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448 lines
12 KiB
C++
448 lines
12 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "Traveller.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 <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
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MotionMaster::Initialize()
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{
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// stop current move
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if (!i_owner->IsStopped())
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i_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 (i_owner->GetTypeId() == TYPEID_UNIT && !i_owner->hasUnitState(UNIT_STAT_CONTROLLED))
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{
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MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)i_owner);
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push(movement == NULL ? &si_idleMovement : movement);
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top()->Initialize(*i_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
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MotionMaster::UpdateMotion(uint32 diff)
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{
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if( i_owner->hasUnitState(UNIT_STAT_CAN_NOT_MOVE) )
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return;
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ASSERT( !empty() );
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m_cleanFlag |= MMCF_UPDATE;
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if (!top()->Update(*i_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(*i_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
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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(*i_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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ASSERT( !empty() );
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top()->Reset(*i_owner);
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}
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}
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void
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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(*i_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
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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(*i_owner);
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delete temp;
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}
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// it can add another motions instead
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curr->Finalize(*i_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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if (reset)
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top()->Reset(*i_owner);
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}
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void
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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(*i_owner);
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m_expList->push_back(temp );
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}
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curr->Finalize(*i_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 (i_owner->GetTypeId() == TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to move random.", i_owner->GetObjectGuid().GetString().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.", i_owner->GetObjectGuid().GetString().c_str());
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Mutate(new RandomMovementGenerator<Creature>(*i_owner));
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}
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}
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void
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MotionMaster::MoveTargetedHome()
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{
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if(i_owner->hasUnitState(UNIT_STAT_LOST_CONTROL))
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return;
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Clear(false);
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if(i_owner->GetTypeId()==TYPEID_UNIT && !((Creature*)i_owner)->GetCharmerOrOwnerGUID())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s targeted home", i_owner->GetObjectGuid().GetString().c_str());
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Mutate(new HomeMovementGenerator<Creature>());
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}
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else if(i_owner->GetTypeId()==TYPEID_UNIT && ((Creature*)i_owner)->GetCharmerOrOwnerGUID())
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{
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if (Unit *target = ((Creature*)i_owner)->GetCharmerOrOwner())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s follow to %s", i_owner->GetObjectGuid().GetString().c_str(), target->GetObjectGuid().GetString().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", i_owner->GetObjectGuid().GetString().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", i_owner->GetObjectGuid().GetString().c_str());
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}
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void
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MotionMaster::MoveConfused()
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s move confused", i_owner->GetObjectGuid().GetString().c_str());
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if(i_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
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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", i_owner->GetObjectGuid().GetString().c_str(), target->GetObjectGuid().GetString().c_str());
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if(i_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
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MotionMaster::MoveFollow(Unit* target, float dist, float angle)
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{
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if(i_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", i_owner->GetObjectGuid().GetString().c_str(), target->GetObjectGuid().GetString().c_str());
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if(i_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
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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)", i_owner->GetObjectGuid().GetString().c_str(), id, x, y, z );
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if(i_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
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MotionMaster::MoveSeekAssistance(float x, float y, float z)
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to seek assistance",i_owner->GetObjectGuid().GetString().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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i_owner->GetObjectGuid().GetString().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
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MotionMaster::MoveSeekAssistanceDistract(uint32 time)
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{
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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{
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sLog.outError("%s attempt to call distract after assistance",i_owner->GetObjectGuid().GetString().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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i_owner->GetObjectGuid().GetString().c_str(), time );
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Mutate(new AssistanceDistractMovementGenerator(time));
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}
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}
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void
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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", i_owner->GetObjectGuid().GetString().c_str(), enemy->GetObjectGuid().GetString().c_str());
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if(i_owner->GetTypeId()==TYPEID_PLAYER)
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()));
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else
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{
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if (time)
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Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time));
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else
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Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()));
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}
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}
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void
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MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
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{
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if(i_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)", i_owner->GetObjectGuid().GetString().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 (not existed Path %u node %u)",
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i_owner->GetObjectGuid().GetString().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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i_owner->GetObjectGuid().GetString().c_str(), path, pathnode );
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}
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}
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void
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MotionMaster::MoveDistract(uint32 timer)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s distracted (timer: %u)", i_owner->GetObjectGuid().GetString().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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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(*i_owner);
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}
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m->Initialize(*i_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(empty())
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return false;
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return top()->GetDestination(x,y,z);
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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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