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Initial project location adjustment
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169
src/game/MotionGenerators/PointMovementGenerator.cpp
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169
src/game/MotionGenerators/PointMovementGenerator.cpp
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "PointMovementGenerator.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "TemporarySummon.h"
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#include "World.h"
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#include "movement/MoveSplineInit.h"
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#include "movement/MoveSpline.h"
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//----- Point Movement Generator
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template<class T>
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void PointMovementGenerator<T>::Initialize(T& unit)
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{
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if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE))
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return;
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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Movement::MoveSplineInit init(unit);
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init.MoveTo(i_x, i_y, i_z, m_generatePath);
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init.Launch();
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}
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template<class T>
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void PointMovementGenerator<T>::Finalize(T& unit)
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{
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unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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if (unit.movespline->Finalized())
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MovementInform(unit);
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}
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template<class T>
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void PointMovementGenerator<T>::Interrupt(T& unit)
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{
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unit.InterruptMoving();
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unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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}
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template<class T>
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void PointMovementGenerator<T>::Reset(T& unit)
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{
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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}
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template<class T>
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bool PointMovementGenerator<T>::Update(T& unit, const uint32& diff)
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{
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if (!&unit)
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return false;
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if (unit.hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
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{
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unit.clearUnitState(UNIT_STAT_ROAMING_MOVE);
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return true;
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}
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if (!unit.hasUnitState(UNIT_STAT_ROAMING_MOVE) && unit.movespline->Finalized())
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Initialize(unit);
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return !unit.movespline->Finalized();
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}
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template<>
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void PointMovementGenerator<Player>::MovementInform(Player&)
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{
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}
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template <>
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void PointMovementGenerator<Creature>::MovementInform(Creature& unit)
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{
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if (unit.AI())
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unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
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if (unit.IsTemporarySummon())
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{
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TemporarySummon* pSummon = (TemporarySummon*)(&unit);
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if (pSummon->GetSummonerGuid().IsCreatureOrVehicle())
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if (Creature* pSummoner = unit.GetMap()->GetCreature(pSummon->GetSummonerGuid()))
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if (pSummoner->AI())
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pSummoner->AI()->SummonedMovementInform(&unit, POINT_MOTION_TYPE, id);
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}
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}
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template void PointMovementGenerator<Player>::Initialize(Player&);
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template void PointMovementGenerator<Creature>::Initialize(Creature&);
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template void PointMovementGenerator<Player>::Finalize(Player&);
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template void PointMovementGenerator<Creature>::Finalize(Creature&);
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template void PointMovementGenerator<Player>::Interrupt(Player&);
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template void PointMovementGenerator<Creature>::Interrupt(Creature&);
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template void PointMovementGenerator<Player>::Reset(Player&);
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template void PointMovementGenerator<Creature>::Reset(Creature&);
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template bool PointMovementGenerator<Player>::Update(Player&, const uint32& diff);
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template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32& diff);
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void AssistanceMovementGenerator::Finalize(Unit& unit)
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{
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unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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((Creature*)&unit)->SetNoCallAssistance(false);
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((Creature*)&unit)->CallAssistance();
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if (unit.isAlive())
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unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY));
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}
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bool EffectMovementGenerator::Update(Unit& unit, const uint32&)
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{
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return !unit.movespline->Finalized();
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}
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void EffectMovementGenerator::Finalize(Unit& unit)
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{
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if (unit.GetTypeId() != TYPEID_UNIT)
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return;
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if (((Creature&)unit).AI() && unit.movespline->Finalized())
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((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
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// Need restore previous movement since we have no proper states system
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if (unit.isAlive() && !unit.hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_NO_COMBAT_MOVEMENT))
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{
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if (Unit* victim = unit.getVictim())
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unit.GetMotionMaster()->MoveChase(victim);
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else
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unit.GetMotionMaster()->Initialize();
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}
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}
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void FlyOrLandMovementGenerator::Initialize(Unit& unit)
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{
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if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE))
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return;
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unit.StopMoving();
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float x, y, z;
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GetDestination(x, y, z);
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unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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Movement::MoveSplineInit init(unit);
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init.SetFly();
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init.SetAnimation((m_liftOff ? Movement::FlyToGround : Movement::ToGround));
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init.MoveTo(x, y, z, false);
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init.Launch();
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}
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