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https://github.com/mod-playerbots/azerothcore-wotlk.git
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987 lines
30 KiB
C++
987 lines
30 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MotionMaster.h"
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#include "ConfusedMovementGenerator.h"
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#include "Creature.h"
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#include "CreatureAISelector.h"
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#include "EscortMovementGenerator.h"
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#include "FleeingMovementGenerator.h"
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#include "GameTime.h"
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#include "HomeMovementGenerator.h"
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#include "IdleMovementGenerator.h"
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#include "Log.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "PointMovementGenerator.h"
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#include "RandomMovementGenerator.h"
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#include "TargetedMovementGenerator.h"
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#include "WaypointMgr.h"
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#include "WaypointMovementGenerator.h"
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inline MovementGenerator* GetIdleMovementGenerator()
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{
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return sMovementGeneratorRegistry->GetRegistryItem(IDLE_MOTION_TYPE)->Create();
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}
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// ---- ChaseRange ---- //
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ChaseRange::ChaseRange(float range) : MinRange(range > CONTACT_DISTANCE ? 0 : range - CONTACT_DISTANCE), MinTolerance(range), MaxRange(range + CONTACT_DISTANCE), MaxTolerance(range) { }
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ChaseRange::ChaseRange(float _minRange, float _maxRange) : MinRange(_minRange), MinTolerance(std::min(_minRange + CONTACT_DISTANCE, (_minRange + _maxRange) / 2)), MaxRange(_maxRange), MaxTolerance(std::max(_maxRange - CONTACT_DISTANCE, MinTolerance)) { }
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ChaseRange::ChaseRange(float _minRange, float _minTolerance, float _maxTolerance, float _maxRange) : MinRange(_minRange), MinTolerance(_minTolerance), MaxRange(_maxRange), MaxTolerance(_maxTolerance) { }
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// ---- ChaseAngle ---- //
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ChaseAngle::ChaseAngle(float angle, float _tolerance/* = M_PI_4*/) : RelativeAngle(Position::NormalizeOrientation(angle)), Tolerance(_tolerance) { }
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float ChaseAngle::UpperBound() const
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{
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return Position::NormalizeOrientation(RelativeAngle + Tolerance);
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}
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float ChaseAngle::LowerBound() const
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{
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return Position::NormalizeOrientation(RelativeAngle - Tolerance);
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}
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bool ChaseAngle::IsAngleOkay(float relativeAngle) const
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{
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float const diff = std::abs(relativeAngle - RelativeAngle);
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return (std::min(diff, float(2 * M_PI) - diff) <= Tolerance);
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}
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inline bool isStatic(MovementGenerator* movement)
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{
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return (movement == GetIdleMovementGenerator());
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}
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void MotionMaster::Initialize()
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{
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// clear ALL movement generators (including default)
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while (!empty())
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{
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MovementGenerator* curr = top();
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pop();
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if (curr) DirectDelete(curr);
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}
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InitDefault();
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}
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// set new default movement generator
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void MotionMaster::InitDefault()
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{
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Mutate(FactorySelector::SelectMovementGenerator(_owner), MOTION_SLOT_IDLE);
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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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while (!empty())
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{
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MovementGenerator* curr = top();
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pop();
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if (curr && !isStatic(curr))
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delete curr; // Skip finalizing on delete, it might launch new movement
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}
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}
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void MotionMaster::UpdateMotion(uint32 diff)
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{
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if (!_owner)
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return;
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ASSERT(!empty());
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_cleanFlag |= MMCF_INUSE;
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_cleanFlag |= MMCF_UPDATE;
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if (!top()->Update(_owner, diff))
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{
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_cleanFlag &= ~MMCF_UPDATE;
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MovementExpired();
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}
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else
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_cleanFlag &= ~MMCF_UPDATE;
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if (_expList)
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{
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for (std::size_t i = 0; i < _expList->size(); ++i)
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{
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MovementGenerator* mg = (*_expList)[i];
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DirectDelete(mg);
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}
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delete _expList;
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_expList = nullptr;
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if (empty())
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Initialize();
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else if (needInitTop())
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InitTop();
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else if (_cleanFlag & MMCF_RESET)
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top()->Reset(_owner);
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_cleanFlag &= ~MMCF_RESET;
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}
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_cleanFlag &= ~MMCF_INUSE;
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}
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void MotionMaster::DirectClean(bool reset)
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{
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while (size() > 1)
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{
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MovementGenerator* curr = top();
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pop();
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if (curr) DirectDelete(curr);
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}
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if (empty())
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return;
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if (needInitTop())
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InitTop();
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else if (reset)
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top()->Reset(_owner);
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}
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void MotionMaster::DelayedClean()
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{
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while (size() > 1)
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{
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MovementGenerator* curr = top();
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pop();
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if (curr) DelayedDelete(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 (size() > 1)
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{
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MovementGenerator* curr = top();
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pop();
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if (curr) DirectDelete(curr);
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}
