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-rw-r--r--src/server/game/Movement/MotionMaster.cpp827
1 files changed, 827 insertions, 0 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
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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;
+}