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Also correct destination calculation in Unit::KnockBackFrom - now spline knockback effect works similar to client's effect (same amplitude, speed etc)
498 lines
14 KiB
C++
498 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2011 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 "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 "RandomMovementGenerator.h"
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#include "movement/MoveSpline.h"
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#include "movement/MoveSplineInit.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 MotionMaster::Initialize()
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{
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// stop current move
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if (!m_owner->IsStopped())
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m_owner->StopMoving();
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// clear ALL movement generators (including default)
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Clear(false,true);
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// set new default movement generator
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if (m_owner->GetTypeId() == TYPEID_UNIT && !m_owner->hasUnitState(UNIT_STAT_CONTROLLED))
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{
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MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)m_owner);
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push(movement == NULL ? &si_idleMovement : movement);
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top()->Initialize(*m_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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DirectClean(false,true);
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}
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void MotionMaster::UpdateMotion(uint32 diff)
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{
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if (m_owner->hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
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return;
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MANGOS_ASSERT( !empty() );
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m_cleanFlag |= MMCF_UPDATE;
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if (!top()->Update(*m_owner, diff))
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{
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m_cleanFlag &= ~MMCF_UPDATE;
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MovementExpired();
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}
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else
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m_cleanFlag &= ~MMCF_UPDATE;
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if (m_expList)
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{
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for (size_t i = 0; i < m_expList->size(); ++i)
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{
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MovementGenerator* mg = (*m_expList)[i];
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if (!isStatic(mg))
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delete mg;
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}
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delete m_expList;
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m_expList = NULL;
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if (empty())
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Initialize();
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if (m_cleanFlag & MMCF_RESET)
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{
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top()->Reset(*m_owner);
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m_cleanFlag &= ~MMCF_RESET;
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}
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}
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}
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void MotionMaster::DirectClean(bool reset, bool all)
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{
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while( all ? !empty() : size() > 1 )
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{
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MovementGenerator *curr = top();
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pop();
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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delete curr;
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}
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if (!all && reset)
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{
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MANGOS_ASSERT( !empty() );
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top()->Reset(*m_owner);
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}
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}
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void MotionMaster::DelayedClean(bool reset, bool all)
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{
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if (reset)
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m_cleanFlag |= MMCF_RESET;
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else
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m_cleanFlag &= ~MMCF_RESET;
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if (empty() || (!all && size() == 1))
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return;
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if (!m_expList)
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m_expList = new ExpireList();
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while( all ? !empty() : size() > 1 )
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{
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MovementGenerator *curr = top();
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pop();
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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m_expList->push_back(curr);
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}
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}
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void MotionMaster::DirectExpire(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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pop();
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// also drop stored under top() targeted motions
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while (!empty() && (top()->GetMovementGeneratorType() == CHASE_MOTION_TYPE || top()->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE))
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{
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MovementGenerator *temp = top();
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pop();
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temp->Finalize(*m_owner);
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delete temp;
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}
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// Store current top MMGen, as Finalize might push a new MMGen
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MovementGenerator* nowTop = empty() ? NULL : top();
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// it can add another motions instead
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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delete curr;
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if (empty())
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Initialize();
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// Prevent reseting possible new pushed MMGen
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if (reset && top() == nowTop)
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top()->Reset(*m_owner);
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}
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void MotionMaster::DelayedExpire(bool reset)
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{
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if (reset)
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m_cleanFlag |= MMCF_RESET;
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else
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m_cleanFlag &= ~MMCF_RESET;
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if (empty() || size() == 1)
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return;
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MovementGenerator *curr = top();
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pop();
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if (!m_expList)
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m_expList = new ExpireList();
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// also drop stored under top() targeted motions
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while (!empty() && (top()->GetMovementGeneratorType() == CHASE_MOTION_TYPE || top()->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE))
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{
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MovementGenerator *temp = top();
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pop();
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temp ->Finalize(*m_owner);
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m_expList->push_back(temp );
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}
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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m_expList->push_back(curr);
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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 MotionMaster::MoveRandom()
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to move random.", m_owner->GetGuidStr().c_str());
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s move random.", m_owner->GetGuidStr().c_str());
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Mutate(new RandomMovementGenerator<Creature>(*m_owner));
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}
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}
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void MotionMaster::MoveTargetedHome()
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{
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if (m_owner->hasUnitState(UNIT_STAT_LOST_CONTROL))
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return;
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Clear(false);
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if (m_owner->GetTypeId() == TYPEID_UNIT && !((Creature*)m_owner)->GetCharmerOrOwnerGuid())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s targeted home", m_owner->GetGuidStr().c_str());
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Mutate(new HomeMovementGenerator<Creature>());
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}
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else if (m_owner->GetTypeId() == TYPEID_UNIT && ((Creature*)m_owner)->GetCharmerOrOwnerGuid())
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{
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if (Unit *target = ((Creature*)m_owner)->GetCharmerOrOwner())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s follow to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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Mutate(new FollowMovementGenerator<Creature>(*target,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE));
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s attempt but fail to follow owner", m_owner->GetGuidStr().c_str());