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while (!empty() && !top())
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--_top;
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if (empty())
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Initialize();
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else if (needInitTop())
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InitTop();
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else if (reset)
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top()->Reset(_owner);
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}
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void MotionMaster::DelayedExpire()
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{
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if (size() > 1)
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{
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MovementGenerator* curr = top();
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pop();
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if (curr) DelayedDelete(curr);
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}
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while (!empty() && !top())
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--_top;
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}
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void MotionMaster::DirectExpireSlot(MovementSlot slot, bool reset)
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{
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if (size() > 1)
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{
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MovementGenerator* curr = Impl[slot];
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// pussywizard: clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete
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Impl[slot] = nullptr;
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while (!empty() && !top())
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--_top;
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if (curr) DirectDelete(curr);
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}
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while (!empty() && !top())
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--_top;
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if (empty())
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Initialize();
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else if (needInitTop())
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InitTop();
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else if (reset)
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top()->Reset(_owner);
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}
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void MotionMaster::MoveIdle()
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{
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//! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active
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if (empty() || !isStatic(top()))
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Mutate(GetIdleMovementGenerator(), MOTION_SLOT_IDLE);
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}
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/**
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* @brief Enable a random movement in desired range around the unit. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveRandom(float wanderDistance)
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{
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->IsCreature())
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) start moving random", _owner->GetGUID().ToString());
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Mutate(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_IDLE);
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}
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}
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/**
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* @brief The unit will return this initial position (owner for pets and summoned creatures). Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*
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* @param walk The unit will run by default, but you can set it to walk
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*/
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void MotionMaster::MoveTargetedHome(bool walk /*= false*/)
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{
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Clear(false);
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if (_owner->IsCreature() && !_owner->ToCreature()->GetCharmerOrOwnerGUID())
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted home", _owner->GetGUID().ToString());
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Mutate(new HomeMovementGenerator<Creature>(walk), MOTION_SLOT_ACTIVE);
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}
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else if (_owner->IsCreature() && _owner->ToCreature()->GetCharmerOrOwnerGUID())
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{
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_owner->ClearUnitState(UNIT_STATE_EVADE);
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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LOG_DEBUG("movement.motionmaster", "Pet or controlled creature ({}) targeting home", _owner->GetGUID().ToString());
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Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
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if (target)
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{
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LOG_DEBUG("movement.motionmaster", "Following {} ({})", target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle(), true, true), MOTION_SLOT_ACTIVE);
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}
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}
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else
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{
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LOG_ERROR("movement.motionmaster", "Player ({}) attempt targeted home", _owner->GetGUID().ToString());
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}
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}
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/**
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* @brief Enable the confusion movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveConfused()
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{
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// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) move confused", _owner->GetGUID().ToString());
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Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) move confused", _owner->GetGUID().ToString());
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Mutate(new ConfusedMovementGenerator<Creature>(), MOTION_SLOT_CONTROLLED);
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}
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}
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/**
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* @brief Force the unit to chase this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
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{
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// ignore movement request if target not exist
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if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) chase to {} ({})",
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) chase to {} ({})",
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveBackwards(Unit* target, float dist)
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{
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if (!target)
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{
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return;
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}
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Position const& pos = target->GetPosition();
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float angle = target->GetAngle(_owner);
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G3D::Vector3 point;
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point.x = pos.m_positionX + dist * cosf(angle);
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point.y = pos.m_positionY + dist * sinf(angle);
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point.z = pos.m_positionZ;
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if (!_owner->GetMap()->CanReachPositionAndGetValidCoords(_owner, point.x, point.y, point.z, true, true))
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{
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return;
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}
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(point.x, point.y, point.z, false);
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init.SetFacing(target);
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init.SetOrientationInversed();
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init.Launch();
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}
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void MotionMaster::MoveForwards(Unit* target, float dist)
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{
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//like movebackwards, but without the inversion
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if (!target)
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{
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return;
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}
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Position const& pos = target->GetPosition();
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float angle = target->GetAngle(_owner);
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G3D::Vector3 point;
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point.x = pos.m_positionX + dist * cosf(angle);
