/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "MotionMaster.h" #include "CreatureAISelector.h" #include "Creature.h" #include "Traveller.h" #include "ConfusedMovementGenerator.h" #include "FleeingMovementGenerator.h" #include "HomeMovementGenerator.h" #include "IdleMovementGenerator.h" #include "PointMovementGenerator.h" #include "TargetedMovementGenerator.h" #include "WaypointMovementGenerator.h" #include "RandomMovementGenerator.h" #include inline bool isStatic(MovementGenerator *mv) { return (mv == &si_idleMovement); } void MotionMaster::Initialize() { // clear ALL movement generators (including default) while(!empty()) { MovementGenerator *curr = top(); pop(); if(curr) DirectDelete(curr); } InitDefault(); } // set new default movement generator void MotionMaster::InitDefault() { if(i_owner->GetTypeId() == TYPEID_UNIT) { MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)i_owner); Mutate(movement == NULL ? &si_idleMovement : movement, MOTION_SLOT_IDLE); } else { Mutate(&si_idleMovement, MOTION_SLOT_IDLE); } } MotionMaster::~MotionMaster() { // clear ALL movement generators (including default) while(!empty()) { MovementGenerator *curr = top(); pop(); if(curr) DirectDelete(curr); } } void MotionMaster::UpdateMotion(uint32 diff) { if( i_owner->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) ) return; assert( !empty() ); m_cleanFlag |= MMCF_UPDATE; if (!top()->Update(*i_owner, diff)) { m_cleanFlag &= ~MMCF_UPDATE; MovementExpired(); } else m_cleanFlag &= ~MMCF_UPDATE; if (m_expList) { for (int i = 0; i < m_expList->size(); ++i) { MovementGenerator* mg = (*m_expList)[i]; DirectDelete(mg); } delete m_expList; m_expList = NULL; if(empty()) Initialize(); else if(needInitTop()) InitTop(); else if (m_cleanFlag & MMCF_RESET) top()->Reset(*i_owner); m_cleanFlag &= ~MMCF_RESET; } } void MotionMaster::DirectClean(bool reset) { while(size() > 1) { MovementGenerator *curr = top(); pop(); if(curr) DirectDelete(curr); } if(needInitTop()) InitTop(); else if(reset) top()->Reset(*i_owner); } void MotionMaster::DelayedClean() { while(size() > 1) { MovementGenerator *curr = top(); pop(); if(curr) DelayedDelete(curr); } } void MotionMaster::DirectExpire(bool reset) { if(size() > 1 ) { MovementGenerator *curr = top(); pop(); DirectDelete(curr); } while(!top()) --i_top; if(empty()) Initialize(); else if(needInitTop()) InitTop(); else if(reset) top()->Reset(*i_owner); } void MotionMaster::DelayedExpire() { if(size() > 1 ) { MovementGenerator *curr = top(); pop(); DelayedDelete(curr); } while(!top()) --i_top; } void MotionMaster::MoveIdle(MovementSlot slot) { //if( empty() || !isStatic( top() ) ) // push( &si_idleMovement ); if(!isStatic(Impl[slot])) Mutate(&si_idleMovement, slot); } void MotionMaster::MoveRandom(float spawndist) { if(i_owner->GetTypeId()==TYPEID_UNIT) { DEBUG_LOG("Creature (GUID: %u) start moving random", i_owner->GetGUIDLow() ); Mutate(new RandomMovementGenerator(spawndist), MOTION_SLOT_IDLE); } } void MotionMaster::MoveTargetedHome() { //if(i_owner->hasUnitState(UNIT_STAT_FLEEING)) // return; Clear(false); if(Unit *target = i_owner->GetCharmerOrOwner()) { DEBUG_LOG("Pet or controlled unit (Entry: %u GUID: %u) targeting home", i_owner->GetEntry(), i_owner->GetGUIDLow() ); MoveFollow(i_owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE, MOTION_SLOT_IDLE); } else if(i_owner->GetTypeId() == TYPEID_UNIT) { DEBUG_LOG("Creature (Entry: %u GUID: %u) targeted home", i_owner->GetEntry(), i_owner->GetGUIDLow()); Mutate(new HomeMovementGenerator(), MOTION_SLOT_ACTIVE); } else { sLog.outError("Player (GUID: %u) attempt targeted home", i_owner->GetGUIDLow() ); return; } } void MotionMaster::MoveConfused() { if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) move confused", i_owner->GetGUIDLow() ); Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) move confused", i_owner->GetEntry(), i_owner->GetGUIDLow() ); Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveChase(Unit* target, float dist, float angle) { // ignore movement request if target not exist if(!target) return; i_owner->clearUnitState(UNIT_STAT_FOLLOW); if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) chase to %s (GUID: %u)", i_owner->GetGUIDLow(), target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", target->GetTypeId()==TYPEID_PLAYER ? i_owner->GetGUIDLow() : ((Creature*)i_owner)->GetDBTableGUIDLow() ); Mutate(new TargetedMovementGenerator(*target,dist,angle), MOTION_SLOT_ACTIVE); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) chase to %s (GUID: %u)", i_owner->GetEntry(), i_owner->GetGUIDLow(), target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", target->GetTypeId()==TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow() ); Mutate(new TargetedMovementGenerator(*target,dist,angle), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot) { // ignore movement request if target not exist if(!target) return; i_owner->addUnitState(UNIT_STAT_FOLLOW); if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) follow to %s (GUID: %u)", i_owner->GetGUIDLow(), target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", target->GetTypeId()==TYPEID_PLAYER ? i_owner->GetGUIDLow() : ((Creature*)i_owner)->GetDBTableGUIDLow() ); Mutate(new TargetedMovementGenerator(*target,dist,angle), slot); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) follow to %s (GUID: %u)", i_owner->GetEntry(), i_owner->GetGUIDLow(), target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", target->GetTypeId()==TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow() ); Mutate(new