First Commit

For Azeroth!
This commit is contained in:
Yehonal
2016-06-26 10:39:44 +02:00
commit e8e94a0a66
3777 changed files with 1419268 additions and 0 deletions

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/*
* Copyright (C)
* Copyright (C)
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#include "Creature.h"
#include "CreatureGroups.h"
#include "ObjectMgr.h"
#include "CreatureAI.h"
#include "MoveSplineInit.h"
FormationMgr::~FormationMgr()
{
for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr)
delete itr->second;
}
void FormationMgr::AddCreatureToGroup(uint32 groupId, Creature* member)
{
Map* map = member->FindMap();
if (!map)
return;
CreatureGroupHolderType::iterator itr = map->CreatureGroupHolder.find(groupId);
//Add member to an existing group
if (itr != map->CreatureGroupHolder.end())
{
;//sLog->outDebug(LOG_FILTER_UNITS, "Group found: %u, inserting creature GUID: %u, Group InstanceID %u", groupId, member->GetGUIDLow(), member->GetInstanceId());
itr->second->AddMember(member);
}
//Create new group
else
{
;//sLog->outDebug(LOG_FILTER_UNITS, "Group not found: %u. Creating new group.", groupId);
CreatureGroup* group = new CreatureGroup(groupId);
map->CreatureGroupHolder[groupId] = group;
group->AddMember(member);
}
}
void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* member)
{
;//sLog->outDebug(LOG_FILTER_UNITS, "Deleting member pointer to GUID: %u from group %u", group->GetId(), member->GetDBTableGUIDLow());
group->RemoveMember(member);
if (group->isEmpty())
{
Map* map = member->FindMap();
if (!map)
return;
;//sLog->outDebug(LOG_FILTER_UNITS, "Deleting group with InstanceID %u", member->GetInstanceId());
map->CreatureGroupHolder.erase(group->GetId());
delete group;
}
}
void FormationMgr::LoadCreatureFormations()
{
uint32 oldMSTime = getMSTime();
for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) // for reload case
delete itr->second;
CreatureGroupMap.clear();
//Get group data
QueryResult result = WorldDatabase.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID");
if (!result)
{
sLog->outErrorDb(">> Loaded 0 creatures in formations. DB table `creature_formations` is empty!");
sLog->outString();
return;
}
uint32 count = 0;
Field* fields;
FormationInfo* group_member;
do
{
fields = result->Fetch();
//Load group member data
group_member = new FormationInfo();
group_member->leaderGUID = fields[0].GetUInt32();
uint32 memberGUID = fields[1].GetUInt32();
group_member->groupAI = fields[4].GetUInt32();
group_member->point_1 = fields[5].GetUInt16();
group_member->point_2 = fields[6].GetUInt16();
//If creature is group leader we may skip loading of dist/angle
if (group_member->leaderGUID != memberGUID)
{
group_member->follow_dist = fields[2].GetFloat();
group_member->follow_angle = fields[3].GetFloat() * M_PI / 180;
}
else
{
group_member->follow_dist = 0;
group_member->follow_angle = 0;
}
// check data correctness
{
if (!sObjectMgr->GetCreatureData(group_member->leaderGUID))
{
sLog->outErrorDb("creature_formations table leader guid %u incorrect (not exist)", group_member->leaderGUID);
delete group_member;
continue;
}
if (!sObjectMgr->GetCreatureData(memberGUID))
{
sLog->outErrorDb("creature_formations table member guid %u incorrect (not exist)", memberGUID);
delete group_member;
continue;
}
}
CreatureGroupMap[memberGUID] = group_member;
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u creatures in formations in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
void CreatureGroup::AddMember(Creature* member)
{
;//sLog->outDebug(LOG_FILTER_UNITS, "CreatureGroup::AddMember: Adding unit GUID: %u.", member->GetGUIDLow());
//Check if it is a leader
if (member->GetDBTableGUIDLow() == m_groupID)
{
;//sLog->outDebug(LOG_FILTER_UNITS, "Unit GUID: %u is formation leader. Adding group.", member->GetGUIDLow());
m_leader = member;
}
m_members[member] = sFormationMgr->CreatureGroupMap.find(member->GetDBTableGUIDLow())->second;
member->SetFormation(this);
}
void CreatureGroup::RemoveMember(Creature* member)
{
if (m_leader == member)
m_leader = NULL;
m_members.erase(member);
member->SetFormation(NULL);
}
void CreatureGroup::MemberAttackStart(Creature* member, Unit* target)
{
uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetDBTableGUIDLow()]->groupAI;
if (!groupAI)
return;
if (groupAI == 1 && member != m_leader)
return;
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
//if (m_leader) // avoid crash if leader was killed and reset.