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point.y = pos.m_positionY + dist * sinf(angle);
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point.z = pos.m_positionZ;
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if (!_owner->GetMap()->CanReachPositionAndGetValidCoords(_owner, point.x, point.y, point.z, true, true))
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{
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return;
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}
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(point.x, point.y, point.z, false);
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init.SetFacing(target);
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init.Launch();
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}
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void MotionMaster::MoveCircleTarget(Unit* target)
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{
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if (!target)
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{
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return;
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}
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Position pos;
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if (!target->GetMeleeAttackPoint(_owner, pos))
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{
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return;
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}
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), false);
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init.SetWalk(true);
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init.SetFacing(target);
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init.Launch();
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}
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/**
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* @brief The unit will follow this target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot, bool inheritWalkState, bool inheritSpeed)
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{
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// ignore movement request if target not exist
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if (!target || target == _owner || _owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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{
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return;
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}
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//_owner->AddUnitState(UNIT_STATE_FOLLOW);
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) follow to {} ({})",
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Player>(target, dist, angle, inheritWalkState, inheritSpeed), slot);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) follow to {} ({})",
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_owner->GetGUID().ToString(), target->IsPlayer() ? "player" : "creature", target->GetGUID().ToString());
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Mutate(new FollowMovementGenerator<Creature>(target, dist, angle, inheritWalkState, inheritSpeed), slot);
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}
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}
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/**
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* @brief The unit will move to a specific point. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*
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* For transition movement between the ground and the air, use MoveLand or MoveTakeoff instead.
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*/
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot, float orientation /* = 0.0f*/)
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{
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->IsPlayer())
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{
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LOG_DEBUG("movement.motionmaster", "Player ({}) targeted point (Id: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
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}
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else
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{
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LOG_DEBUG("movement.motionmaster", "Creature ({}) targeted point (ID: {} X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), id, x, y, z);
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
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}
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}
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void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
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{
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// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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if (_owner->IsPlayer())
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{
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Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
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}
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else
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{
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Mutate(new EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE);
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}
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}
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void MotionMaster::MoveSplinePath(uint32 path_id)
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{
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// convert the path id to a Movement::PointsArray*
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Movement::PointsArray* points = new Movement::PointsArray();
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WaypointPath const* path = sWaypointMgr->GetPath(path_id);
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for (uint8 i = 0; i < path->size(); ++i)
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{
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WaypointData const* node = path->at(i);
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points->push_back(G3D::Vector3(node->x, node->y, node->z));
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}
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// pass the new PointsArray* to the appropriate MoveSplinePath function
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MoveSplinePath(points);
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}
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/**
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* @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed /* = 0.0f*/)
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{
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if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
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return;
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float x, y, z;
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pos.GetPosition(x, y, z);
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LOG_DEBUG("movement.motionmaster", "Creature (Entry: {}) landing point (ID: {} X: {} Y: {} Z: {})", _owner->GetEntry(), id, x, y, z);
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Movement::MoveSplineInit init(_owner);
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init.MoveTo(x, y, z);
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if (speed > 0.0f)
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{
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init.SetVelocity(speed);
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}
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init.SetAnimation(Movement::ToGround);
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init.Launch();
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Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
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}
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/**
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* @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE
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*/
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void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed /* = 0.0f*/)
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{
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Position pos = {x, y, z, 0.0f};
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MoveLand(id, pos, speed);
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}
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|
|
|
/**
|
|
* @brief Use to move the unit from the ground to the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed /* = 0.0f*/, bool skipAnimation)
|
|
{
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
float x, y, z;
|
|
pos.GetPosition(x, y, z);
|
|
|
|
LOG_DEBUG("movement.motionmaster", "Creature (Entry: {}) landing point (ID: {} X: {} Y: {} Z: {})", _owner->GetEntry(), id, x, y, z);
|
|
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MoveTo(x, y, z);
|
|
|
|
if (speed > 0.0f)
|
|
{
|
|
init.SetVelocity(speed);
|
|
}
|
|
|
|
if (!skipAnimation)
|
|
{
|
|
init.SetAnimation(Movement::ToFly);
|
|
}
|
|
init.Launch();
|
|
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
/**
|
|
* @brief Use to move the unit from the air to the ground. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed /* = 0.0f*/, bool skipAnimation)
|
|
{
|
|
Position pos = {x, y, z, 0.0f};
|
|
MoveTakeoff(id, pos, speed, skipAnimation);
|
|
}
|
|
|
|
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
|
|
{
|
|
//this function may make players fall below map
|
|
if (_owner->IsPlayer())
|
|
return;
|
|
|
|
if (speedXY <= 0.1f)
|
|
return;
|
|
|
|
Position dest = _owner->GetPosition();
|
|
float moveTimeHalf = speedZ / Movement::gravity;
|
|
float dist = 2 * moveTimeHalf * speedXY;
|
|
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
|
|
|
|
// Use a mmap raycast to get a valid destination.
