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.
This let resolve porblems for casts/etc that before happens
before real movgen stop from code logic.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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!
Also never send stop packet when destinationHolder hasArrived, it's expected that unit is already not moving.
Signed-off-by: NoFantasy <nofantasy@nf.no>
* New CreatureAI::SummonedCreatureJustDie called for owner at temporary summoned creature die.
* New EVENT_T_SUMMONED_JUST_DIE (25) for proccess CreatureAI::SummonedCreatureJustDie event
* New EVENT_T_SUMMONED_JUST_DESPAWN (26) for proccess CreatureAI::SummonedCreatureJustDespawn event
* Some code cleanups.
* 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
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.
Including fix _SCallback for 3 params, triggred mode correct call for .cast back and .cast target.
Remove outdated code for support old 19421 (and ranks) implementation in client data.