Spline movement controls movements of server-side controlled units (monster movement, taxi movement, etc).
Proper implementation of effects such as charge, jump, cyclic movement will rely on it.
However, need improve our states system before.
Technical changes:
1. Added linear, catmullrom and bezier3 splines which based on client's algorthims. They can be reused for proper transport position interpolation.
2. Precission increased. There are no more position desync issues since client's position calculation formulas used.
3. Now possible to move by paths with multiple points, send whole path to client.
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
* Move selection allowed upper and lower heights for target point
into near point core function used for contact/close point selection.
Selection base at possibility target point searcher fly/swim(or walk by water bottom).
* Use vamp water level data so have proper water level in instances in movements.
* Use increased ground search distance for water level case.
Simplified the way FallGround works and death states are set in a more logical way when a mob is in fact DEAD_FALLING.
Visual will in some cases not be correct. Notes in code for details.
Thanks to Lynx fixing Map::GetHeight
It now return mapHeight as last resort, making FallGround work as expected.
This fix reveal one (known) bug, and therefore a temp hack is added in TargetedMovegen, to be sure Z is not the ground Z for a creature that are able to fly.
Other creatures will follow by the ground level Z (in other words, they will no longer follow in the air).
To reflect better what the function should actually return and also to clarify when used in misc calculations.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* Use proper stop packet as expected. In case 0 trevel time used before move packet
can generate infinity move forward (at client side).
* Avoid reset top movegen before add idle in pet stay command.
* Avoid assign random move to player owned creatures as default movegen.
* Finish follow movegen init including need-stay case.
* This allow pet use own speed (and all speed affects appiedto pet itself) in combat.
* Apply this speed synhronization to minipets/guardians also.
* Also rename Unit::SetSpeed to SetSpeedRate as more close to real functionality.
* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists.
* Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped.
Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use.
UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence
And UNIT_STAT_CONFUSED_MOVE for check real move in this state
This commit specially made indeepndent from other changes for show problem
in my prev. commit where 2 new movegens added.
For proper call Initilize/Finilize/Reset/Interrupt/Update functions _important_
set second template arg in MovementGeneratorMedium< T, D >
in _last_ class in class chain. In other case in chase/follow instead TargetedMovementGeneratorMedium
In other cases will called referenced functions from TargetedMovementGeneratorMedium
instead proper subclasses.
NOTE: this is mostly just formal adding 2 movegens with very limited cleanups.
Real result from adding 2 new movegens possible after apply more deep cleanups/fixes
in UNIT_STAT_CHASE/UNIT_STAT_FOLLOW set. But this will need more cereful changes
because we have currently sometime strange dependences and places for set for this flags.
Similar cleanups required for other movegen related flags. Infact i have related patches but
need more testing before apply step by step.
It can be used in time when need do some tasks before
another movement generator add on top to motion stack.
This just finish pair Interrupt->Reset similar Initilize->Finilize
In general movementgenerator have states:
Initilize=>Interrupt<=>[-some addition movegen->]<=>Reset=>Finalize
To update a creatures distance to it's target without creating a new movement generator. Note it can only be used where creature is using TargetedMovementGenerator.
Signed-off-by: NoFantasy <nofantasy@nf.no>
use an extra function for setfeigndeath()
like it's done with setfeared already..
allow to apply feigndeath on creatures too
avoid moving of creatures with feign death applied
and start attacking last victim when feigndeath disappears
* Create new monster move field in Creature class and use it in all cases when expected use MONSTER_MOVE_* flags.
* Store and use MOVEMENTFLAG_* values in field in MovementInfo structure of Player class.
* Cleanups and fix related code.
NOTE: DB in creature_addon store values similar MONSTER_MOVE_* flags, scritps also expected set only this flags.