Files
azerothcore-wotlk/src/server/game/Movement/MotionMaster.cpp
Yehonal c8f43d8584 feat(Core/Movement): Improved pathfinding, collisions and movements (#4220)
Npc positioning
Implemented slope check to avoid unwanted climbing for some kind of movements (backwards, repositioning etc.)
Implemented backwards movement
Re-implemented circle repositioning algorithm (smartest than retail, but with the same feeling)
Fixed random position of summoned minions
Improved pet following movement. Also, they attack NPC from behind now. Thanks to @Footman

Swimming creatures
Fixed max_z coordinate for swimming creatures. Now only part of their body is allowed to be out of the water level
Fixed pathfinder for swimming creatures creating shortcuts for specific segments, now they swim underwater to reach the seashore instead of flying above the water level.
Creatures with water InhabitType but no swimming flag now, when not in combat, will walk on water depth instead of swimming. Thanks @jackpoz for the original code
UNIT_FLAG_SWIMMING in UpdateEnvironmentIfNeeded to show the swimming animation correctly when underwater
Implemented HasEnoughWater check to avoid swimming creatures to go where the water level is too low but also to properly enable swimming animation only when a creature has enough water to swim.

Walking creatures
Extended the DetourNavMeshQuery adding area cost based on walkability (slope angle + source height) to find better paths at runtime instead of completely remove them from mmaps
improve Z height in certain conditions (see #4205, #4203, #4247 )

Flying creatures
Rewriting of the hover system
Removed hacks and improved the UpdateEnvironmentIfNeeded. Now creatures can properly switch from flying to walk etc.
Spells
LOS on spell effect must be calculated on CollisionHeight and HitSpherePoint instead of position coords.
Improved position for object/creature spawned via spells
Improved checks for Fleeing movements (fear spells)

Other improvements
Implemented method to calculate the CollisionWidth from dbc (used by repositioning algorithm etc.)
Improved raycast and collision checks

Co-authored-by: Footman <p.alexej@freenet.de>
Co-authored-by: Helias <stefanoborzi32@gmail.com>
Co-authored-by: Francesco Borzì <borzifrancesco@gmail.com>
Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com>
2021-02-01 01:34:27 +01:00