;//sLog->outDebug(LOG_FILTER_UNITS, "GROUP ATTACK: group instance id %u calls member instid %u", m_leader->GetInstanceId(), member->GetInstanceId());
//Skip one check
if (itr->first == member)
continue;
if (!itr->first->IsAlive())
continue;
if (itr->first->GetVictim())
continue;
if (itr->first->IsValidAttackTarget(target) && itr->first->AI())
itr->first->AI()->AttackStart(target);
}
}
void CreatureGroup::FormationReset(bool dismiss)
{
if (m_members.size() && m_members.begin()->second->groupAI == 5)
return;
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
if (itr->first != m_leader && itr->first->IsAlive())
{
if (dismiss)
itr->first->GetMotionMaster()->Initialize();
else
itr->first->GetMotionMaster()->MoveIdle();
;//sLog->outDebug(LOG_FILTER_UNITS, "Set %s movement for member GUID: %u", dismiss ? "default" : "idle", itr->first->GetGUIDLow());
}
}
m_Formed = !dismiss;
}
void CreatureGroup::LeaderMoveTo(float x, float y, float z, bool run)
{
//! To do: This should probably get its own movement generator or use WaypointMovementGenerator.
//! If the leader's path is known, member's path can be plotted as well using formation offsets.
if (!m_leader)
return;
uint8 groupAI = sFormationMgr->CreatureGroupMap[m_leader->GetDBTableGUIDLow()]->groupAI;
if (groupAI == 5)
return;
float pathDist = m_leader->GetExactDist(x, y, z);
float pathAngle = m_leader->GetAngle(x, y);
for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr)
{
Creature* member = itr->first;
if (member == m_leader || !member->IsAlive() || member->GetVictim())
continue;
// Xinef: If member is stunned / rooted etc don't allow to move him
if (member->HasUnitState(UNIT_STATE_NOT_MOVE))
continue;
// Xinef: this should be automatized, if turn angle is greater than PI/2 (90°) we should swap formation angle
if (M_PI - fabs(fabs(m_leader->GetOrientation() - pathAngle) - M_PI) > M_PI*0.50f)
{
// pussywizard: in both cases should be 2*M_PI - follow_angle
// pussywizard: also, GetCurrentWaypointID() returns 0..n-1, while point_1 must be > 0, so +1
// pussywizard: db table waypoint_data shouldn't have point id 0 and shouldn't have any gaps for this to work!
// if (m_leader->GetCurrentWaypointID()+1 == itr->second->point_1 || m_leader->GetCurrentWaypointID()+1 == itr->second->point_2)
itr->second->follow_angle = Position::NormalizeOrientation(itr->second->follow_angle + M_PI); //(2 * M_PI) - itr->second->follow_angle;
}
float followAngle = itr->second->follow_angle;
float followDist = itr->second->follow_dist;
float dx = x + cos(followAngle + pathAngle) * followDist;
float dy = y + sin(followAngle + pathAngle) * followDist;
float dz = z;
Trinity::NormalizeMapCoord(dx);
Trinity::NormalizeMapCoord(dy);
member->UpdateGroundPositionZ(dx, dy, dz);
member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags());
// pussywizard: setting the same movementflags is not enough, spline decides whether leader walks/runs, so spline param is now passed as "run" parameter to this function
if (run && member->IsWalking())
member->RemoveUnitMovementFlag(MOVEMENTFLAG_WALKING);
else if (!run && !member->IsWalking())
member->AddUnitMovementFlag(MOVEMENTFLAG_WALKING);
// xinef: if we move members to position without taking care of sizes, we should compare distance without sizes
// xinef: change members speed basing on distance - if too far speed up, if too close slow down
UnitMoveType mtype = Movement::SelectSpeedType(member->GetUnitMovementFlags());
member->SetSpeedRate(mtype, m_leader->GetSpeedRate(mtype) * member->GetExactDist(dx, dy, dz) / pathDist);
member->GetMotionMaster()->MovePoint(0, dx, dy, dz);
member->SetHomePosition(dx, dy, dz, pathAngle);
}
}