TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::_setTargetLocation(Creature*); +template bool TargetedMovementGeneratorMedium<Player,ChaseMovementGenerator<Player> >::Update(Player*, const uint32&); +template bool TargetedMovementGeneratorMedium<Player,FollowMovementGenerator<Player> >::Update(Player*, const uint32&); +template bool TargetedMovementGeneratorMedium<Creature,ChaseMovementGenerator<Creature> >::Update(Creature*, const uint32&); +template bool TargetedMovementGeneratorMedium<Creature,FollowMovementGenerator<Creature> >::Update(Creature*, const uint32&); + +template void ChaseMovementGenerator<Player>::_reachTarget(Player*); +template void ChaseMovementGenerator<Creature>::_reachTarget(Creature*); +template void ChaseMovementGenerator<Player>::Finalize(Player*); +template void ChaseMovementGenerator<Creature>::Finalize(Creature*); +template void ChaseMovementGenerator<Player>::Reset(Player*); +template void ChaseMovementGenerator<Creature>::Reset(Creature*); +template void ChaseMovementGenerator<Player>::MovementInform(Player*); + +template void FollowMovementGenerator<Player>::Finalize(Player*); +template void FollowMovementGenerator<Creature>::Finalize(Creature*); +template void FollowMovementGenerator<Player>::Reset(Player*); +template void FollowMovementGenerator<Creature>::Reset(Creature*); +template void FollowMovementGenerator<Player>::MovementInform(Player*); diff --git a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h index db5e05c7b23..688d236c3f8 100755 --- a/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h @@ -28,7 +28,7 @@ class TargetedMovementGeneratorBase { public: - TargetedMovementGeneratorBase(Unit &target) { i_target.link(&target, this); } + TargetedMovementGeneratorBase(Unit* target) { i_target.link(target, this); } void stopFollowing() { } protected: FollowerReference i_target; @@ -38,7 +38,7 @@ template<class T, typename D> class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase { protected: - TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) : + TargetedMovementGeneratorMedium(Unit* target, float offset, float angle) : TargetedMovementGeneratorBase(target), i_recheckDistance(0), i_path(NULL), i_offset(offset), i_angle(angle), i_recalculateTravel(false), i_targetReached(false) @@ -47,14 +47,14 @@ class TargetedMovementGeneratorMedium : public MovementGeneratorMedium< T, D >, ~TargetedMovementGeneratorMedium() { delete i_path; } public: - bool Update(T &, const uint32 &); + bool Update(T*, const uint32 &); Unit* GetTarget() const { return i_target.getTarget(); } - void unitSpeedChanged() { i_recalculateTravel=true; } + void unitSpeedChanged() { i_recalculateTravel = true; } void UpdateFinalDistance(float fDistance); bool IsReachable() const { return (i_path) ? (i_path->getPathType() & PATHFIND_NORMAL) : true; } protected: - void _setTargetLocation(T &); + void _setTargetLocation(T*); TimeTrackerSmall i_recheckDistance; float i_offset; @@ -68,50 +68,50 @@ template<class T> class ChaseMovementGenerator : public TargetedMovementGeneratorMedium<T, ChaseMovementGenerator<T> > { public: - ChaseMovementGenerator(Unit &target) + ChaseMovementGenerator(Unit* target) : TargetedMovementGeneratorMedium<T, ChaseMovementGenerator<T> >(target) {} - ChaseMovementGenerator(Unit &target, float offset, float angle) + ChaseMovementGenerator(Unit* target, float offset, float angle) : TargetedMovementGeneratorMedium<T, ChaseMovementGenerator<T> >(target, offset, angle) {} ~ChaseMovementGenerator() {} MovementGeneratorType GetMovementGeneratorType() { return CHASE_MOTION_TYPE; } - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - void MovementInform(T &); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + void MovementInform(T*); - static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STATE_CHASE_MOVE); } - static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STATE_CHASE_MOVE); } + static void _clearUnitStateMove(T* u) { u->ClearUnitState(UNIT_STATE_CHASE_MOVE); } + static void _addUnitStateMove(T* u) { u->AddUnitState(UNIT_STATE_CHASE_MOVE); } bool EnableWalking() const { return false;} - bool _lostTarget(T &u) const { return u.getVictim() != this->GetTarget(); } - void _reachTarget(T &); + bool _lostTarget(T* u) const { return u->getVictim() != GetTarget(); } + void _reachTarget(T*); }; template<class T> class FollowMovementGenerator : public TargetedMovementGeneratorMedium<T, FollowMovementGenerator<T> > { public: - FollowMovementGenerator(Unit &target) + FollowMovementGenerator(Unit* target) : TargetedMovementGeneratorMedium<T, FollowMovementGenerator<T> >(target){} - FollowMovementGenerator(Unit &target, float offset, float angle) + FollowMovementGenerator(Unit* target, float offset, float