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}
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}
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else
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sLog.outError("%s attempt targeted home", m_owner->GetGuidStr().c_str());
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}
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void MotionMaster::MoveConfused()
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s move confused", m_owner->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new ConfusedMovementGenerator<Player>());
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else
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Mutate(new ConfusedMovementGenerator<Creature>());
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}
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void 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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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s chase to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new ChaseMovementGenerator<Player>(*target,dist,angle));
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else
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Mutate(new ChaseMovementGenerator<Creature>(*target,dist,angle));
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}
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void MotionMaster::MoveFollow(Unit* target, float dist, float angle)
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{
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if (m_owner->hasUnitState(UNIT_STAT_LOST_CONTROL))
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return;
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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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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s follow to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new FollowMovementGenerator<Player>(*target,dist,angle));
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else
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Mutate(new FollowMovementGenerator<Creature>(*target,dist,angle));
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}
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s targeted point (Id: %u X: %f Y: %f Z: %f)", m_owner->GetGuidStr().c_str(), id, x, y, z );
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new PointMovementGenerator<Player>(id,x,y,z));
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else
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Mutate(new PointMovementGenerator<Creature>(id,x,y,z));
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}
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void MotionMaster::MoveSeekAssistance(float x, float y, float z)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to seek assistance", m_owner->GetGuidStr().c_str());
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s seek assistance (X: %f Y: %f Z: %f)",
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m_owner->GetGuidStr().c_str(), x, y, z );
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Mutate(new AssistanceMovementGenerator(x,y,z));
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}
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}
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void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to call distract after assistance", m_owner->GetGuidStr().c_str());
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}
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s is distracted after assistance call (Time: %u)",
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m_owner->GetGuidStr().c_str(), time );
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Mutate(new AssistanceDistractMovementGenerator(time));
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}
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}
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void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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{
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if (!enemy)
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return;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s flee from %s", m_owner->GetGuidStr().c_str(), enemy->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetObjectGuid()));
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else
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{
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if (time)
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Mutate(new TimedFleeingMovementGenerator(enemy->GetObjectGuid(), time));
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else
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Mutate(new FleeingMovementGenerator<Creature>(enemy->GetObjectGuid()));
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}
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}
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void MotionMaster::MoveWaypoint()
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{
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if (m_owner->GetTypeId() == TYPEID_UNIT)
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{
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if (GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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sLog.outError("Creature %s (Entry %u) attempt to MoveWaypoint() but creature is already using waypoint", m_owner->GetGuidStr().c_str(), m_owner->GetEntry());
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return;
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}
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Creature* creature = (Creature*)m_owner;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature %s (Entry %u) start MoveWaypoint()", m_owner->GetGuidStr().c_str(), m_owner->GetEntry());
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Mutate(new WaypointMovementGenerator<Creature>(*creature));
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}
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else
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{
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sLog.outError("Non-creature %s attempt to MoveWaypoint()", m_owner->GetGuidStr().c_str());
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}
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}
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void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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{
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if (path < sTaxiPathNodesByPath.size())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s taxi to (Path %u node %u)", m_owner->GetGuidStr().c_str(), path, pathnode);
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FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(sTaxiPathNodesByPath[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("%s attempt taxi to (nonexistent Path %u node %u)",
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m_owner->GetGuidStr().c_str(), path, pathnode);
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}
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}
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else
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{
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sLog.outError("%s attempt taxi to (Path %u node %u)",
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m_owner->GetGuidStr().c_str(), path, pathnode);
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}
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}
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void MotionMaster::MoveDistract(uint32 timer)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s distracted (timer: %u)", m_owner->GetGuidStr().c_str(), timer);
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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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case EFFECT_MOTION_TYPE:
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MovementExpired(false);
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default:
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break;
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}
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if (!empty())
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top()->Interrupt(*m_owner);
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}
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m->Initialize(*m_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 (m_owner->movespline->Finalized())
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return false;
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const G3D::Vector3& dest = m_owner->movespline->FinalDestination();
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x = dest.x;
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y = dest.y;
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z = dest.z;
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return true;
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}
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void MotionMaster::UpdateFinalDistanceToTarget(float fDistance)
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{
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if (!empty())
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top()->UpdateFinalDistance(fDistance);
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}
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// Does almost nothing - just doesn't allows previous movegen interrupt current effect. Can be reused for charge effect
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class EffectMovementGenerator : public MovementGenerator
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{
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public:
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void Initialize(Unit &) {}
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void Finalize(Unit &unit)
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{
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// Since we have no proper states system need restore previous movement.
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if (unit.GetTypeId() != TYPEID_PLAYER && unit.isAlive() && !unit.hasUnitState(UNIT_STAT_CONFUSED|UNIT_STAT_FLEEING))
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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 Interrupt(Unit &) {}
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void Reset(Unit &) {}
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bool Update(Unit &u, const uint32 &) { return !u.movespline->Finalized(); }
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MovementGeneratorType GetMovementGeneratorType() const { return EFFECT_MOTION_TYPE; }
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};
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void MotionMaster::MoveJump(float x, float y, float z, float horizontalSpeed, float max_height)
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{
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Movement::MoveSplineInit init(*m_owner);
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init.MoveTo(x,y,z);
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init.SetParabolic(max_height,0,false);
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init.SetVelocity(horizontalSpeed);
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init.Launch();
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Mutate(new EffectMovementGenerator());
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}
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