/* * 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; }