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path: root/src/server/game/Movement/MotionMaster.cpp
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Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rwxr-xr-xsrc/server/game/Movement/MotionMaster.cpp160
1 files changed, 77 insertions, 83 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 6660da146f0..2656d882009 100755
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -19,7 +19,6 @@
#include "MotionMaster.h"
#include "CreatureAISelector.h"
#include "Creature.h"
-#include "Traveller.h"
#include "ConfusedMovementGenerator.h"
#include "FleeingMovementGenerator.h"
@@ -29,7 +28,8 @@
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "RandomMovementGenerator.h"
-
+#include "MoveSpline.h"
+#include "MoveSplineInit.h"
#include <cassert>
inline bool isStatic(MovementGenerator *mv)
@@ -193,16 +193,23 @@ void MotionMaster::MoveRandom(float spawndist)
void MotionMaster::MoveTargetedHome()
{
- //if (i_owner->HasUnitState(UNIT_STAT_FLEEING))
- // return;
-
Clear(false);
- if (i_owner->GetTypeId() == TYPEID_UNIT)
+ if (i_owner->GetTypeId()==TYPEID_UNIT && !((Creature*)i_owner)->GetCharmerOrOwnerGUID())
{
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) targeted home", i_owner->GetEntry(), i_owner->GetGUIDLow());
Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE);
}
+ else if (i_owner->GetTypeId()==TYPEID_UNIT && ((Creature*)i_owner)->GetCharmerOrOwnerGUID())
+ {
+ sLog->outStaticDebug("Pet or controlled creature (Entry: %u GUID: %u) targeting home", i_owner->GetEntry(), i_owner->GetGUIDLow() );
+ Unit *target = ((Creature*)i_owner)->GetCharmerOrOwner();
+ if (target)
+ {
+ sLog->outStaticDebug("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);
+ }
+ }
else
{
sLog->outError("Player (GUID: %u) attempt targeted home", i_owner->GetGUIDLow());
@@ -230,14 +237,14 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle)
if (!target || target == i_owner || i_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
- i_owner->ClearUnitState(UNIT_STAT_FOLLOW);
+ //i_owner->ClearUnitState(UNIT_STAT_FOLLOW);
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outStaticDebug("Player (GUID: %u) chase to %s (GUID: %u)",
i_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
- Mutate(new TargetedMovementGenerator<Player>(*target, dist, angle), MOTION_SLOT_ACTIVE);
+ Mutate(new ChaseMovementGenerator<Player>(*target,dist,angle), MOTION_SLOT_ACTIVE);
}
else
{
@@ -245,7 +252,7 @@ void MotionMaster::MoveChase(Unit* target, float dist, float angle)
i_owner->GetEntry(), i_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
- Mutate(new TargetedMovementGenerator<Creature>(*target, dist, angle), MOTION_SLOT_ACTIVE);
+ Mutate(new ChaseMovementGenerator<Creature>(*target,dist,angle), MOTION_SLOT_ACTIVE);
}
}
@@ -255,13 +262,13 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
if (!target || target == i_owner || i_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
- i_owner->AddUnitState(UNIT_STAT_FOLLOW);
+ //i_owner->AddUnitState(UNIT_STAT_FOLLOW);
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outStaticDebug("Player (GUID: %u) follow to %s (GUID: %u)", i_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
- Mutate(new TargetedMovementGenerator<Player>(*target, dist, angle), slot);
+ Mutate(new FollowMovementGenerator<Player>(*target,dist,angle), slot);
}
else
{
@@ -269,7 +276,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
i_owner->GetEntry(), i_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
- Mutate(new TargetedMovementGenerator<Creature>(*target, dist, angle), slot);
+ Mutate(new FollowMovementGenerator<Creature>(*target,dist,angle), slot);
}
}
