diff options
Diffstat (limited to 'src/server/game/Movement/MotionMaster.cpp')
-rw-r--r-- | src/server/game/Movement/MotionMaster.cpp | 827 |
1 files changed, 827 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp new file mode 100644 index 0000000000..6b609a9ec3 --- /dev/null +++ b/src/server/game/Movement/MotionMaster.cpp @@ -0,0 +1,827 @@ +/* + * Copyright (C) + * Copyright (C) + * + * 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 <http://www.gnu.org/licenses/>. + */ + +#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 "EscortMovementGenerator.h" +#include "MoveSpline.h" +#include "MoveSplineInit.h" +#include <cassert> + +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() +{ + // Xinef: Do not allow to initialize any motion generator for dead creatures + if (_owner->GetTypeId() == TYPEID_UNIT && _owner->IsAlive()) + { + 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? + { + // pussywizard: the same as at the bottom of this function + if (_owner->GetTypeId() == TYPEID_PLAYER) + _owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); + else + _owner->UpdateEnvironmentIfNeeded(0); + + return; + } + + ASSERT(!empty()); + + _cleanFlag |= MMCF_INUSE; + + _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; + } + + _cleanFlag &= ~MMCF_INUSE; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + _owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); + else + _owner->UpdateEnvironmentIfNeeded(0); +} + +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(); + if (curr) 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(); + if (curr) DelayedDelete(curr); + } + + while (!empty() && !top()) + --_top; +} + +void MotionMaster::DirectExpireSlot(MovementSlot slot, bool reset) +{ + if (size() > 1) + { + MovementGenerator *curr = Impl[slot]; + + // pussywizard: clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete + Impl[slot] = NULL; + while (!empty() && !top()) + --_top; + + if (curr) DirectDelete(curr); + } + + while (!empty() && !top()) + --_top; + + if (empty()) + Initialize(); + else if (needInitTop()) + InitTop(); + else if (reset) + top()->Reset(_owner); +} + +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) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_UNIT) + { + ;//sLog->outStaticDebug("Creature (GUID: %u) start moving random", _owner->GetGUIDLow()); + Mutate(new RandomMovementGenerator<Creature>(spawndist), MOTION_SLOT_IDLE); + } +} + +void MotionMaster::MoveTargetedHome() +{ + Clear(false); + + if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID()) + { + ;//sLog->outStaticDebug("Creature (Entry: %u GUID: %u) targeted home", _owner->GetEntry(), _owner->GetGUIDLow()); + Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE); + } + else if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->GetCharmerOrOwnerGUID()) + { + _owner->ClearUnitState(UNIT_STATE_EVADE); + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + ;//sLog->outStaticDebug("Pet or controlled creature (Entry: %u GUID: %u) targeting home", _owner->GetEntry(), _owner->GetGUIDLow()); + Unit* target = _owner->ToCreature()->GetCharmerOrOwner(); + if (target) + { + ;//sLog->outStaticDebug("Following %s (GUID: %u)", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow()); + Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle()), MOTION_SLOT_ACTIVE); + } + } + else + { + sLog->outError("Player (GUID: %u) attempt targeted home", _owner->GetGUIDLow()); + } +} + +void MotionMaster::MoveConfused() +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("Player (GUID: %u) move confused", _owner->GetGUIDLow()); + Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED); + } + else + { + ;//sLog->outStaticDebug("Creature (Entry: %u GUID: %u) move confused", + // _owner->GetEntry(), _owner->GetGUIDLow()); + Mutate(new ConfusedMovementGenerator<Creature>(), MOTION_SLOT_CONTROLLED); + } +} + +void MotionMaster::MoveChase(Unit* target, float dist, float angle) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + // 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->outStaticDebug("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<Player>(target, dist, angle), MOTION_SLOT_ACTIVE); + } + else + { + ;//sLog->outStaticDebug("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<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE); + } +} + +void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + // 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->outStaticDebug("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<Player>(target, dist, angle), slot); + } + else + { + ;//sLog->outStaticDebug("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<Creature>(target, dist, angle), slot); + } +} + +void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), id, x, y, z); + Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, NULL, generatePath, forceDestination), slot); + } + else + { + ;//sLog->outStaticDebug("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<Creature>(id, x, y, z, 0.0f, NULL, generatePath, forceDestination), slot); + } +} + +void MotionMaster::MoveSplinePath(Movement::PointsArray* path) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), id, x, y, z); + Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE); + } + else + { + ;//sLog->outStaticDebug("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 EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE); + } +} + +void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + float x, y, z; + pos.GetPosition(x, y, z); + + ;//sLog->outStaticDebug("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.SetVelocity(speed); + init.SetAnimation(Movement::ToGround); + init.Launch(); + Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE); +} + +void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed) +{ + Position pos = {x, y, z, 0.0f}; + MoveLand(id, pos, speed); +} + +void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + float x, y, z; + pos.GetPosition(x, y, z); + + ;//sLog->outStaticDebug("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.SetVelocity(speed); + init.SetAnimation(Movement::ToFly); + init.Launch(); + Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE); +} + +void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed) +{ + Position pos = {x, y, z, 0.0f}; + MoveTakeoff(id, pos, speed); +} + +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 moveTimeHalf = speedZ / Movement::gravity; + float dist = 2 * moveTimeHalf * speedXY; + float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ); + + Position pos; + _owner->GetNearPoint(_owner, pos.m_positionX, pos.m_positionY, pos.m_positionZ, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + M_PI); + + // xinef: check LoS! + if (!