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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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342
src/game/MotionMaster.cpp
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342
src/game/MotionMaster.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "MotionMaster.h"
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#include "CreatureAISelector.h"
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#include "Creature.h"
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#include "Traveller.h"
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#include "ConfusedMovementGenerator.h"
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#include "FleeingMovementGenerator.h"
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#include "HomeMovementGenerator.h"
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#include "IdleMovementGenerator.h"
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#include "PointMovementGenerator.h"
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#include "TargetedMovementGenerator.h"
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#include "WaypointMovementGenerator.h"
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#include <cassert>
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inline bool isStatic(MovementGenerator *mv)
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{
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return (mv == &si_idleMovement);
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}
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void
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MotionMaster::Initialize()
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{
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// clear ALL movement generators (including default)
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while(!empty())
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{
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MovementGenerator *curr = top();
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curr->Finalize(*i_owner);
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pop();
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if( !isStatic( curr ) )
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delete curr;
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}
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// set new default movement generator
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if(i_owner->GetTypeId() == TYPEID_UNIT)
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{
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MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)i_owner);
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push( movement == NULL ? &si_idleMovement : movement );
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top()->Initialize(*i_owner);
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}
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else
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push(&si_idleMovement);
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}
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MotionMaster::~MotionMaster()
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{
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// clear ALL movement generators (including default)
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while(!empty())
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{
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MovementGenerator *curr = top();
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curr->Finalize(*i_owner);
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pop();
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if( !isStatic( curr ) )
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delete curr;
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}
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}
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void
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MotionMaster::UpdateMotion(const uint32 &diff)
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{
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if( i_owner->hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED) )
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return;
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assert( !empty() );
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if (!top()->Update(*i_owner, diff))
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MovementExpired();
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}
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void
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MotionMaster::Clear(bool reset)
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{
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while( !empty() && size() > 1 )
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{
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MovementGenerator *curr = top();
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curr->Finalize(*i_owner);
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pop();
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if( !isStatic( curr ) )
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delete curr;
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}
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if (reset)
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{
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assert( !empty() );
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top()->Reset(*i_owner);
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}
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}
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void
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MotionMaster::MovementExpired(bool reset)
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{
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if( empty() || size() == 1 )
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return;
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MovementGenerator *curr = top();
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curr->Finalize(*i_owner);
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pop();
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if( !isStatic(curr) )
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delete curr;
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assert( !empty() );
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while( !empty() && top()->GetMovementGeneratorType() == TARGETED_MOTION_TYPE )
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{
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// Should check if target is still valid? If not valid it will crash.
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curr = top();
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curr->Finalize(*i_owner);
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pop();
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delete curr;
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}
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if( empty() )
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Initialize();
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if (reset) top()->Reset(*i_owner);
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}
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void MotionMaster::MoveIdle()
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{
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if( empty() || !isStatic( top() ) )
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push( &si_idleMovement );
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}
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void
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MotionMaster::MoveTargetedHome()
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{
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if(i_owner->hasUnitState(UNIT_STAT_FLEEING))
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return;
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Clear(false);
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if(i_owner->GetTypeId()==TYPEID_UNIT && !((Creature*)i_owner)->GetCharmerOrOwnerGUID())
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) targeted home", i_owner->GetEntry(), i_owner->GetGUIDLow());
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Mutate(new HomeMovementGenerator<Creature>());
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}
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else if(i_owner->GetTypeId()==TYPEID_UNIT && ((Creature*)i_owner)->GetCharmerOrOwnerGUID())
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{
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sLog.outError("Pet or controlled creature (Entry: %u GUID: %u) attempt targeted home",
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i_owner->GetEntry(), i_owner->GetGUIDLow() );
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}
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else
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{
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sLog.outError("Player (GUID: %u) attempt targeted home", i_owner->GetGUIDLow() );
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}
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}
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void
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MotionMaster::MoveConfused()
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) move confused", i_owner->GetGUIDLow() );
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Mutate(new ConfusedMovementGenerator<Player>());
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) move confused",
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i_owner->GetEntry(), i_owner->GetGUIDLow() );
