server/src/game/WaypointMovementGenerator.cpp
SilverIce 9d566398ad [11720] Implement spline movement subsystem
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.
2011-07-08 17:25:13 +03:00

686 lines
25 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/*
creature_movement Table
alter table creature_movement add `textid1` int(11) NOT NULL default '0';
alter table creature_movement add `textid2` int(11) NOT NULL default '0';
alter table creature_movement add `textid3` int(11) NOT NULL default '0';
alter table creature_movement add `textid4` int(11) NOT NULL default '0';
alter table creature_movement add `textid5` int(11) NOT NULL default '0';
alter table creature_movement add `emote` int(10) unsigned default '0';
alter table creature_movement add `spell` int(5) unsigned default '0';
alter table creature_movement add `wpguid` int(11) default '0';
*/
#include <ctime>
#include "WaypointMovementGenerator.h"
#include "ObjectMgr.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "WaypointManager.h"
#include "WorldPacket.h"
#include "ScriptMgr.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include <cassert>
//-----------------------------------------------//
void WaypointMovementGenerator<Creature>::LoadPath(Creature &creature)
{
DETAIL_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "LoadPath: loading waypoint path for %s", creature.GetGuidStr().c_str());
i_path = sWaypointMgr.GetPath(creature.GetGUIDLow());
// We may LoadPath() for several occasions:
// 1: When creature.MovementType=2
// 1a) Path is selected by creature.guid == creature_movement.id
// 1b) Path for 1a) does not exist and then use path from creature.GetEntry() == creature_movement_template.entry
// 2: When creature_template.MovementType=2
// 2a) Creature is summoned and has creature_template.MovementType=2
// Creators need to be sure that creature_movement_template is always valid for summons.
// Mob that can be summoned anywhere should not have creature_movement_template for example.
// No movement found for guid
if (!i_path)
{
i_path = sWaypointMgr.GetPathTemplate(creature.GetEntry());
// No movement found for entry
if (!i_path)
{
sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %u) doesn't have waypoint path",
creature.GetName(), creature.GetEntry(), creature.GetGUIDLow());
return;
}
}
StartMoveNow(creature);
}
void WaypointMovementGenerator<Creature>::Initialize(Creature &creature)
{
LoadPath(creature);
creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
void WaypointMovementGenerator<Creature>::Finalize(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(false);
}
void WaypointMovementGenerator<Creature>::Interrupt(Creature &creature)
{
creature.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
creature.SetWalk(false);
}
void WaypointMovementGenerator<Creature>::Reset(Creature &creature)
{
creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
StartMoveNow(creature);
}
void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
{
if (!i_path || i_path->empty())
return;
if (m_isArrivalDone)
return;
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
m_isArrivalDone = true;
if (i_path->at(i_currentNode).script_id)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for %s.", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetGuidStr().c_str());
creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature);
}
// We have reached the destination and can process behavior
if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
{
if (behavior->emote != 0)
creature.HandleEmote(behavior->emote);
if (behavior->spell != 0)
creature.CastSpell(&creature, behavior->spell, false);
if (behavior->model1 != 0)
creature.SetDisplayId(behavior->model1);
if (behavior->textid[0])
{
// Not only one text is set
if (behavior->textid[1])
{
// Select one from max 5 texts (0 and 1 already checked)
int i = 2;
for(; i < MAX_WAYPOINT_TEXT; ++i)
{
if (!behavior->textid[i])
break;
}
creature.MonsterSay(behavior->textid[rand() % i], LANG_UNIVERSAL);
}
else
creature.MonsterSay(behavior->textid[0], LANG_UNIVERSAL);
}
}
// Inform script
MovementInform(creature);
Stop(i_path->at(i_currentNode).delay);
}
void WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
{
if (!i_path || i_path->empty())
return;
if (Stopped())
return;
if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
{
if (behavior->model2 != 0)
creature.SetDisplayId(behavior->model2);
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
}
if (m_isArrivalDone)
i_currentNode = (i_currentNode+1) % i_path->size();
m_isArrivalDone = false;
creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
const WaypointNode &node = i_path->at(i_currentNode);
Movement::MoveSplineInit init(creature);
init.MoveTo(node.x, node.y, node.z);
if (node.orientation != 100 && node.delay != 0)
init.SetFacing(node.orientation);
init.SetWalk(!creature.IsLevitating());
init.Launch();
}
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
{
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
// prevent a crash at empty waypoint path.