angle) : TargetedMovementGeneratorMedium<T, FollowMovementGenerator<T> >(target, offset, angle) {} ~FollowMovementGenerator() {} MovementGeneratorType GetMovementGeneratorType() { return FOLLOW_MOTION_TYPE; } - void Initialize(T &); - void Finalize(T &); - void Reset(T &); - void MovementInform(T &); + void Initialize(T*); + void Finalize(T*); + void Reset(T*); + void MovementInform(T*); - static void _clearUnitStateMove(T &u) { u.ClearUnitState(UNIT_STATE_FOLLOW_MOVE); } - static void _addUnitStateMove(T &u) { u.AddUnitState(UNIT_STATE_FOLLOW_MOVE); } + static void _clearUnitStateMove(T* u) { u->ClearUnitState(UNIT_STATE_FOLLOW_MOVE); } + static void _addUnitStateMove(T* u) { u->AddUnitState(UNIT_STATE_FOLLOW_MOVE); } bool EnableWalking() const; - bool _lostTarget(T &) const { return false; } - void _reachTarget(T &) {} + bool _lostTarget(T*) const { return false; } + void _reachTarget(T*) {} private: - void _updateSpeed(T &u); + void _updateSpeed(T* u); }; #endif diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp index 8c2db9ddbd6..c576d7389f3 100755 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp @@ -31,64 +31,64 @@ #include "MoveSplineInit.h" #include "MoveSpline.h" -void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature) +void WaypointMovementGenerator<Creature>::LoadPath(Creature* creature) { if (!path_id) - path_id = creature.GetWaypointPath(); + path_id = creature->GetWaypointPath(); i_path = sWaypointMgr->GetPath(path_id); if (!i_path) { // No movement found for entry - sLog->outError(LOG_FILTER_SQL, "WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %u) doesn't have waypoint path id: %u", creature.GetName(), creature.GetEntry(), creature.GetGUIDLow(), path_id); + sLog->outError(LOG_FILTER_SQL, "WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %u) doesn't have waypoint path id: %u", creature->GetName(), creature->GetEntry(), creature->GetGUIDLow(), path_id); return; } StartMoveNow(creature); } -void WaypointMovementGenerator<Creature>::Initialize(Creature &creature) +void WaypointMovementGenerator<Creature>::Initialize(Creature* creature) { LoadPath(creature); - creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + creature->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); } -void WaypointMovementGenerator<Creature>::Finalize(Creature &creature) +void WaypointMovementGenerator<Creature>::Finalize(Creature* creature) { - creature.ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); - creature.SetWalk(false); + creature->ClearUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + creature->SetWalk(false); } -void WaypointMovementGenerator<Creature>::Reset(Creature &creature) +void WaypointMovementGenerator<Creature>::Reset(Creature* creature) { - creature.AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); + creature->AddUnitState(UNIT_STATE_ROAMING|UNIT_STATE_ROAMING_MOVE); StartMoveNow(creature); } -void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature) +void WaypointMovementGenerator<Creature>::OnArrived(Creature* creature) { if (!i_path || i_path->empty()) return; if (m_isArrivalDone) return; - creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE); + creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); m_isArrivalDone = true; if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance) { - sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Creature movement start script %u at point %u for "UI64FMTD".", i_path->at(i_currentNode)->event_id, i_currentNode, creature.GetGUID()); - creature.GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, &creature, NULL); + sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Creature movement start script %u at point %u for "UI64FMTD".", i_path->at(i_currentNode)->event_id, i_currentNode, creature->GetGUID()); + creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, creature, NULL); } // Inform script MovementInform(creature); - creature.UpdateWaypointID(i_currentNode); + creature->UpdateWaypointID(i_currentNode); Stop(i_path->at(i_currentNode)->delay); } -bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature) +bool WaypointMovementGenerator<Creature>::StartMove(Creature* creature) { if (!i_path || i_path->empty()) return false; @@ -99,8 +99,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature) { if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint { - creature.SetHomePosition(i_path->at(i_currentNode)->x, i_path->at(i_currentNode)->y, i_path->at(i_currentNode)->z, creature.GetOrientation()); - creature.GetMotionMaster()->Initialize(); + creature->SetHomePosition(i_path->at(i_currentNode)->x, i_path->at(i_currentNode)->y, i_path->at(i_currentNode)->z, creature->GetOrientation()); + creature->GetMotionMaster()->Initialize(); return false; } @@ -111,7 +111,7 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature) m_isArrivalDone = false; - creature.AddUnitState(UNIT_STATE_ROAMING_MOVE); + creature->AddUnitState(UNIT_STATE_ROAMING_MOVE); Movement::MoveSplineInit init(creature); init.MoveTo(node->x, node->y, node->z); @@ -124,19 +124,19 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature) init.Launch(); //Call for creature group update - if (creature.GetFormation() && creature.GetFormation()->getLeader() == &creature) - creature.