_owner->IsWithinLOS(pos.m_positionX, pos.m_positionY, pos.m_positionZ)) + { + _owner->GetPosition(&pos); + _owner->MovePositionToFirstCollision(pos, dist, _owner->GetAngle(srcX, srcY) + M_PI); + } + + Movement::MoveSplineInit init(_owner); + init.MoveTo(pos.m_positionX, pos.m_positionY, pos.m_positionZ); + 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, Unit const* target) +{ + ;//sLog->outStaticDebug("Unit (GUID: %u) jump to point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), 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); + init.SetParabolic(max_height, 0); + init.SetVelocity(speedXY); + if (target) + init.SetFacing(target); + init.Launch(); + Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED); +} + +void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + // 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->outStaticDebug("MotionMaster::MoveFall: unable retrive a proper height at map %u (x: %f, y: %f, z: %f).", + // _owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionX(), _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); + _owner->ToPlayer()->SetFallInformation(time(NULL), _owner->GetPositionZ()); + } + else if (_owner->GetTypeId() == TYPEID_UNIT && addFlagForNPC) // pussywizard + { + _owner->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING); + _owner->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING|MOVEMENTFLAG_CAN_FLY); + _owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING); + _owner->m_movementInfo.SetFallTime(0); + _owner->SendMovementFlagUpdate(); + } + + Movement::MoveSplineInit init(_owner); + init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz); + init.SetFall(); + init.Launch(); + Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED); +} + +void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), x, y, z); + Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED); + } + else + { + ;//sLog->outStaticDebug("Creature (Entry: %u GUID: %u) charge point (X: %f Y: %f Z: %f)", + // _owner->GetEntry(), _owner->GetGUIDLow(), x, y, z); + Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED); + } +} + +void MotionMaster::MoveSeekAssistance(float x, float y, float z) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + sLog->outError("Player (GUID: %u) attempt to seek assistance", _owner->GetGUIDLow()); + } + else + { + ;//sLog->outStaticDebug("Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)", + // _owner->GetEntry(), _owner->GetGUIDLow(), x, y, z); + _owner->AttackStop(); + _owner->CastStop(0, false); + _owner->ToCreature()->SetReactState(REACT_PASSIVE); + Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE); + } +} + +void MotionMaster::MoveSeekAssistanceDistract(uint32 time) +{ + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + sLog->outError("Player (GUID: %u) attempt to call distract after assistance", _owner->GetGUIDLow()); + } + else + { + ;//sLog->outStaticDebug("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; + + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("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<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); + } + else + { + ;//sLog->outStaticDebug("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<Creature>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED); + } +} + +void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode) +{ + if (_owner->GetTypeId() == TYPEID_PLAYER) + { + if (path < sTaxiPathNodesByPath.size()) + { + ;//sLog->outStaticDebug("%s taxi to (Path %u node %u)", _owner->GetName().c_str(), path, pathnode); + FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(pathnode); + mgen->LoadPath(_owner->ToPlayer()); + Mutate(mgen, MOTION_SLOT_CONTROLLED); + } + else + { + sLog->outError("%s attempt taxi to (not existed Path %u node %u)", + _owner->GetName().c_str(), path, pathnode); + } + } + else + { + sLog->outError("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; + + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return; + + /*if (_owner->GetTypeId() == TYPEID_PLAYER) + { + ;//sLog->outStaticDebug("Player (GUID: %u) distracted (timer: %u)", _owner->GetGUIDLow(), timer); + } + else + { + ;//sLog->outStaticDebug("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) +{ + while (MovementGenerator *curr = Impl[slot]) + { + bool delayed = (_top == slot && (_cleanFlag & MMCF_UPDATE)); + + // pussywizard: clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete + Impl[slot] = NULL; + while (!empty() && !top()) + --_top; + + if (delayed) + DelayedDelete(curr); + else + DirectDelete(curr); + } + + 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; + + // Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE + if (_owner->HasFlag(UNIT_FIELD_FLAGS, 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->GetTypeId() == TYPEID_PLAYER ? + //Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)): + Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE); + + ;//sLog->outStaticDebug("%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(); + } +} + +void MotionMaster::ReinitializeMovement() +{ + for (int i = 0; i <= _top; ++i) + { + if (Impl[i]) + Impl[i]->Reset(_owner); + } +} + +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(); +} + +// Xinef: Escort system +uint32 MotionMaster::GetCurrentSplineId() const +{ + if (empty()) + return 0; + + return top()->GetSplineId(); +} + +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->outCrash("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; +} |