if (!i_path || i_path->empty())
{
creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
if (Stopped())
{
if (CanMove(diff))
StartMove(creature);
}
else
{
if (creature.IsStopped())
Stop(STOP_TIME_FOR_PLAYER);
else if (creature.movespline->Finalized())
{
OnArrived(creature);
StartMove(creature);
}
}
return true;
}
void WaypointMovementGenerator<Creature>::MovementInform(Creature &creature)
{
if (creature.AI())
creature.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
}
bool WaypointMovementGenerator<Creature>::GetResetPosition(Creature&, float& x, float& y, float& z)
{
// prevent a crash at empty waypoint path.
if (!i_path || i_path->empty())
return false;
const WaypointNode& node = i_path->at(i_currentNode);
x = node.x; y = node.y; z = node.z;
return true;
}
//----------------------------------------------------//
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
if (i_currentNode >= i_path->size())
return i_path->size();
uint32 curMapId = (*i_path)[i_currentNode].mapid;
for(uint32 i = i_currentNode; i < i_path->size(); ++i)
{
if ((*i_path)[i].mapid != curMapId)
return i;
}
return i_path->size();
}
void FlightPathMovementGenerator::Initialize(Player &player)
{
Reset(player);
}
void FlightPathMovementGenerator::Finalize(Player & player)
{
// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
player.clearUnitState(UNIT_STAT_TAXI_FLIGHT);
player.Unmount();
player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
if(player.m_taxi.empty())
{
player.getHostileRefManager().setOnlineOfflineState(true);
if(player.pvpInfo.inHostileArea)
player.CastSpell(&player, 2479, true);
// update z position to ground and orientation for landing point
// this prevent cheating with landing point at lags
// when client side flight end early in comparison server side
player.StopMoving();
}
}
void FlightPathMovementGenerator::Interrupt(Player & player)
{
player.clearUnitState(UNIT_STAT_TAXI_FLIGHT);
}
#define PLAYER_FLIGHT_SPEED 32.0f
void FlightPathMovementGenerator::Reset(Player & player)
{
player.getHostileRefManager().setOnlineOfflineState(false);
player.addUnitState(UNIT_STAT_TAXI_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
Movement::MoveSplineInit init(player);
uint32 end = GetPathAtMapEnd();
for (uint32 i = GetCurrentNode(); i != end; ++i)
{
G3D::Vector3 vertice((*i_path)[i].x,(*i_path)[i].y,(*i_path)[i].z);
init.Path().push_back(vertice);
}
init.SetFirstPointId(GetCurrentNode());
init.SetFly();
init.SetVelocity(PLAYER_FLIGHT_SPEED);
init.Launch();
}
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
int32 pointId = player.movespline->currentPathIdx();
// currentPathIdx returns lastIdx + 1 at arrive
while (i_currentNode < pointId)
{
DoEventIfAny(player,(*i_path)[i_currentNode],true);
DoEventIfAny(player,(*i_path)[i_currentNode],false);
++i_currentNode;
}
return MovementInProgress();
}
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
if (i_path->empty())
return;
uint32 map0 = (*i_path)[0].mapid;
for (size_t i = 1; i < i_path->size(); ++i)
{
if ((*i_path)[i].mapid != map0)
{
i_currentNode = i;
return;
}
}
}
void FlightPathMovementGenerator::DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure)
{
if (uint32 eventid = departure ? node.departureEventID : node.arrivalEventID)
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Taxi %s event %u of node %u of path %u for player %s", departure ? "departure" : "arrival", eventid, node.index, node.path, player.GetName());
if (!sScriptMgr.OnProcessEvent(eventid, &player, &player, departure))
player.GetMap()->ScriptsStart(sEventScripts, eventid, &player, &player);
}
}
bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y, float& z)
{
const TaxiPathNodeEntry& node = (*i_path)[i_currentNode];
x = node.x; y = node.y; z = node.z;
return true;
}
//
// Unique1's ASTAR Pathfinding Code... For future use & reference...
