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[9401] Resolve porblems with waypoints moved/etc after [9400]
* Move movegen Interrupt/Reset calls from CreatureRelocation that called and from another movegens. * Add this called to NearTeleportTo creature case and new MonsterMove* functions that considered as special moves similar instant movegens. * NearTeleportTo/MonsterMove functions recomended used instead explicit use CreatureReolcation+SendMosterMOve pairs for proper reaction at movement from creature movement generators.
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c044d64618
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54559b5c03
8 changed files with 93 additions and 50 deletions
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@ -764,7 +764,7 @@ bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
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&& pPlayer->getClass() == GetCreatureInfo()->trainer_class;
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}
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void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, uint8 type)
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void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, SplineType type)
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{
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/* uint32 timeElap = getMSTime();
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if ((timeElap - m_startMove) < m_moveTime)
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@ -2057,25 +2057,6 @@ void Creature::SendMonsterMoveWithSpeedToCurrentDestination(Player* player)
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SendMonsterMoveWithSpeed(x, y, z, 0, player);
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}
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void Creature::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player)
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{
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if (!transitTime)
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{
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if(GetTypeId()==TYPEID_PLAYER)
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{
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Traveller<Player> traveller(*(Player*)this);
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transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
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}
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else
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{
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Traveller<Creature> traveller(*(Creature*)this);
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transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
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}
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}
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//float orientation = (float)atan2((double)dy, (double)dx);
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SendMonsterMove(x, y, z, 0, GetSplineFlags(), transitTime, player);
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}
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void Creature::SendAreaSpiritHealerQueryOpcode(Player *pl)
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{
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uint32 next_resurrect = 0;
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@ -438,7 +438,7 @@ class MANGOS_DLL_SPEC Creature : public Unit
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bool AIM_Initialize();
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void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, uint8 type);
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void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, SplineType type);
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CreatureAI* AI() { return i_AI; }
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void AddSplineFlag(SplineFlags f)
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@ -465,7 +465,6 @@ class MANGOS_DLL_SPEC Creature : public Unit
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UpdateWalkMode(this, false);
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}
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void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
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void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL);
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uint32 GetShieldBlockValue() const //dunno mob block value
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@ -35,7 +35,6 @@
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#include "Group.h"
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#include "MapRefManager.h"
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#include "DBCEnums.h"
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#include "MovementGenerator.h"
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#include "MapInstanced.h"
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#include "InstanceSaveMgr.h"
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@ -891,11 +890,6 @@ Map::PlayerRelocation(Player *player, float x, float y, float z, float orientati
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void
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Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
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{
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// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
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if (!creature->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = creature->GetMotionMaster()->top())
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movgen->Interrupt(*creature);
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assert(CheckGridIntegrity(creature,false));
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Cell old_cell = creature->GetCurrentCell();
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@ -920,12 +914,6 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
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}
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assert(CheckGridIntegrity(creature,true));
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// finished relocation, movegen can different from top before creature relocation,
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// but apply Reset expected to be safe in any case
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if (!creature->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = creature->GetMotionMaster()->top())
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movgen->Reset(*creature);
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}
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void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang)
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@ -2998,8 +2986,7 @@ void Map::ScriptsProcess()
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sLog.outError("SCRIPT_COMMAND_MOVE_TO call for non-creature (TypeId: %u), skipping.",source->GetTypeId());
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break;
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}
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((Creature*)source)->SendMonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 );
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((Creature*)source)->GetMap()->CreatureRelocation(((Creature*)source), step.script->x, step.script->y, step.script->z, 0);
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((Unit*)source)->MonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 );
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break;
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case SCRIPT_COMMAND_FLAG_SET:
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if(!source)
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@ -6428,10 +6428,7 @@ void Spell::EffectCharge(uint32 /*i*/)
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((Creature *)unitTarget)->StopMoving();
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// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
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if (m_caster->GetTypeId() != TYPEID_PLAYER)
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
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m_caster->MonsterMove(x, y, z, 1);
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// not all charge effects used in negative spells
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if (unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
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@ -6456,10 +6453,7 @@ void Spell::EffectCharge2(uint32 /*i*/)
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return;
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// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
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m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);
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if (m_caster->GetTypeId() != TYPEID_PLAYER)
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m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
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m_caster->MonsterMove(x, y, z, 1);
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// not all charge effects used in negative spells
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if (unitTarget && unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
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@ -102,7 +102,7 @@ inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z
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template<>
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inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
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{
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i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetSplineFlags(), 0);