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); + if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature) + creature->GetFormation()->LeaderMoveTo(node->x, node->y, node->z); return true; } -bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) +bool WaypointMovementGenerator<Creature>::Update(Creature* creature, const uint32& diff) { // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff - if (creature.HasUnitState(UNIT_STATE_NOT_MOVE)) + if (creature->HasUnitState(UNIT_STATE_NOT_MOVE)) { - creature.ClearUnitState(UNIT_STATE_ROAMING_MOVE); + creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); return true; } // prevent a crash at empty waypoint path. @@ -150,9 +150,9 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3 } else { - if (creature.IsStopped()) + if (creature->IsStopped()) Stop(STOP_TIME_FOR_PLAYER); - else if (creature.movespline->Finalized()) + else if (creature->movespline->Finalized()) { OnArrived(creature); return StartMove(creature); @@ -161,13 +161,13 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3 return true; } -void WaypointMovementGenerator<Creature>::MovementInform(Creature &creature) +void WaypointMovementGenerator<Creature>::MovementInform(Creature* creature) { - if (creature.AI()) - creature.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); + if (creature->AI()) + creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); } -bool WaypointMovementGenerator<Creature>::GetResetPosition(Creature&, float& x, float& y, float& z) +bool WaypointMovementGenerator<Creature>::GetResetPosition(Creature*, float& x, float& y, float& z) { // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) @@ -196,37 +196,37 @@ uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const return i_path->size(); } -void FlightPathMovementGenerator::Initialize(Player &player) +void FlightPathMovementGenerator::Initialize(Player* player) { Reset(player); InitEndGridInfo(); } -void FlightPathMovementGenerator::Finalize(Player& player) +void FlightPathMovementGenerator::Finalize(Player* player) { // remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack) - player.ClearUnitState(UNIT_STATE_IN_FLIGHT); + player->ClearUnitState(UNIT_STATE_IN_FLIGHT); - player.Dismount(); - player.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); + player->Dismount(); + player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); - if (player.m_taxi.empty()) + if (player->m_taxi.empty()) { - player.getHostileRefManager().setOnlineOfflineState(true); + player->getHostileRefManager().setOnlineOfflineState(true); // update z position to ground and orientation for landing point // this prevent cheating with landing point at lags // when client side flight end early in comparison server side - player.StopMoving(); + player->StopMoving(); } } #define PLAYER_FLIGHT_SPEED 32.0f -void FlightPathMovementGenerator::Reset(Player & player) +void FlightPathMovementGenerator::Reset(Player* player) { - player.getHostileRefManager().setOnlineOfflineState(false); - player.AddUnitState(UNIT_STATE_IN_FLIGHT); - player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); + player->getHostileRefManager().setOnlineOfflineState(false); + player->AddUnitState(UNIT_STATE_IN_FLIGHT); + player->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); Movement::MoveSplineInit init(player); uint32 end = GetPathAtMapEnd(); @@ -241,9 +241,9 @@ void FlightPathMovementGenerator::Reset(Player & player) init.Launch(); } -bool FlightPathMovementGenerator::Update(Player &player, const uint32& /*diff*/) +bool FlightPathMovementGenerator::Update(Player* player, const uint32& /*diff*/) { - uint32 pointId = (uint32)player.movespline->currentPathIdx(); + uint32 pointId = (uint32)player->movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; @@ -279,16 +279,16 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() } } -void FlightPathMovementGenerator::DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure) +void FlightPathMovementGenerator::DoEventIfAny(Player* player, TaxiPathNodeEntry const& node, bool departure) { if (uint32 eventid = departure ? node.departureEventID : node.arrivalEventID) { - sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName()); - player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player); + sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player->GetName()); + player->GetMap()->ScriptsStart(sEventScripts, eventid, player, player); } } -bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y, float& z) +bool