//
#ifdef __PATHFINDING__
int GetFCost(int to, int num, int parentNum, float *gcost); // Below...
int ShortenASTARRoute(short int *pathlist, int number)
{ // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1
short int temppathlist[MAX_PATHLIST_NODES];
int count = 0;
// int count2 = 0;
int temp, temp2;
int link;
int upto = 0;
for (temp = number; temp >= 0; temp--)
{
qboolean shortened = qfalse;
for (temp2 = 0; temp2 < temp; temp2++)
{
for (link = 0; link < nodes[pathlist[temp]].enodenum; link++)
{
if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED)
continue;
//if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it
// continue;
//if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32)
// continue;
if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2])
{ // Found a shorter route...
//if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1))
{
temppathlist[count] = pathlist[temp2];
temp = temp2;
++count;
shortened = qtrue;
}
}
}
}
if (!shortened)
{
temppathlist[count] = pathlist[temp];
++count;
}
}
upto = count;
for (temp = 0; temp < count; temp++)
{
pathlist[temp] = temppathlist[upto];
--upto;
}
G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count);
return count;
}
/*
===========================================================================
CreatePathAStar
This function uses the A* pathfinding algorithm to determine the
shortest path between any two nodes.
It's fairly complex, so I'm not really going to explain it much.
Look up A* and binary heaps for more info.
pathlist stores the ideal path between the nodes, in reverse order,
and the return value is the number of nodes in that path
===========================================================================
*/
int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
{
//all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES
//we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it
short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index
float gcost[MAX_NODES];
int fcost[MAX_NODES];
char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type
short int parent[MAX_NODES];
short int numOpen = 0;
short int atNode, temp, newnode=-1;
qboolean found = qfalse;
int count = -1;
float gc;
int i, u, v, m;
vec3_t vec;
//clear out all the arrays
memset(openlist, 0, sizeof(short int)*(MAX_NODES+1));
memset(fcost, 0, sizeof(int)*MAX_NODES);
memset(list, 0, sizeof(char)*MAX_NODES);
memset(parent, 0, sizeof(short int)*MAX_NODES);
memset(gcost, -1, sizeof(float)*MAX_NODES);
//make sure we have valid data before calculating everything
if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to))
return -1;
openlist[1] = from; //add the starting node to the open list
++numOpen;
gcost[from] = 0; //its f and g costs are obviously 0
fcost[from] = 0;
while (1)
{
if (numOpen != 0) //if there are still items in the open list
{
//pop the top item off of the list
atNode = openlist[1];
list[atNode] = 2; //put the node on the closed list so we don't check it again
--numOpen;
openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position
v = 1;
//this while loop reorders the list so that the new lowest fcost is at the top again
while (1)
{
u = v;
if ((2*u+1) < numOpen) //if both children exist
{
if (fcost[openlist[u]] >= fcost[openlist[2*u]])
v = 2*u;
if (fcost[openlist[v]] >= fcost[openlist[2*u+1]])
v = 2*u+1;
}
else
{
if ((2*u) < numOpen) //if only one child exists
{
if (fcost[openlist[u]] >= fcost[openlist[2*u]])
v = 2*u;
}
}
if (u != v) //if they're out of order, swap this item with its parent
{
temp = openlist[u];
openlist[u] = openlist[v];
openlist[v] = temp;
}
else
break;
}
for (i = 0; i < nodes[atNode].enodenum; ++i) //loop through all the links for this node
{
newnode = nodes[atNode].links[i].targetNode;
//if this path is blocked, skip it
if (nodes[atNode].links[i].flags & PATH_BLOCKED)
continue;
//if this path is blocked, skip it
if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS)
continue;
//skip any unreachable nodes
if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES))
continue;
if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS))
continue;
if (list[newnode] == 2) //if this node is on the closed list, skip it
continue;
if (list[newnode] != 1) //if this node is not already on the open list
{
openlist[++numOpen] = newnode; //add the new node to the open list
list[newnode] = 1;
parent[newnode] = atNode; //record the node's parent
if (newnode == to) //if we've found the goal, don't keep computing paths!