@@ -290,54 +297,32 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z)
void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed)
{
- if (i_owner->GetTypeId() != TYPEID_UNIT)
- return;
-
- uint32 moveFlag = SPLINEFLAG_FLYING | SPLINEFLAG_ANIMATIONTIER;
- uint32 moveTime = uint32(i_owner->GetExactDist(&pos) / speed) * IN_MILLISECONDS;
-
- // CHARGING state makes the unit use m_TempSpeed and JUMPING prevents sending movement packet in PointMovementGenerator
- i_owner->AddUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
- i_owner->m_TempSpeed = speed;
-
float x, y, z;
pos.GetPosition(x, y, z);
- sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", i_owner->GetEntry(), id, x, y, z);
- Mutate(new PointMovementGenerator<Creature>(id, x, y, z), MOTION_SLOT_ACTIVE);
- MonsterMoveData data;
- data.DestLocation.Relocate(pos);
- data.SplineFlag = moveFlag;
- data.Time = moveTime;
- data.AnimationState = ANIMATION_ON_GROUND;
+ sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", i_owner->GetEntry(), id, x, y, z);
- i_owner->SendMonsterMove(data);
+ Movement::MoveSplineInit init(*i_owner);
+ init.MoveTo(x,y,z);
+ init.SetVelocity(speed);
+ init.SetAnimation(Movement::ToGround);
+ init.Launch();
+ Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed)
{
- if (i_owner->GetTypeId() != TYPEID_UNIT)
- return;
-
- uint32 moveFlag = SPLINEFLAG_FLYING | SPLINEFLAG_ANIMATIONTIER;
- uint32 moveTime = uint32(i_owner->GetExactDist(&pos) / speed) * IN_MILLISECONDS;
-
- // CHARGING state makes the unit use m_TempSpeed and JUMPING prevents sending movement packet in PointMovementGenerator
- i_owner->AddUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
- i_owner->m_TempSpeed = speed;
-
float x, y, z;
pos.GetPosition(x, y, z);
- sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", i_owner->GetEntry(), id, x, y, z);
- Mutate(new PointMovementGenerator<Creature>(id, x, y, z), MOTION_SLOT_ACTIVE);
- MonsterMoveData data;
- data.DestLocation.Relocate(pos);
- data.SplineFlag = moveFlag;
- data.Time = moveTime;
- data.AnimationState = ANIMATION_FLYING;
+ sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", i_owner->GetEntry(), id, x, y, z);
- i_owner->SendMonsterMove(data);
+ Movement::MoveSplineInit init(*i_owner);
+ init.MoveTo(x,y,z);
+ init.SetVelocity(speed);
+ init.SetAnimation(Movement::ToFly);
+ init.Launch();
+ Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
@@ -347,7 +332,9 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
return;
float x, y, z;
- float dist = speedXY * speedZ * 0.1f;
+ float moveTimeHalf = speedZ / Movement::gravity;
+ float dist = 2 * moveTimeHalf * speedXY;
+
i_owner->GetNearPoint(i_owner, x, y, z, i_owner->GetObjectSize(), dist, i_owner->GetAngle(srcX, srcY) + M_PI);
MoveJump(x, y, z, speedXY, speedZ);
}
@@ -359,35 +346,48 @@ void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
return;
float x, y, z;
- float dist = speedXY * speedZ * 0.1f;
+
+ float moveTimeHalf = speedZ / Movement::gravity;
+ float dist = 2 * moveTimeHalf * speedXY;
i_owner->GetClosePoint(x, y, z, i_owner->GetObjectSize(), dist, angle);
MoveJump(x, y, z, speedXY, speedZ);
}
-void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ)
+void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id)
{
- uint32 moveFlag = SPLINEFLAG_TRAJECTORY | SPLINEFLAG_WALKING;
- uint32 time = uint32(speedZ * 100);
+ sLog->outStaticDebug("Unit (GUID: %u) jump to point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z);
- // Instantly interrupt non melee spells being casted
- if (i_owner->IsNonMeleeSpellCasted(true))
- i_owner->InterruptNonMeleeSpells(true);
+ float moveTimeHalf = speedZ / Movement::gravity;
