/* * Copyright (C) 2008-2016 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" 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 && !isStatic(curr)) delete curr; // Skip finalizing on delete, it might launch new movement } } 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 (empty()) return; 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 (!empty() && !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 (!empty() && !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) { TC_LOG_DEBUG("misc", "Creature (%s) started random movement.", _owner->GetGUID().ToString().c_str()); Mutate(new RandomMovementGenerator(spawndist), MOTION_SLOT_IDLE); } } void MotionMaster::MoveTargetedHome() { Clear(false); if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID()) { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) targeted home.", _owner->GetEntry(), _owner->GetGUID().ToString().c_str()); Mutate(new HomeMovementGenerator(), MOTION_SLOT_ACTIVE); } else if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID().IsEmpty()) { TC_LOG_DEBUG("misc", "Pet or controlled creature (Entry: %u %s) is targeting home", _owner->GetEntry(), _owner->GetGUID().ToString().c_str()); Unit* target = _owner->ToCreature()->GetCharmerOrOwner(); if (target) { TC_LOG_DEBUG("misc", "Following %s", target->GetGUID().ToString().c_str()); Mutate(new FollowMovementGenerator(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE); } } else { TC_LOG_ERROR("misc", "Player (%s) attempted to move towards target home.", _owner->GetGUID().ToString().c_str()); } } void MotionMaster::MoveConfused() { if (_owner->GetTypeId() == TYPEID_PLAYER) { TC_LOG_DEBUG("misc", "Player (%s) move confused", _owner->GetGUID().ToString().c_str()); Mutate(new ConfusedMovementGenerator(), MOTION_SLOT_CONTROLLED); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) move confused", _owner->GetEntry(), _owner->GetGUID().ToString().c_str()); 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) { TC_LOG_DEBUG("misc", "Player (%s) chase (%s)", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str()); Mutate(new ChaseMovementGenerator(target, dist, angle), MOTION_SLOT_ACTIVE); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) chase %s", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str()); 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) { TC_LOG_DEBUG("misc", "Player (%s) follows (%s)", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str()); Mutate(new FollowMovementGenerator(target, dist, angle), slot); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) follows (%s)", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str()); 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) { TC_LOG_DEBUG("misc", "Player (%s) targeted point (Id: %u X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), id, x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) targeted point (ID: %u X: %f Y: %f Z: %f).", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), id, x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance) { float distanceToTravel = _owner->GetExactDist2d(target) - distance; if (distanceToTravel > 0.0f) { float angle = _owner->GetAngle(target); float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle); float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle); MovePoint(id, destx, desty, target->GetPositionZ()); } else { // we are already close enough. We just need to turn toward the target without changing position. Movement::MoveSplineInit init(_owner); init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZMinusOffset()); init.SetFacing(target); init.Launch(); Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveLand(uint32 id, Position const& pos) { float x, y, z; pos.GetPosition(x, y, z); TC_LOG_DEBUG("misc", "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); TC_LOG_DEBUG("misc", "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; if (speedXY <= 0.1f) 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) + float(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, 0.0f, speedXY, speedZ); } void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint32 id /*= EVENT_JUMP*/, bool hasOrientation /* = false*/, uint32 arrivalSpellId /*= 0*/, ObjectGuid const& arrivalSpellTargetGuid /*= ObjectGuid::Empty*/) { TC_LOG_DEBUG("misc", "Unit (%s) jumps to point (X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), x, y, z); if (speedXY <= 0.1f) return; 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); if (hasOrientation) init.SetFacing(o); init.Launch(); Mutate(new EffectMovementGenerator(id, arrivalSpellId, arrivalSpellTargetGuid), MOTION_SLOT_CONTROLLED); } void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount) { float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f); Position const& pos = { x, y, z, 0.0f }; float angle = pos.GetAngle(_owner->GetPositionX(), _owner->GetPositionY()); Movement::MoveSplineInit