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i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetSplineFlags(), SPLINETYPE_NORMAL);
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}
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// specialization for players
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@ -138,7 +138,7 @@ template<>
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inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t)
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{
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//Only send SPLINEFLAG_WALKMODE, client has strange issues with other move flags
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i_traveller.SendMonsterMove(x, y, z, 0, SPLINEFLAG_WALKMODE, t);
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i_traveller.SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, SPLINEFLAG_WALKMODE, t);
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}
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typedef Traveller<Creature> CreatureTraveller;
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@ -47,6 +47,7 @@
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#include "Path.h"
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#include "Traveller.h"
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#include "VMapFactory.h"
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#include "MovementGenerator.h"
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#include <math.h>
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@ -364,7 +365,7 @@ bool Unit::haveOffhandWeapon() const
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return false;
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}
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void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, SplineFlags flags, uint32 Time, Player* player)
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void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player)
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{
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float moveTime = (float)Time;
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@ -431,6 +432,26 @@ void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, Spl
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SendMessageToSet(&data, true);
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}
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void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player)
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{
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if (!transitTime)
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{
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if(GetTypeId()==TYPEID_PLAYER)
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{
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Traveller<Player> traveller(*(Player*)this);
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transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
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}
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else
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{
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Traveller<Creature> traveller(*(Creature*)this);
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transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
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}
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}
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//float orientation = (float)atan2((double)dy, (double)dx);
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SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
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SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime, player);
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}
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void Unit::BuildHeartBeatMsg(WorldPacket *data) const
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{
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MovementFlags move_flags = GetTypeId()==TYPEID_PLAYER
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@ -12475,7 +12496,7 @@ void Unit::StopMoving()
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// send explicit stop packet
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// player expected for correct work SPLINEFLAG_WALKMODE
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);
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SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_NORMAL, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);
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// update position and orientation for near players
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WorldPacket data;
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@ -13228,11 +13249,67 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
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((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
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else
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{
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Creature* c = (Creature*)this;
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// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Interrupt(*c);
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GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
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WorldPacket data;
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BuildHeartBeatMsg(&data);
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SendMessageToSet(&data, false);
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// finished relocation, movegen can different from top before creature relocation,
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// but apply Reset expected to be safe in any case
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Reset(*c);
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}
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}
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void Unit::MonsterMove(float x, float y, float z, uint32 transitTime)
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{
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SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
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SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime);
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if (GetTypeId() != TYPEID_PLAYER)
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{
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Creature* c = (Creature*)this;
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// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Interrupt(*c);
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GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);
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// finished relocation, movegen can different from top before creature relocation,
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// but apply Reset expected to be safe in any case
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Reset(*c);
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}
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}
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void Unit::MonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime)
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{
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SendMonsterMoveWithSpeed(x, y, z, transitTime );
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if (GetTypeId() != TYPEID_PLAYER)
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{
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Creature* c = (Creature*)this;
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// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Interrupt(*c);
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GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);
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// finished relocation, movegen can different from top before creature relocation,
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// but apply Reset expected to be safe in any case
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if (!c->GetMotionMaster()->empty())
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if (MovementGenerator *movgen = c->GetMotionMaster()->top())
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movgen->Reset(*c);
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}
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}
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@ -1357,8 +1357,13 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, SplineFlags flags, uint32 Time, Player* player = NULL);
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void MonsterMove(float x, float y, float z, uint32 transitTime);
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void MonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0);
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// recommend use MonsterMove/MonsterMoveWithSpeed for most case that correctly work with movegens
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void SendMonsterMove(float x, float y, float z, SplineType type, SplineFlags flags, uint32 Time, Player* player = NULL);
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void SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, SplineFlags flags);
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void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
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void SendHighestThreatUpdate(HostileReference* pHostileReference);
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void SendThreatClear();
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9400"
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#define REVISION_NR "9401"
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#endif // __REVISION_NR_H__
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