/*
* Copyright (C) 2008-2013 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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, see .
*/
#include "MotionMaster.h"
#include "CreatureAISelector.h"
#include "Creature.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 "MoveSpline.h"
#include "MoveSplineInit.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 (_owner->GetTypeId() == TYPEID_UNIT)
{
MovementGenerator* movement = FactorySelector::selectMovementGenerator(_owner->ToCreature());
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 (!_owner)
return;
if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) // what about UNIT_STATE_DISTRACTED? Why is this not included?
return;
ASSERT(!empty());
_cleanFlag |= MMCF_UPDATE;
if (!top()->Update(_owner, diff))
{
_cleanFlag &= ~MMCF_UPDATE;
MovementExpired();
}
else
_cleanFlag &= ~MMCF_UPDATE;
if (_expList)
{
for (size_t i = 0; i < _expList->size(); ++i)
{
MovementGenerator* mg = (*_expList)[i];
DirectDelete(mg);
}
delete _expList;
_expList = NULL;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (_cleanFlag & MMCF_RESET)
top()->Reset(_owner);
_cleanFlag &= ~MMCF_RESET;
}
// probably not the best place to pu this but im not really sure where else to put it.
_owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
}
void MotionMaster::DirectClean(bool reset)
{
while (size() > 1)
{
MovementGenerator *curr = top();
pop();
if (curr) DirectDelete(curr);
}
if (needInitTop())
InitTop();
else if (reset)
top()->Reset(_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())
--_top;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (reset)
top()->Reset(_owner);
}
void MotionMaster::DelayedExpire()
{
if (size() > 1)
{
MovementGenerator *curr = top();
pop();
DelayedDelete(curr);
}
while (!top())
--_top;
}
void MotionMaster::MoveIdle()
{
//! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active
if (empty() || !isStatic(top()))
Mutate(&si_idleMovement, MOTION_SLOT_IDLE);
}
void MotionMaster::MoveRandom(float spawndist)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (GUID: %u) start moving random", _owner->GetGUIDLow());
Mutate(new RandomMovementGenerator(spawndist), MOTION_SLOT_IDLE);
}
}
void MotionMaster::MoveTargetedHome()
{
Clear(false);
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(), MOTION_SLOT_ACTIVE);
}
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 = _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(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE);
}
}
else
{
sLog->outError(LOG_FILTER_GENERAL, "Player (GUID: %u) attempt targeted home", _owner->GetGUIDLow());
}
}
void MotionMaster::MoveConfused()
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) move confused", _owner->GetGUIDLow());
Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) move confused",
_owner->GetEntry(), _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 || target == _owner || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) chase to %s (GUID: %u)",
_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
Mutate(new ChaseMovementGenerator(target, dist, angle), MOTION_SLOT_ACTIVE);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) chase to %s (GUID: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
Mutate(new ChaseMovementGenerator(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 || target == _owner || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
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(target, dist, angle), slot);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) follow to %s (GUID: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
Mutate(new FollowMovementGenerator(target, dist, angle), slot);
}
}
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), id, x, y, z);
Mutate(new PointMovementGenerator(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) targeted point (ID: %u X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), id, x, y, z);
Mutate(new PointMovementGenerator(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveLand(uint32 id, Position const& pos)
{
float x, y, z;
pos.GetPosition(x, y, z);
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);
init.MoveTo(x, y, z);
init.SetAnimation(Movement::ToGround);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos)
{
float x, y, z;
pos.GetPosition(x, y, z);
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);
init.MoveTo(x, y, z);
init.SetAnimation(Movement::ToFly);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
float x, y, z;
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
_owner->GetNearPoint(_owner, x, y, z, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + M_PI);
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
init.Launch();
Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
float x, y, z;
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
_owner->GetClosePoint(x, y, z, _owner->GetObjectSize(), dist, angle);
MoveJump(x, y, z, speedXY, speedZ);
}
void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Unit (GUID: %u) jump to point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), x, y, z);
float moveTimeHalf = speedZ / Movement::gravity;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
sLog->outDebug(LOG_FILTER_GENERAL, "MotionMaster::MoveFall: unable retrive a proper height at map %u (x: %f, y: %f, z: %f).",
_owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
return;
}
// Abort too if the ground is very near
if (fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
_owner->m_movementInfo.SetFallTime(0);
}
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz, false);
init.SetFall();
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, bool generatePath)
{
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), x, y, z);
Mutate(new PointMovementGenerator(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) charge point (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), x, y, z);
Mutate(new PointMovementGenerator(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveCharge(PathGenerator const& path)
{
G3D::Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.x, dest.y, dest.z, SPEED_CHARGE, EVENT_CHARGE_PREPATH);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
Movement::MoveSplineInit init(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(SPEED_CHARGE);
init.Launch();
}
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outError(LOG_FILTER_GENERAL, "Player (GUID: %u) attempt to seek assistance", _owner->GetGUIDLow());
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), x, y, z);
_owner->AttackStop();
_owner->ToCreature()->SetReactState(REACT_PASSIVE);
Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outError(LOG_FILTER_GENERAL, "Player (GUID: %u) attempt to call distract after assistance", _owner->GetGUIDLow());
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) is distracted after assistance call (Time: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(), time);
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
{
if (!enemy)
return;
if (_owner->HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) flee from %s (GUID: %u)", _owner->GetGUIDLow(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUIDLow() : enemy->ToCreature()->GetDBTableGUIDLow());
Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)%s",
_owner->GetEntry(), _owner->GetGUIDLow(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUIDLow() : enemy->ToCreature()->GetDBTableGUIDLow(),
time ? " for a limited time" : "");
if (time)
Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
else
Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
if (path < sTaxiPathNodesByPath.size())
{
sLog->outDebug(LOG_FILTER_GENERAL, "%s taxi to (Path %u node %u)", _owner->GetName().c_str(), path, pathnode);
FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(sTaxiPathNodesByPath[path], pathnode);
Mutate(mgen, MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outError(LOG_FILTER_GENERAL, "%s attempt taxi to (not existed Path %u node %u)",
_owner->GetName().c_str(), path, pathnode);
}
}
else
{
sLog->outError(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) attempt taxi to (Path %u node %u)",
_owner->GetEntry(), _owner->GetGUIDLow(), path, pathnode);
}
}
void MotionMaster::MoveDistract(uint32 timer)
{
if (Impl[MOTION_SLOT_CONTROLLED])
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outDebug(LOG_FILTER_GENERAL, "Player (GUID: %u) distracted (timer: %u)", _owner->GetGUIDLow(), timer);
}
else
{
sLog->outDebug(LOG_FILTER_GENERAL, "Creature (Entry: %u GUID: %u) (timer: %u)",
_owner->GetEntry(), _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])
{
Impl[slot] = NULL; // in case a new one is generated in this slot during directdelete
if (_top == slot && (_cleanFlag & MMCF_UPDATE))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else if (_top < slot)
{
_top = slot;
}
Impl[slot] = m;
if (_top > slot)
_needInit[slot] = true;
else
{
_needInit[slot] = false;
m->Initialize(_owner);
}
}
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(*_owner);
pop();
if (!isStatic(curr))
delete curr;
}*/
//_owner->GetTypeId() == TYPEID_PLAYER ?
//Mutate(new WaypointMovementGenerator(path_id, repeatable)):
Mutate(new WaypointMovementGenerator(path_id, repeatable), MOTION_SLOT_IDLE);
sLog->outDebug(LOG_FILTER_GENERAL, "%s (GUID: %u) start moving over path(Id:%u, repeatable: %s)",
_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature",
_owner->GetGUIDLow(), path_id, repeatable ? "YES" : "NO");
}
void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)
{
if (!time)
return;
Mutate(new RotateMovementGenerator(time, direction), MOTION_SLOT_ACTIVE);
}
void MotionMaster::propagateSpeedChange()
{
/*Impl::container_type::iterator it = Impl::c.begin();
for (; it != end(); ++it)
{
(*it)->unitSpeedChanged();
}*/
for (int i = 0; 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(_owner);
_needInit[_top] = false;
}
void MotionMaster::DirectDelete(_Ty curr)
{
if (isStatic(curr))
return;
curr->Finalize(_owner);
delete curr;
}
void MotionMaster::DelayedDelete(_Ty curr)
{
sLog->outFatal(LOG_FILTER_GENERAL, "Unit (Entry %u) is trying to delete its updating MG (Type %u)!", _owner->GetEntry(), curr->GetMovementGeneratorType());
if (isStatic(curr))
return;
if (!_expList)
_expList = new ExpireList();
_expList->push_back(curr);
}
bool MotionMaster::GetDestination(float &x, float &y, float &z)
{
if (_owner->movespline->Finalized())
return false;
G3D::Vector3 const& dest = _owner->movespline->FinalDestination();
x = dest.x;
y = dest.y;
z = dest.z;
return true;
}