TargetedMovementGenerator(*target,dist,angle), slot); } } void MotionMaster::MovePoint(uint32 id, float x, float y, float z) { if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), id, x, y, z ); Mutate(new PointMovementGenerator(id,x,y,z), MOTION_SLOT_ACTIVE); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) targeted point (ID: %u X: %f Y: %f Z: %f)", i_owner->GetEntry(), i_owner->GetGUIDLow(), id, x, y, z ); Mutate(new PointMovementGenerator(id,x,y,z), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveJumpFrom(float srcX, float srcY, float speedXY, float speedZ) { //this function may make players fall below map if(i_owner->GetTypeId()==TYPEID_PLAYER) return; float x, y, z; float dist = speedXY * speedZ * 0.1f; 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); } void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ) { uint32 moveFlag = MOVEFLAG_JUMP | MOVEFLAG_WALK; uint32 time = speedZ * 100; i_owner->SendMonsterMove(x, y, z, moveFlag, time, speedZ); i_owner->addUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING); i_owner->m_TempSpeed = speedXY; if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) jump to point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z ); Mutate(new PointMovementGenerator(0,x,y,z), MOTION_SLOT_CONTROLLED); } else { DEBUG_LOG("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(0,x,y,z), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveCharge(float x, float y, float z, float speed) { 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) { DEBUG_LOG("Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), x, y, z ); Mutate(new PointMovementGenerator(0,x,y,z), MOTION_SLOT_CONTROLLED); } else { DEBUG_LOG("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(0,x,y,z), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveFleeing(Unit* enemy) { if(!enemy) return; if(i_owner->HasAuraType(SPELL_AURA_PREVENTS_FLEEING)) return; if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) flee from %s (GUID: %u)", i_owner->GetGUIDLow(), enemy->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow() ); Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)", i_owner->GetEntry(), i_owner->GetGUIDLow(), enemy->GetTypeId()==TYPEID_PLAYER ? "player" : "creature", enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow() ); Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode) { if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) taxi to (Path %u node %u)", i_owner->GetGUIDLow(), path, pathnode); FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(path,pathnode); Mutate(mgen, MOTION_SLOT_CONTROLLED); } else { sLog.outError("Creature (Entry: %u GUID: %u) attempt taxi to (Path %u node %u)", i_owner->GetEntry(), i_owner->GetGUIDLow(), path, pathnode ); } } void MotionMaster::MoveDistract(uint32 timer) { if(Impl[MOTION_SLOT_CONTROLLED]) return; if(i_owner->GetTypeId()==TYPEID_PLAYER) { DEBUG_LOG("Player (GUID: %u) distracted (timer: %u)", i_owner->GetGUIDLow(), timer); } else { DEBUG_LOG("Creature (Entry: %u GUID: %u) (timer: %u)", i_owner->GetEntry(), i_owner->GetGUIDLow(), timer); } DistractMovementGenerator* mgen = new DistractMovementGenerator(timer); Mutate(mgen, MOTION_SLOT_CONTROLLED); } void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot) { if(MovementGenerator *curr = Impl[slot]) { if(i_top == slot && (m_cleanFlag & MMCF_UPDATE)) DelayedDelete(curr); else DirectDelete(curr); } else if(i_top < slot) { i_top = slot; } if(i_top > slot) needInit[slot] = true; else { m->Initialize(*i_owner); needInit[slot] = false; } Impl[slot] = m; } void MotionMaster::MovePath(uint32 path_id, bool repeatable) { if(!path_id) return; //We set waypoint movement as new default movement generator // clear ALL movement generators (including default) /*while(!empty()) { MovementGenerator *curr = top(); curr->Finalize(*i_owner); pop(); if( !isStatic( curr ) ) delete curr; }*/ //i_owner->GetTypeId()==TYPEID_PLAYER ? //Mutate(new WaypointMovementGenerator(path_id, repeatable)): Mutate(new WaypointMovementGenerator(path_id, repeatable), MOTION_SLOT_IDLE); DEBUG_LOG("%s (GUID: %u) start moving over path(Id:%u, repeatable: %s)", i_owner->GetTypeId()==TYPEID_PLAYER ? "Player" : "Creature", i_owner->GetGUIDLow(), path_id, repeatable ? "YES" : "NO" ); } void MotionMaster::propagateSpeedChange() { /*Impl::container_type::iterator it = Impl::c.begin(); for ( ;it != end(); ++it) { (*it)->unitSpeedChanged(); }*/ for(int i = 0; i <= i_top; ++i) { if(Impl[i]) Impl[i]->unitSpeedChanged(); } } MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const { if(empty()) return IDLE_MOTION_TYPE; return top()->GetMovementGeneratorType(); } MovementGeneratorType MotionMaster::GetMotionSlotType(int slot) const { if(!Impl[slot]) return NULL_MOTION_TYPE; else return Impl[slot]->GetMovementGeneratorType(); } void MotionMaster::InitTop() { top()->Initialize(*i_owner); needInit[i_top] = false; } void MotionMaster::DirectDelete(_Ty curr) { if(isStatic(curr)) return; curr->Finalize(*i_owner); delete curr; } void MotionMaster::DelayedDelete(_Ty curr) { sLog.outError("CRASH ALARM! Unit (Entry %u) is trying to delete its updating MG (Type %u)!", i_owner->GetEntry(), curr->GetMovementGeneratorType()); if(isStatic(curr)) return; if(!m_expList) m_expList = new ExpireList(); m_expList->push_back(curr); } bool MotionMaster::GetDestination(float &x, float &y, float &z) { if(empty()) return false; return top()->GetDestination(x,y,z); }