FlightPathMovementGenerator::GetResetPosition(Player*, float& x, float& y, float& z) { const TaxiPathNodeEntry& node = (*i_path)[i_currentNode]; x = node.x; y = node.y; z = node.z; diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h index 0d8f047c83a..5230fe3b0e3 100755 --- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h +++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h @@ -65,19 +65,19 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) : i_nextMoveTime(0), m_isArrivalDone(false), path_id(_path_id), repeating(_repeating) {} ~WaypointMovementGenerator() { i_path = NULL; } - void Initialize(Creature &); - void Finalize(Creature &); - void Reset(Creature &); - bool Update(Creature &, const uint32 &diff); + void Initialize(Creature*); + void Finalize(Creature*); + void Reset(Creature*); + bool Update(Creature*, const uint32 &diff); - void MovementInform(Creature &); + void MovementInform(Creature*); MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; } // now path movement implmementation - void LoadPath(Creature &c); + void LoadPath(Creature*); - bool GetResetPosition(Creature&, float& x, float& y, float& z); + bool GetResetPosition(Creature*, float& x, float& y, float& z); private: @@ -91,10 +91,10 @@ class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Crea return i_nextMoveTime.Passed(); } - void OnArrived(Creature&); - bool StartMove(Creature&); + void OnArrived(Creature*); + bool StartMove(Creature*); - void StartMoveNow(Creature& creature) + void StartMoveNow(Creature* creature) { i_nextMoveTime.Reset(0); StartMove(creature); @@ -118,10 +118,10 @@ class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, Flig i_path = &pathnodes; i_currentNode = startNode; } - void Initialize(Player &); - void Reset(Player &); - void Finalize(Player &); - bool Update(Player &, const uint32&); + void Initialize(Player*); + void Reset(Player*); + void Finalize(Player*); + bool Update(Player*, const uint32&); MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; } TaxiPathNodeList const& GetPath() { return *i_path; } @@ -129,9 +129,9 @@ class FlightPathMovementGenerator : public MovementGeneratorMedium< Player, Flig bool HasArrived() const { return (i_currentNode >= i_path->size()); } void SetCurrentNodeAfterTeleport(); void SkipCurrentNode() { ++i_currentNode; } - void DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure); + void DoEventIfAny(Player* player, TaxiPathNodeEntry const& node, bool departure); - bool GetResetPosition(Player&, float& x, float& y, float& z); + bool GetResetPosition(Player*, float& x, float& y, float& z); void InitEndGridInfo(); void PreloadEndGrid(); diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp index c5e314a8636..8167ff36de2 100644 --- a/src/server/game/Movement/Spline/MoveSplineInit.cpp +++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp @@ -58,18 +58,18 @@ namespace Movement int32 MoveSplineInit::Launch() { - MoveSpline& move_spline = *unit.movespline; + MoveSpline& move_spline = *unit->movespline; bool transport = false; - Location real_position(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZMinusOffset(), unit.GetOrientation()); + Location real_position(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZMinusOffset(), unit->GetOrientation()); // Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes - if (unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID()) + if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID()) { transport = true; - real_position.x = unit.GetTransOffsetX(); - real_position.y = unit.GetTransOffsetY(); - real_position.z = unit.GetTransOffsetZ(); - real_position.orientation = unit.GetTransOffsetO(); + real_position.x = unit->GetTransOffsetX(); + real_position.y = unit->GetTransOffsetY(); + real_position.z = unit->GetTransOffsetZ(); + real_position.orientation = unit->GetTransOffsetO(); } // there is a big chance that current position is unknown if current state is not finalized, need compute it @@ -85,7 +85,7 @@ namespace Movement args.path[0] = real_position; args.initialOrientation = real_position.orientation; - uint32 moveFlags = unit.m_movementInfo.GetMovementFlags(); + uint32 moveFlags = unit->m_movementInfo.GetMovementFlags(); if (args.flags.walkmode) moveFlags |= MOVEMENTFLAG_WALKING; else @@ -94,7 +94,7 @@ namespace Movement moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED|MOVEMENTFLAG_FORWARD); if (!args.HasVelocity) - args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags)); + args.velocity = unit->GetSpeed(SelectSpeedType(moveFlags)); if (!args.Validate()) return 0; @@ -102,33 +102,33 @@ namespace Movement if (moveFlags & MOVEMENTFLAG_ROOT) moveFlags &= ~MOVEMENTFLAG_MASK_MOVING; - unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags); + unit->m_movementInfo.SetMovementFlags((MovementFlags)moveFlags); move_spline.Initialize(args); WorldPacket data(!transport ? SMSG_MONSTER_MOVE : SMSG_MONSTER_MOVE_TRANSPORT, 64); - data.append(unit.GetPackGUID()); + data.append(unit->GetPackGUID()); if (transport) { - data.appendPackGUID(unit.GetTransGUID()); - data << int8(unit.GetTransSeat()); + data.appendPackGUID(unit->GetTransGUID()); + data << int8(unit->GetTransSeat()); } PacketBuilder::WriteMonsterMove(move_spline, data); - unit.SendMessageToSet(&data,true); + unit->SendMessageToSet(&data,true); return move_spline.Duration(); } - MoveSplineInit::MoveSplineInit(Unit& m) : unit(m) + MoveSplineInit::MoveSplineInit(Unit* m) : unit(m) { // Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes - args.TransformForTransport = unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID(); + args.TransformForTransport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID(); // mix existing state into new - args.flags.walkmode = unit.m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); - args.flags.flying = unit.m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY)); + args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING); + args.flags.flying = unit->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY)); } - void MoveSplineInit::SetFacing(const Unit * target) + void MoveSplineInit::SetFacing(const Unit* target) { args.flags.EnableFacingTarget(); args.facing.target = target->GetGUID(); @@ -138,9 +138,9 @@ namespace Movement { if (args.TransformForTransport) { - if (Unit* vehicle = unit.GetVehicleBase()) + if (Unit* vehicle = unit->GetVehicleBase()) angle -= vehicle->GetOrientation(); - else if (Transport* transport = unit.GetTransport()) + else if (Transport* transport = unit->GetTransport()) angle -= transport->GetOrientation(); } @@ -152,7 +152,7 @@ namespace Movement { if (generatePath) { - PathGenerator path(&unit); + PathGenerator path(unit); path.CalculatePath(dest.x, dest.y, dest.z, forceDestination); MovebyPath(path.getPath()); } @@ -169,13 +169,13 @@ namespace Movement { if (_transformForTransport) { - if (Unit* vehicle = _owner.GetVehicleBase()) + if (Unit* vehicle = _owner->GetVehicleBase()) { input.x -= vehicle->GetPositionX(); input.y -= vehicle->GetPositionY(); input.z -= vehicle->GetPositionZMinusOffset(); } - else if (Transport* transport = _owner.GetTransport()) + else if (Transport* transport = _owner->GetTransport()) { float unused = 0.0f; transport->CalculatePassengerOffset(input.x, input.y, input.z, unused); diff --git a/src/server/game/Movement/Spline/MoveSplineInit.h b/src/server/game/Movement/Spline/MoveSplineInit.h index 759fc73d7fd..53adec2e633 100644 --- a/src/server/game/Movement/Spline/MoveSplineInit.h +++ b/src/server/game/Movement/Spline/MoveSplineInit.h @@ -38,12 +38,12 @@ namespace Movement class TransportPathTransform { public: - TransportPathTransform(Unit& owner, bool transformForTransport) + TransportPathTransform(Unit* owner, bool transformForTransport) : _owner(owner), _transformForTransport(transformForTransport) { } Vector3 operator()(Vector3 input); private: - Unit& _owner; + Unit* _owner; bool _transformForTransport; }; @@ -53,7 +53,7 @@ namespace Movement { public: - explicit MoveSplineInit(Unit& m); + explicit MoveSplineInit(Unit* m); /* Final pass of initialization that launches spline movement. */ @@ -76,7 +76,7 @@ namespace Movement */ void SetFacing(float angle); void SetFacing(Vector3 const& point); - void SetFacing(const Unit * target); + void SetFacing(const Unit* target); /* Initializes movement by path * @param path - array of points, shouldn't be empty @@ -138,7 +138,7 @@ namespace Movement protected: MoveSplineInitArgs args; - Unit& unit; + Unit* unit; }; inline void MoveSplineInit::SetFly() { args.flags.EnableFlying(); } diff --git a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_algalon_the_observer.cpp b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_algalon_the_observer.cpp index 7ee67060f97..c6b89d37878 100644 --- a/src/server/scripts/Northrend/Ulduar/Ulduar/boss_algalon_the_observer.cpp +++ b/src/server/scripts/Northrend/Ulduar/Ulduar/boss_algalon_the_observer.cpp @@ -342,7 +342,7 @@ class boss_algalon_the_observer : public CreatureScript DoCast(me, SPELL_RIDE_THE_LIGHTNING, true); me->GetMotionMaster()->MovePoint(POINT_ALGALON_LAND, AlgalonLandPos); me->SetHomePosition(AlgalonLandPos); - Movement::MoveSplineInit init(*me); + Movement::MoveSplineInit init(me); init.MoveTo(AlgalonLandPos.GetPositionX(), AlgalonLandPos.GetPositionY(), AlgalonLandPos.GetPositionZ()); init.SetOrientationFixed(true); init.Launch(); |
