/* * 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); }