|
|
_owner->MovePositionToFirstCollision(dest, dist, _owner->GetRelativeAngle(srcX, srcY) + float(M_PI));
|
|
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MoveTo(dest.GetPositionX(), dest.GetPositionY(), dest.GetPositionZ());
|
|
init.SetParabolic(max_height, 0);
|
|
init.SetOrientationFixed(true);
|
|
init.SetVelocity(speedXY);
|
|
init.Launch();
|
|
Mutate(new EffectMovementGenerator(0), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
/**
|
|
* @brief The unit will jump in a specific direction
|
|
*/
|
|
void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
|
|
{
|
|
//this function may make players fall below map
|
|
if (_owner->IsPlayer())
|
|
return;
|
|
|
|
float x, y, z;
|
|
|
|
float moveTimeHalf = speedZ / Movement::gravity;
|
|
float dist = 2 * moveTimeHalf * speedXY;
|
|
_owner->GetClosePoint(x, y, z, _owner->GetObjectSize(), dist, angle);
|
|
MoveJump(x, y, z, speedXY, speedZ);
|
|
}
|
|
|
|
/**
|
|
* @brief The unit will jump to a specific point
|
|
*/
|
|
void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id, Unit const* target)
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Unit ({}) jump to point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
|
|
|
|
if (speedXY <= 0.1f)
|
|
return;
|
|
|
|
float moveTimeHalf = speedZ / Movement::gravity;
|
|
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
|
|
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MoveTo(x, y, z);
|
|
init.SetParabolic(max_height, 0);
|
|
init.SetVelocity(speedXY);
|
|
if (target)
|
|
init.SetFacing(target);
|
|
init.Launch();
|
|
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
/**
|
|
* @brief The unit will fall. Used when in the air. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
|
|
{
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
// use larger distance for vmap height search than in most other cases
|
|
float tz = _owner->GetMapHeight(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
|
|
if (tz <= INVALID_HEIGHT)
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "MotionMaster::MoveFall: unable retrive a proper height at map {} (x: {}, y: {}, z: {}).",
|
|
_owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionX(), _owner->GetPositionZ() + _owner->GetPositionZ());
|
|
return;
|
|
}
|
|
|
|
// Abort too if the ground is very near
|
|
if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
|
|
return;
|
|
|
|
if (_owner->IsPlayer())
|
|
{
|
|
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
|
|
_owner->m_movementInfo.SetFallTime(0);
|
|
_owner->ToPlayer()->SetFallInformation(GameTime::GetGameTime().count(), _owner->GetPositionZ());
|
|
}
|
|
else if (_owner->IsCreature() && addFlagForNPC) // pussywizard
|
|
{
|
|
_owner->RemoveUnitMovementFlag(MOVEMENTFLAG_MASK_MOVING);
|
|
_owner->RemoveUnitMovementFlag(MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY);
|
|
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
|
|
_owner->m_movementInfo.SetFallTime(0);
|
|
_owner->SendMovementFlagUpdate();
|
|
}
|
|
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz + _owner->GetHoverHeight());
|
|
init.SetFall();
|
|
init.Launch();
|
|
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
/**
|
|
* @brief The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath, float orientation /* = 0.0f*/, ObjectGuid targetGUID /*= ObjectGuid::Empty*/)
|
|
{
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
|
|
return;
|
|
|
|
if (_owner->IsPlayer())
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Player ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
|
|
Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
else
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Creature ({}) charge point (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
|
|
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath, targetGUID), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief The unit will charge the target. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/, ObjectGuid targetGUID /*= ObjectGuid::Empty*/)
|
|
{
|
|
G3D::Vector3 dest = path.GetActualEndPosition();
|
|
|
|
MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH, nullptr, false, 0.0f, targetGUID);
|
|
|
|
// Charge movement is not started when using EVENT_CHARGE_PREPATH
|
|
Movement::MoveSplineInit init(_owner);
|
|
init.MovebyPath(path.GetPath());
|
|
init.SetVelocity(speed);
|
|
init.Launch();
|
|
}
|
|
|
|
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
|
|
{
|
|
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
if (_owner->IsPlayer())
|
|
{
|
|
