/*
* Copyright (C) 2005-2008 MaNGOS
*
* Copyright (C) 2008 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)
continue;
curr->Finalize(*i_owner);
if( !isStatic( curr ) )
delete curr;
}
// set new default movement generator
if(i_owner->GetTypeId() == TYPEID_UNIT)
{
MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)i_owner);
push( movement == NULL ? &si_idleMovement : movement );
top()->Initialize(*i_owner);
}
else
push(&si_idleMovement);
}
MotionMaster::~MotionMaster()
{
// clear ALL movement generators (including default)
while(!empty())
{
MovementGenerator *curr = top();
pop();
if(!curr)
continue;
curr->Finalize(*i_owner);
if( !isStatic( curr ) )
delete curr;
}
}
void
MotionMaster::UpdateMotion(const uint32 &diff)
{
if( i_owner->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
return;
assert( !empty() );
if (!top()->Update(*i_owner, diff))
MovementExpired();
}
void
MotionMaster::Clear(bool reset)
{
while( !empty() && size() > 1 )
{
MovementGenerator *curr = top();
pop();
if(!curr)
continue;
curr->Finalize(*i_owner);
if( !isStatic( curr ) )
delete curr;
}
if (reset)
{
assert( !empty() );
top()->Reset(*i_owner);
}
}
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::MovementExpired(bool reset)
{
if( empty() || size() == 1 )
return;
MovementGenerator *curr = top();
curr->Finalize(*i_owner);
pop();
if( !isStatic(curr) )
delete curr;
assert( !empty() );
while(!top())
--i_top;
/*while( !empty() && top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE )
{
// Should check if target is still valid? If not valid it will crash.
curr = top();
curr->Finalize(*i_owner);
pop();
delete curr;
}*/
if( empty() )
Initialize();
if (reset) top()->Reset(*i_owner);
}
void MotionMaster::MoveIdle(MovementSlot slot)
{
//if( empty() || !isStatic( top() ) )
// push( &si_idleMovement );
if(!isStatic(Impl[slot]))
Mutate(&si_idleMovement, slot);
}
void
MotionMaster::MoveTargetedHome()
{
//if(i_owner->hasUnitState(UNIT_STAT_FLEEING))
// return;
Clear(false);
if(i_owner->GetTypeId()==TYPEID_UNIT && !((Creature*)i_owner)->GetCharmerOrOwnerGUID())
{
DEBUG_LOG("Creature (Entry: %u GUID: %u) targeted home", i_owner->GetEntry(), i_owner->GetGUIDLow());
Mutate(new HomeMovementGenerator(), MOTION_SLOT_ACTIVE);
}
else if(i_owner->GetTypeId()==TYPEID_UNIT && ((Creature*)i_owner)->GetCharmerOrOwnerGUID())
{
DEBUG_LOG("Pet or controlled creature (Entry: %u GUID: %u) targeting home",
i_owner->GetEntry(), i_owner->GetGUIDLow() );
Unit *target = ((Creature*)i_owner)->GetCharmerOrOwner();
if(target)
{
i_owner->addUnitState(UNIT_STAT_FOLLOW);
DEBUG_LOG("Following %s (GUID: %u)",
target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId()==TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow() );
Mutate(new TargetedMovementGenerator(*target,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE);
}
}
else
{
sLog.outError("Player (GUID: %u) attempt targeted home", i_owner->GetGUIDLow() );
}
}
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)
{
// 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), MOTION_SLOT_ACTIVE);
}
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), MOTION_SLOT_ACTIVE);
}
}
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::MoveCharge(float x, float y, float z)
{
if(Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
i_owner->addUnitState(UNIT_STAT_CHARGING);
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])
{
curr->Finalize(*i_owner);
if( !isStatic( curr ) )
delete curr;
}
else if(i_top < slot)
{
i_top = slot;
}
m->Initialize(*i_owner);
Impl[slot] = m;
/*if (!empty())
{
switch(top()->GetMovementGeneratorType())
{
// HomeMovement is not that important, delete it if meanwhile a new comes
case HOME_MOTION_TYPE:
// DistractMovement interrupted by any other movement
case DISTRACT_MOTION_TYPE:
MovementExpired(false);
}
}
m->Initialize(*i_owner);
push(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();
}
bool MotionMaster::GetDestination(float &x, float &y, float &z)
{
if(empty())
return false;
return top()->GetDestination(x,y,z);
}