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Mutate(new ConfusedMovementGenerator<Creature>());
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}
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}
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void
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MotionMaster::MoveChase(Unit* target, float dist, float angle)
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{
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// ignore movement request if target not exist
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if(!target)
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return;
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i_owner->clearUnitState(UNIT_STAT_FOLLOW);
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) chase to %s (GUID: %u)",
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target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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target->GetTypeId()==TYPEID_PLAYER ? i_owner->GetGUIDLow() : ((Creature*)i_owner)->GetDBTableGUIDLow() );
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Mutate(new TargetedMovementGenerator<Player>(*target,dist,angle));
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) chase to %s (GUID: %u)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(),
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target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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target->GetTypeId()==TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow() );
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Mutate(new TargetedMovementGenerator<Creature>(*target,dist,angle));
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}
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}
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void
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MotionMaster::MoveFollow(Unit* target, float dist, float angle)
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{
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Clear();
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// ignore movement request if target not exist
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if(!target)
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return;
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i_owner->addUnitState(UNIT_STAT_FOLLOW);
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) follow to %s (GUID: %u)", i_owner->GetGUIDLow(),
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target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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target->GetTypeId()==TYPEID_PLAYER ? i_owner->GetGUIDLow() : ((Creature*)i_owner)->GetDBTableGUIDLow() );
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Mutate(new TargetedMovementGenerator<Player>(*target,dist,angle));
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) follow to %s (GUID: %u)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(),
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target->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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target->GetTypeId()==TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow() );
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Mutate(new TargetedMovementGenerator<Creature>(*target,dist,angle));
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}
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}
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void
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MotionMaster::MovePoint(uint32 id, float x, float y, float z)
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", i_owner->GetGUIDLow(), id, x, y, z );
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Mutate(new PointMovementGenerator<Player>(id,x,y,z));
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) targeted point (ID: %u X: %f Y: %f Z: %f)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(), id, x, y, z );
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Mutate(new PointMovementGenerator<Creature>(id,x,y,z));
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}
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}
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void
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MotionMaster::MoveFleeing(Unit* enemy)
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{
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if(!enemy)
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return;
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) flee from %s (GUID: %u)", i_owner->GetGUIDLow(),
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enemy->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow() );
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()));
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(),
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enemy->GetTypeId()==TYPEID_PLAYER ? "player" : "creature",
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enemy->GetTypeId()==TYPEID_PLAYER ? enemy->GetGUIDLow() : ((Creature*)enemy)->GetDBTableGUIDLow() );
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Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()));
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}
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}
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void
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MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) taxi to (Path %u node %u)", i_owner->GetGUIDLow(), path, pathnode);
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FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(path,pathnode);
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Mutate(mgen);
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}
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else
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{
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sLog.outError("Creature (Entry: %u GUID: %u) attempt taxi to (Path %u node %u)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(), path, pathnode );
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}
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}
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void
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MotionMaster::MoveDistract(uint32 timer)
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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DEBUG_LOG("Player (GUID: %u) distracted (timer: %u)", i_owner->GetGUIDLow(), timer);
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}
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else
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{
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DEBUG_LOG("Creature (Entry: %u GUID: %u) (timer: %u)",
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i_owner->GetEntry(), i_owner->GetGUIDLow(), timer);
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}
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DistractMovementGenerator* mgen = new DistractMovementGenerator(timer);
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Mutate(mgen);
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}
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void MotionMaster::Mutate(MovementGenerator *m)
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{
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if (!empty())
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{
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switch(top()->GetMovementGeneratorType())
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{
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// HomeMovement is not that important, delete it if meanwhile a new comes
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case HOME_MOTION_TYPE:
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// DistractMovement interrupted by any other movement
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case DISTRACT_MOTION_TYPE:
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MovementExpired(false);
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}
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}
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m->Initialize(*i_owner);
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push(m);
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}
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void MotionMaster::propagateSpeedChange()
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{
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Impl::container_type::iterator it = Impl::c.begin();
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for ( ;it != end(); ++it)
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{
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(*it)->unitSpeedChanged();
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}
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}
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MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const
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{
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if(empty())
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return IDLE_MOTION_TYPE;
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return top()->GetMovementGeneratorType();
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}
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bool MotionMaster::GetDestination(float &x, float &y, float &z)
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{
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if(empty())
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return false;
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return top()->GetDestination(x,y,z);
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}
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