server/src/game/MotionMaster.cpp
SilverIce a7610f79c7 [11754] Implement jump (parabolic movement) effect
Also correct destination calculation in Unit::KnockBackFrom - now spline knockback effect works similar to client's effect (same amplitude, speed etc)
2011-07-26 13:56:06 +03:00

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