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-rw-r--r--src/server/game/Movement/MotionMaster.cpp101
1 files changed, 51 insertions, 50 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 2b2aba6ef9..bf4df28aad 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -1,14 +1,14 @@
/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
- * This program is free software; you can redistribute it and/or modify it
- * under the terms of the GNU Affero General Public License as published by the
- * Free Software Foundation; either version 3 of the License, or (at your
- * option) any later version.
+ * 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 Affero General Public License for
+ * 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
@@ -32,6 +32,7 @@
#include "TargetedMovementGenerator.h"
#include "WaypointMgr.h"
#include "WaypointMovementGenerator.h"
+#include "SmartScriptMgr.h"
inline MovementGenerator* GetIdleMovementGenerator()
{
@@ -387,6 +388,7 @@ void MotionMaster::MoveBackwards(Unit* target, float dist)
Movement::MoveSplineInit init(_owner);
init.MoveTo(point.x, point.y, point.z, false);
+ init.SetWalk(true);
init.SetFacing(target);
init.SetOrientationInversed();
init.Launch();
@@ -469,7 +471,7 @@ void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlo
*
* For transition movement between the ground and the air, use MoveLand or MoveTakeoff instead.
*/
-void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot, float orientation /* = 0.0f*/)
+void MotionMaster::MovePoint(uint32 id, float x, float y, float z, ForcedMovement forcedMovement, float speed, float orientation, bool generatePath, bool forceDestination, MovementSlot slot)
{
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
return;
@@ -477,16 +479,16 @@ void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generate
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
- Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
+ Mutate(new PointMovementGenerator<Player>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted point (ID: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
- Mutate(new PointMovementGenerator<Creature>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
+ Mutate(new PointMovementGenerator<Creature>(id, x, y, z, forcedMovement, speed, orientation, nullptr, generatePath, forceDestination), slot);
}
}
-void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
+void MotionMaster::MoveSplinePath(Movement::PointsArray* path, ForcedMovement forcedMovement)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
@@ -494,27 +496,43 @@ void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
if (_owner->IsPlayer())
{
- Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
+ Mutate(new EscortMovementGenerator<Player>(forcedMovement, path), MOTION_SLOT_ACTIVE);
}
else
{
- Mutate(new EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE);
+ Mutate(new EscortMovementGenerator<Creature>(forcedMovement, path), MOTION_SLOT_ACTIVE);
}
}
-void MotionMaster::MoveSplinePath(uint32 path_id)
+void MotionMaster::MovePath(uint32 path_id, ForcedMovement forcedMovement, PathSource pathSource)
{
- // convert the path id to a Movement::PointsArray*
- Movement::PointsArray* points = new Movement::PointsArray();
- WaypointPath const* path = sWaypointMgr->GetPath(path_id);
- for (uint8 i = 0; i < path->size(); ++i)
+ WaypointPath const* path;
+ switch (pathSource)
+ {
+ default:
+ case PathSource::WAYPOINT_MGR:
+ path = sWaypointMgr->GetPath(path_id);
+ break;
+ case PathSource::SMART_WAYPOINT_MGR:
+ path = sSmartWaypointMgr->GetPath(path_id);
+ break;
+ }
+
+ if (path == nullptr)
+ {
+ LOG_ERROR("sql.sql", "WaypointMovementGenerator::LoadPath: creature {} ({}) doesn't have waypoint path id: {} pathSource: {}",
+ _owner->GetName(), _owner->GetGUID().ToString(), path_id, pathSource);
+ return;
+ }
+
+ Movement::PointsArray points;
+ for (auto& point : *path)
{
- WaypointData const* node = path->at(i);
- points->push_back(G3D::Vector3(node->x, node->y, node->z));
+ points.push_back(G3D::Vector3(point.second.x, point.second.y, point.second.z));
}
// pass the new PointsArray* to the appropriate MoveSplinePath function
- MoveSplinePath(points);
+ MoveSplinePath(&points, forcedMovement);
}
/**
@@ -539,8 +557,8 @@ void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0
}
init.SetAnimation(Movement::ToGround);
- init.Launch();
- Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
+
+ Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
}
/**
@@ -569,16 +587,12 @@ void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* =
init.MoveTo(x, y, z);
if (speed > 0.0f)
- {
init.SetVelocity(speed);
- }
if (!skipAnimation)
- {
init.SetAnimation(Movement::ToFly);
- }
- init.Launch();
- Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
+
+ Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_ACTIVE);
}
/**
@@ -612,8 +626,8 @@ void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, floa
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
- init.Launch();
- Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
+
+ Mutate(new EffectMovementGenerator(init, 0), MOTION_SLOT_CONTROLLED);
}
/**
@@ -652,8 +666,8 @@ void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float spee
init.SetVelocity(speedXY);
if (target)
init.SetFacing(target);
- init.Launch();
- Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
+
+ Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
}
/**
@@ -695,8 +709,8 @@ void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverHeight());
init.SetFall();
- init.Launch();
- Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
+
+ Mutate(new EffectMovementGenerator(init, id), MOTION_SLOT_CONTROLLED);
}
/**
@@ -713,12 +727,12 @@ void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id,
if (_owner->IsPlayer())
{
LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
- Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
+ Mutate(new PointMovementGenerator<Player>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
}
else
{
LOG_DEBUG("movement.motionmaster", "Creature ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
- Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
+ Mutate(new PointMovementGenerator<Creature>(id, x, y, z, FORCED_MOVEMENT_NONE, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
}
}
@@ -884,7 +898,7 @@ void MotionMaster::Mutate(MovementGenerator* m, MovementSlot slot)
/**
* @brief Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE
*/
-void MotionMaster::MovePath(uint32 path_id, bool repeatable)
+void MotionMaster::MoveWaypoint(uint32 path_id, bool repeatable, PathSource pathSource)
{
if (!path_id)
return;
@@ -892,20 +906,7 @@ void MotionMaster::MovePath(uint32 path_id, bool repeatable)
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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->IsPlayer() ?
- //Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
- Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
+ Mutate(new WaypointMovementGenerator<Creature>(path_id, pathSource, repeatable), MOTION_SLOT_IDLE);
LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");