LOG_ERROR("movement.motionmaster", "Player ({}) attempt to seek assistance", _owner->GetGUID().ToString());
|
|
}
|
|
else
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Creature ({}) seek assistance (X: {} Y: {} Z: {})", _owner->GetGUID().ToString(), x, y, z);
|
|
_owner->AttackStop();
|
|
_owner->CastStop(0, false);
|
|
_owner->ToCreature()->SetReactState(REACT_PASSIVE);
|
|
Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE);
|
|
}
|
|
}
|
|
|
|
void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
|
|
{
|
|
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
if (_owner->IsPlayer())
|
|
{
|
|
LOG_ERROR("movement.motionmaster", "Player ({}) attempt to call distract after assistance", _owner->GetGUID().ToString());
|
|
}
|
|
else
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Creature ({}) is distracted after assistance call (Time: {})", _owner->GetGUID().ToString(), time);
|
|
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Enable the target's fleeing movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
|
|
{
|
|
if (!enemy)
|
|
return;
|
|
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
if (_owner->IsPlayer())
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Player ({}) flee from {} ({})",
|
|
_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString());
|
|
Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
else
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Creature ({}) flee from {} ({}) {}",
|
|
_owner->GetGUID().ToString(), enemy->IsPlayer() ? "player" : "creature", enemy->GetGUID().ToString(), time ? " for a limited time" : "");
|
|
if (time)
|
|
Mutate(new TimedFleeingMovementGenerator(enemy->GetGUID(), time), MOTION_SLOT_CONTROLLED);
|
|
else
|
|
Mutate(new FleeingMovementGenerator<Creature>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
|
|
}
|
|
}
|
|
|
|
void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
|
|
{
|
|
if (_owner->IsPlayer())
|
|
{
|
|
if (path < sTaxiPathNodesByPath.size())
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "{} taxi to (Path {} node {})", _owner->GetName(), path, pathnode);
|
|
FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(pathnode);
|
|
mgen->LoadPath(_owner->ToPlayer());
|
|
Mutate(mgen, MOTION_SLOT_CONTROLLED);
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR("movement.motionmaster", "{} attempt taxi to (not existed Path {} node {})",
|
|
_owner->GetName(), path, pathnode);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
LOG_ERROR("movement.motionmaster", "Creature ({}) attempt taxi to (Path {} node {})", _owner->GetGUID().ToString(), path, pathnode);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Enable the target's distract movement. Doesn't work with UNIT_FLAG_DISABLE_MOVE and
|
|
* if the unit has MOTION_SLOT_CONTROLLED (generaly apply when the unit is controlled).
|
|
*/
|
|
void MotionMaster::MoveDistract(uint32 timer)
|
|
{
|
|
if (Impl[MOTION_SLOT_CONTROLLED])
|
|
return;
|
|
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
/*if (_owner->IsPlayer())
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Player ({}) distracted (timer: {})", _owner->GetGUID().ToString(), timer);
|
|
}
|
|
else
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Creature ({}) (timer: {})", _owner->GetGUID().ToString(), timer);
|
|
}*/
|
|
|
|
DistractMovementGenerator* mgen = new DistractMovementGenerator(timer);
|
|
Mutate(mgen, MOTION_SLOT_CONTROLLED);
|
|
}
|
|
|
|
void MotionMaster::Mutate(MovementGenerator* m, MovementSlot slot)
|
|
{
|
|
while (MovementGenerator* curr = Impl[slot])
|
|
{
|
|
bool delayed = (_top == slot && (_cleanFlag & MMCF_UPDATE));
|
|
|
|
// clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete
|
|
Impl[slot] = nullptr;
|
|
while (!empty() && !top())
|
|
--_top;
|
|
|
|
if (delayed)
|
|
DelayedDelete(curr);
|
|
else
|
|
DirectDelete(curr);
|
|
}
|
|
|
|
if (_top < slot)
|
|
_top = slot;
|
|
|
|
Impl[slot] = m;
|
|
if (_top > slot)
|
|
_needInit[slot] = true;
|
|
else
|
|
{
|
|
_needInit[slot] = false;
|
|
m->Initialize(_owner);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @brief Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE
|
|
*/
|
|
void MotionMaster::MovePath(uint32 path_id, bool repeatable)
|
|
{
|
|
if (!path_id)
|
|
return;
|
|
|
|
if (_owner->HasUnitFlag(UNIT_FLAG_DISABLE_MOVE))
|
|
return;
|
|
|
|
//We set waypoint movement as new default movement generator
|
|
// clear ALL movement generators (including default)
|
|
/*while (!empty())
|
|
{
|
|
MovementGenerator *curr = top();
|
|
curr->Finalize(*_owner);
|
|
pop();
|
|
if (!isStatic(curr))
|
|
delete curr;
|
|
}*/
|
|
|
|
//_owner->IsPlayer() ?