+ float max_height = -Movement::computeFallElevation(moveTimeHalf,false,-speedZ);
- i_owner->AddUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
- i_owner->m_TempSpeed = speedXY;
- if (i_owner->GetTypeId() == TYPEID_PLAYER)
- {
- sLog->outStaticDebug("Player (GUID: %u) jump to point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z);
- Mutate(new PointMovementGenerator<Player>(0, x, y, z), MOTION_SLOT_CONTROLLED);
- }
- else
+ Movement::MoveSplineInit init(*i_owner);
+ init.MoveTo(x,y,z);
+ init.SetParabolic(max_height,0);
+ init.SetVelocity(speedXY);
+ init.Launch();
+ Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
+}
+
+void MotionMaster::MoveFall()
+{
+ // use larger distance for vmap height search than in most other cases
+ float tz = i_owner->GetMap()->GetHeight(i_owner->GetPositionX(), i_owner->GetPositionY(), i_owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
+ if (tz <= INVALID_HEIGHT)
{
- sLog->outStaticDebug("Creature (Entry: %u GUID: %u) jump to point (X: %f Y: %f Z: %f)",
- i_owner->GetEntry(), i_owner->GetGUIDLow(), x, y, z);
- Mutate(new PointMovementGenerator<Creature>(0, x, y, z), MOTION_SLOT_CONTROLLED);
+ sLog->outStaticDebug("MotionMaster::MoveFall: unable retrive a proper height at map %u (x: %f, y: %f, z: %f).",
+ i_owner->GetMap()->GetId(), i_owner->GetPositionX(), i_owner->GetPositionX(), i_owner->GetPositionZ());
+ return;
}
- i_owner->SendMonsterMove(x, y, z, moveFlag, time, speedZ);
+ // Abort too if the ground is very near
+ if (fabs(i_owner->GetPositionZ() - tz) < 0.1f)
+ return;
+
+ Movement::MoveSplineInit init(*i_owner);
+ init.MoveTo(i_owner->GetPositionX(),i_owner->GetPositionY(),tz);
+ init.SetFall();
+ init.Launch();
+ Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id)
@@ -395,29 +395,19 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id)
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
- i_owner->AddUnitState(UNIT_STAT_CHARGING);
- i_owner->m_TempSpeed = speed;
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outStaticDebug("Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z);
- Mutate(new PointMovementGenerator<Player>(id, x, y, z), MOTION_SLOT_CONTROLLED);
+ Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed), MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) charge point (X: %f Y: %f Z: %f)",
i_owner->GetEntry(), i_owner->GetGUIDLow(), x, y, z);
- Mutate(new PointMovementGenerator<Creature>(id, x, y, z), MOTION_SLOT_CONTROLLED);
+ Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed), MOTION_SLOT_CONTROLLED);
}
}
-void MotionMaster::MoveFall(float z, uint32 id)
-{
- i_owner->SetFlying(false);
- i_owner->SendMovementFlagUpdate();
- //AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
- MoveCharge(i_owner->GetPositionX(), i_owner->GetPositionY(), z, SPEED_CHARGE, id);
-}
-
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
if (i_owner->GetTypeId() == TYPEID_PLAYER)
@@ -561,7 +551,7 @@ void MotionMaster::MovePath(uint32 path_id, bool repeatable)
//i_owner->GetTypeId() == TYPEID_PLAYER ?
//Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
- Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
+ Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
sLog->outStaticDebug("%s (GUID: %u) start moving over path(Id:%u, repeatable: %s)",
i_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature",
@@ -632,8 +622,12 @@ void MotionMaster::DelayedDelete(_Ty curr)
bool MotionMaster::GetDestination(float &x, float &y, float &z)
{
- if (empty())
+ if (i_owner->movespline->Finalized())
return false;
- return top()->GetDestination(x, y, z);
+ const G3D::Vector3& dest = i_owner->movespline->FinalDestination();
+ x = dest.x;
+ y = dest.y;
+ z = dest.z;
+ return true;
}