init(_owner); for (uint8 i = 0; i < stepCount; angle += step, ++i) { G3D::Vector3 point; point.x = x + radius * cosf(angle); point.y = y + radius * sinf(angle); if (_owner->IsFlying()) point.z = z; else point.z = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), point.x, point.y, z); init.Path().push_back(point); } if (_owner->IsFlying()) { init.SetFly(); init.SetCyclic(); init.SetAnimation(Movement::ToFly); } else { init.SetWalk(true); init.SetCyclic(); } init.Launch(); } void MotionMaster::MoveSmoothPath(uint32 pointId, G3D::Vector3 const* pathPoints, size_t pathSize, bool walk) { Movement::PointsArray path(pathPoints, pathPoints + pathSize); Movement::MoveSplineInit init(_owner); init.MovebyPath(path); init.SetSmooth(); init.SetWalk(walk); init.Launch(); // This code is not correct // EffectMovementGenerator does not affect UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE // need to call PointMovementGenerator with various pointIds Mutate(new EffectMovementGenerator(pointId), MOTION_SLOT_ACTIVE); //Position pos(pathPoints[pathSize - 1].x, pathPoints[pathSize - 1].y, pathPoints[pathSize - 1].z); //MovePoint(EVENT_CHARGE_PREPATH, pos, false); } 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) { TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve 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 (std::fabs(_owner->GetPositionZ() - tz) < 0.1f) return; if (_owner->GetTypeId() == TYPEID_PLAYER) _owner->SetFall(true); 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 /*= SPEED_CHARGE*/, uint32 id /*= EVENT_CHARGE*/, bool generatePath /*= false*/) { if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE) return; if (_owner->GetTypeId() == TYPEID_PLAYER) { TC_LOG_DEBUG("misc", "Player (%s) charged point (X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) charged point (X: %f Y: %f Z: %f).", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), x, y, z); Mutate(new PointMovementGenerator(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED); } } void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/) { G3D::Vector3 dest = path.GetActualEndPosition(); MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH); // Charge movement is not started when using EVENT_CHARGE_PREPATH Movement::MoveSplineInit init(_owner); init.MovebyPath(path.GetPath()); init.SetVelocity(speed); init.Launch(); } void MotionMaster::MoveSeekAssistance(float x, float y, float z) { if (_owner->GetTypeId() == TYPEID_PLAYER) { TC_LOG_ERROR("misc", "Player (GUID: %s) attempted to seek assistance.", _owner->GetGUID().ToString().c_str()); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) seek assistance (X: %f Y: %f Z: %f)", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), 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) { TC_LOG_ERROR("misc", "Player (%s) attempedt to call distract after assistance.", _owner->GetGUID().ToString().c_str()); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) is distracted after assistance call (Time: %u).", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), time); Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE); } } void MotionMaster::MoveFleeing(Unit* enemy, uint32 time) { if (!enemy) return; if (_owner->GetTypeId() == TYPEID_PLAYER) { TC_LOG_DEBUG("misc", "Player (%s) flees from (%s).", _owner->GetGUID().ToString().c_str(), enemy->GetGUID().ToString().c_str()); Mutate(new FleeingMovementGenerator(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) flees from (%s)%s.", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), enemy->GetGUID().ToString().c_str(), 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()) { TC_LOG_DEBUG("misc", "%s taxi to (Path %u node %u).", _owner->GetName().c_str(), path, pathnode); FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(); mgen->LoadPath(_owner->ToPlayer()); Mutate(mgen, MOTION_SLOT_CONTROLLED); } else { TC_LOG_ERROR("misc", "%s attempted taxi to (non-existing Path %u node %u).", _owner->GetName().c_str(), path, pathnode); } } else { TC_LOG_ERROR("misc", "Creature (Entry: %u %s) attempted taxi to (Path %u node %u).", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), path, pathnode); } } void MotionMaster::MoveDistract(uint32 timer) { if (Impl[MOTION_SLOT_CONTROLLED]) return; if (_owner->GetTypeId() == TYPEID_PLAYER) { TC_LOG_DEBUG("misc", "Player (%s) distracted (timer: %u).", _owner->GetGUID().ToString().c_str(), timer); } else { TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) distracted (timer: %u)", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), 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); TC_LOG_DEBUG("misc", "%s starts moving over path (Id:%u, repeatable: %s).", _owner->GetGUID().ToString().c_str(), 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) { TC_LOG_FATAL("misc", "Unit (Entry %u) is trying to delete its updating Movement Generator (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; }