|
|
//Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
|
|
Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
|
|
|
|
LOG_DEBUG("movement.motionmaster", "{} ({}) start moving over path(Id:{}, repeatable: {})",
|
|
_owner->IsPlayer() ? "Player" : "Creature", _owner->GetGUID().ToString(), path_id, repeatable ? "YES" : "NO");
|
|
}
|
|
|
|
/**
|
|
* @brief Rotate the unit. You can specify the time of the rotation.
|
|
*/
|
|
void MotionMaster::MoveRotate(uint32 time, RotateDirection direction)
|
|
{
|
|
if (!time)
|
|
return;
|
|
|
|
Mutate(new RotateMovementGenerator(time, direction), MOTION_SLOT_ACTIVE);
|
|
}
|
|
|
|
void MotionMaster::propagateSpeedChange()
|
|
{
|
|
/*Impl::container_type::iterator it = Impl::c.begin();
|
|
for (; it != end(); ++it)
|
|
{
|
|
(*it)->unitSpeedChanged();
|
|
}*/
|
|
for (int i = 0; i <= _top; ++i)
|
|
{
|
|
if (Impl[i])
|
|
Impl[i]->unitSpeedChanged();
|
|
}
|
|
}
|
|
|
|
void MotionMaster::ReinitializeMovement()
|
|
{
|
|
for (int i = 0; i <= _top; ++i)
|
|
{
|
|
if (Impl[i])
|
|
Impl[i]->Reset(_owner);
|
|
}
|
|
}
|
|
|
|
MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const
|
|
{
|
|
if (empty())
|
|
return IDLE_MOTION_TYPE;
|
|
|
|
return top()->GetMovementGeneratorType();
|
|
}
|
|
|
|
MovementGeneratorType MotionMaster::GetMotionSlotType(int slot) const
|
|
{
|
|
if (!Impl[slot])
|
|
return NULL_MOTION_TYPE;
|
|
else
|
|
return Impl[slot]->GetMovementGeneratorType();
|
|
}
|
|
|
|
bool MotionMaster::HasMovementGeneratorType(MovementGeneratorType type) const
|
|
{
|
|
if (empty() && type == IDLE_MOTION_TYPE)
|
|
return true;
|
|
|
|
for (int i = _top; i >= 0; --i)
|
|
{
|
|
if (Impl[i] && Impl[i]->GetMovementGeneratorType() == type)
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Xinef: Escort system
|
|
uint32 MotionMaster::GetCurrentSplineId() const
|
|
{
|
|
if (empty())
|
|
return 0;
|
|
|
|
return top()->GetSplineId();
|
|
}
|
|
|
|
void MotionMaster::InitTop()
|
|
{
|
|
top()->Initialize(_owner);
|
|
_needInit[_top] = false;
|
|
}
|
|
|
|
void MotionMaster::DirectDelete(_Ty curr)
|
|
{
|
|
if (isStatic(curr))
|
|
return;
|
|
curr->Finalize(_owner);
|
|
delete curr;
|
|
}
|
|
|
|
void MotionMaster::DelayedDelete(_Ty curr)
|
|
{
|
|
LOG_DEBUG("movement.motionmaster", "Unit (Entry {}) is trying to delete its updating MG (Type {})!", _owner->GetEntry(), curr->GetMovementGeneratorType());
|
|
if (isStatic(curr))
|
|
return;
|
|
if (!_expList)
|
|
_expList = new ExpireList();
|
|
_expList->push_back(curr);
|
|
}
|
|
|
|
bool MotionMaster::GetDestination(float& x, float& y, float& z)
|
|
{
|
|
if (_owner->movespline->Finalized())
|
|
return false;
|
|
|
|
G3D::Vector3 const& dest = _owner->movespline->FinalDestination();
|
|
x = dest.x;
|
|
y = dest.y;
|
|
z = dest.z;
|
|
return true;
|
|
}
|