break; //this will break the 'for' and go all the way to 'if (list[to] == 1)'
//store it's f cost value
fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
//this loop re-orders the heap so that the lowest fcost is at the top
m = numOpen;
while (m != 1) //while this item isn't at the top of the heap already
{
//if it has a lower fcost than its parent
if (fcost[openlist[m]] <= fcost[openlist[m/2]])
{
temp = openlist[m/2];
openlist[m/2] = openlist[m];
openlist[m] = temp; //swap them
m /= 2;
}
else
break;
}
}
else //if this node is already on the open list
{
gc = gcost[atNode];
VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec);
gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path
if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before)
{
parent[newnode] = atNode; //set the new parent for this node
gcost[newnode] = gc; //and the new g cost
for (i = 1; i < numOpen; ++i) //loop through all the items on the open list
{
if (openlist[i] == newnode) //find this node in the list
{
//calculate the new fcost and store it
fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
//reorder the list again, with the lowest fcost item on top
m = i;
while (m != 1)
{
//if the item has a lower fcost than it's parent
if (fcost[openlist[m]] < fcost[openlist[m/2]])
{
temp = openlist[m/2];
openlist[m/2] = openlist[m];
openlist[m] = temp; //swap them
m /= 2;
}
else
break;
}
break; //exit the 'for' loop because we already changed this node
} //if
} //for
} //if (gc < gcost[newnode])
} //if (list[newnode] != 1) --> else
} //for (loop through links)
} //if (numOpen != 0)
else
{
found = qfalse; //there is no path between these nodes
break;
}
if (list[to] == 1) //if the destination node is on the open list, we're done
{
found = qtrue;
break;
}
} //while (1)
if (found == qtrue) //if we found a path
{
//G_Printf("%s - path found!n", bot->client->pers.netname);
count = 0;
temp = to; //start at the end point
while (temp != from) //travel along the path (backwards) until we reach the starting point
{
pathlist[count++] = temp; //add the node to the pathlist and increment the count
temp = parent[temp]; //move to the parent of this node to continue the path
}
pathlist[count++] = from; //add the beginning node to the end of the pathlist
#ifdef __BOT_SHORTEN_ROUTING__
count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
#endif //__BOT_SHORTEN_ROUTING__
}
else
{
//G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to);
count = CreateDumbRoute(from, to, pathlist);
if (count > 0)
{
#ifdef __BOT_SHORTEN_ROUTING__
count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
#endif //__BOT_SHORTEN_ROUTING__
return count;
}
}
return count; //return the number of nodes in the path, -1 if not found
}
/*
===========================================================================
GetFCost
Utility function used by A* pathfinding to calculate the
cost to move between nodes towards a goal. Using the A*
algorithm F = G + H, G here is the distance along the node
paths the bot must travel, and H is the straight-line distance
to the goal node.
Returned as an int because more precision is unnecessary and it
will slightly speed up heap access
===========================================================================
*/
int GetFCost(int to, int num, int parentNum, float *gcost)
{
float gc = 0;
float hc = 0;
vec3_t v;
if (gcost[num] == -1)
{
if (parentNum != -1)
{
gc = gcost[parentNum];
VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v);
gc += VectorLength(v);
}
gcost[num] = gc;
}
else
gc = gcost[num];
VectorSubtract(nodes[to].origin, nodes[num].origin, v);
hc = VectorLength(v);
return (int)(gc + hc);
}
#endif //__PATHFINDING__