934 lines
30 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "MotionMaster.h"
#include "CreatureAISelector.h"
#include "Creature.h"
#include "ConfusedMovementGenerator.h"
#include "FleeingMovementGenerator.h"
#include "HomeMovementGenerator.h"
#include "IdleMovementGenerator.h"
#include "PointMovementGenerator.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "RandomMovementGenerator.h"
#include "EscortMovementGenerator.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
#include <cassert>
// ---- ChaseRange ---- //
ChaseRange::ChaseRange(float range) : MinRange(range > CONTACT_DISTANCE ? 0 : range - CONTACT_DISTANCE), MinTolerance(range), MaxRange(range + CONTACT_DISTANCE), MaxTolerance(range) { }
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)) { }
ChaseRange::ChaseRange(float _minRange, float _minTolerance, float _maxTolerance, float _maxRange) : MinRange(_minRange), MinTolerance(_minTolerance), MaxRange(_maxRange), MaxTolerance(_maxTolerance) { }
// ---- ChaseAngle ---- //
ChaseAngle::ChaseAngle(float angle, float _tolerance/* = M_PI_4*/) : RelativeAngle(Position::NormalizeOrientation(angle)), Tolerance(_tolerance) { }
float ChaseAngle::UpperBound() const
{
return Position::NormalizeOrientation(RelativeAngle + Tolerance);
}
float ChaseAngle::LowerBound() const
{
return Position::NormalizeOrientation(RelativeAngle - Tolerance);
}
bool ChaseAngle::IsAngleOkay(float relativeAngle) const
{
float const diff = std::abs(relativeAngle - RelativeAngle);
return (std::min(diff, float(2 * M_PI) - diff) <= Tolerance);
}
inline bool isStatic(MovementGenerator* mv)
{
return (mv == &si_idleMovement);
}
void MotionMaster::Initialize()
{
// clear ALL movement generators (including default)
while (!empty())
{
MovementGenerator* curr = top();
pop();
if (curr) DirectDelete(curr);
}
InitDefault();
}
// set new default movement generator
void MotionMaster::InitDefault()
{
// Xinef: Do not allow to initialize any motion generator for dead creatures
if (_owner->GetTypeId() == TYPEID_UNIT && _owner->IsAlive())
{
MovementGenerator* movement = FactorySelector::selectMovementGenerator(_owner->ToCreature());
Mutate(movement == NULL ? &si_idleMovement : movement, MOTION_SLOT_IDLE);
}
else
{
Mutate(&si_idleMovement, MOTION_SLOT_IDLE);
}
}
MotionMaster::~MotionMaster()
{
// clear ALL movement generators (including default)
while (!empty())
{
MovementGenerator* curr = top();
pop();
if (curr && !isStatic(curr))
delete curr; // Skip finalizing on delete, it might launch new movement
}
}
void MotionMaster::UpdateMotion(uint32 diff)
{
if (!_owner)
return;
if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) // what about UNIT_STATE_DISTRACTED? Why is this not included?
{
// pussywizard: the same as at the bottom of this function
if (_owner->GetTypeId() == TYPEID_PLAYER)
_owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
else
_owner->UpdateEnvironmentIfNeeded(0);
return;
}
ASSERT(!empty());
_cleanFlag |= MMCF_INUSE;
_cleanFlag |= MMCF_UPDATE;
if (!top()->Update(_owner, diff))
{
_cleanFlag &= ~MMCF_UPDATE;
MovementExpired();
}
else
_cleanFlag &= ~MMCF_UPDATE;
if (_expList)
{
for (size_t i = 0; i < _expList->size(); ++i)
{
MovementGenerator* mg = (*_expList)[i];
DirectDelete(mg);
}
delete _expList;
_expList = nullptr;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (_cleanFlag & MMCF_RESET)
top()->Reset(_owner);
_cleanFlag &= ~MMCF_RESET;
}
_cleanFlag &= ~MMCF_INUSE;
if (_owner->GetTypeId() == TYPEID_PLAYER)
_owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
else
_owner->UpdateEnvironmentIfNeeded(0);
}
void MotionMaster::DirectClean(bool reset)
{
while (size() > 1)
{
MovementGenerator* curr = top();
pop();
if (curr) DirectDelete(curr);
}
if (empty())
return;
if (needInitTop())
InitTop();
else if (reset)
top()->Reset(_owner);
}
void MotionMaster::DelayedClean()
{
while (size() > 1)
{
MovementGenerator* curr = top();
pop();
if (curr) DelayedDelete(curr);
}
}
void MotionMaster::DirectExpire(bool reset)
{
if (size() > 1)
{
MovementGenerator* curr = top();
pop();
if (curr) DirectDelete(curr);
}
while (!empty() && !top())
--_top;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (reset)
top()->Reset(_owner);
}
void MotionMaster::DelayedExpire()
{
if (size() > 1)
{
MovementGenerator* curr = top();
pop();
if (curr) DelayedDelete(curr);
}
while (!empty() && !top())
--_top;
}
void MotionMaster::DirectExpireSlot(MovementSlot slot, bool reset)
{
if (size() > 1)
{
MovementGenerator* curr = Impl[slot];
// pussywizard: clear slot AND decrease top immediately to avoid crashes when referencing null top in DirectDelete
Impl[slot] = nullptr;
while (!empty() && !top())
--_top;
if (curr) DirectDelete(curr);
}
while (!empty() && !top())
--_top;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (reset)
top()->Reset(_owner);
}
void MotionMaster::MoveIdle()
{
//! Should be preceded by MovementExpired or Clear if there's an overlying movementgenerator active
if (empty() || !isStatic(top()))
Mutate(&si_idleMovement, MOTION_SLOT_IDLE);
}
void MotionMaster::MoveRandom(float wanderDistance)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_UNIT)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (GUID: %u) start moving random", _owner->GetGUIDLow());
#endif
Mutate(new RandomMovementGenerator<Creature>(wanderDistance), MOTION_SLOT_IDLE);
}
}
void MotionMaster::MoveTargetedHome()
{
Clear(false);
if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID())
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) targeted home", _owner->GetEntry(), _owner->GetGUIDLow());
#endif
Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE);
}
else if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->GetCharmerOrOwnerGUID())
{
_owner->ClearUnitState(UNIT_STATE_EVADE);
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Pet or controlled creature (Entry: %u GUID: %u) targeting home", _owner->GetEntry(), _owner->GetGUIDLow());
#endif
Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
if (target)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Following %s (GUID: %u)", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : ((Creature*)target)->GetDBTableGUIDLow());
#endif
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, _owner->GetFollowAngle()), MOTION_SLOT_ACTIVE);
}
}
else
{
sLog->outError("Player (GUID: %u) attempt targeted home", _owner->GetGUIDLow());
}
}
void MotionMaster::MoveConfused()
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) move confused", _owner->GetGUIDLow());
#endif
Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) move confused", _owner->GetEntry(), _owner->GetGUIDLow());
#endif
Mutate(new ConfusedMovementGenerator<Creature>(), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveChase(Unit* target, std::optional<ChaseRange> dist, std::optional<ChaseAngle> angle)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
// ignore movement request if target not exist
if (!target || target == _owner || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) chase to %s (GUID: %u)",
_owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
#endif
Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) chase to %s (GUID: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
#endif
Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveBackwards(Unit* target, float dist)
{
if (!target)
{
return;
}
Position const& pos = target->GetPosition();
float angle = target->GetAngle(_owner);
G3D::Vector3 point;
point.x = pos.m_positionX + dist * cosf(angle);
point.y = pos.m_positionY + dist * sinf(angle);
point.z = pos.m_positionZ;
if (!_owner->GetMap()->CanReachPositionAndGetValidCoords(_owner, point.x, point.y, point.z, true, true))
{
return;
}
Movement::MoveSplineInit init(_owner);
init.MoveTo(point.x, point.y, point.z, false);
init.SetFacing(target);
init.SetOrientationInversed();
init.Launch();
}
void MotionMaster::MoveCircleTarget(Unit* target)
{
if (!target)
{
return;
}
Position* point = target->GetMeleeAttackPoint(_owner);
if (point == nullptr)
{
return;
}
Movement::MoveSplineInit init(_owner);
init.MoveTo(point->m_positionX, point->m_positionY, point->m_positionZ, false);
init.SetWalk(true);
init.SetFacing(target);
init.Launch();
}
void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
// ignore movement request if target not exist
if (!target || target == _owner || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
{
return;
}
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) follow to %s (GUID: %u)", _owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
#endif
Mutate(new FollowMovementGenerator<Player>(target, dist, angle), slot);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) follow to %s (GUID: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUIDLow() : target->ToCreature()->GetDBTableGUIDLow());
#endif
Mutate(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
}
}
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath, bool forceDestination, MovementSlot slot, float orientation /* = 0.0f*/)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), id, x, y, z);
#endif
Mutate(new PointMovementGenerator<Player>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) targeted point (ID: %u X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), id, x, y, z);
#endif
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, 0.0f, orientation, nullptr, generatePath, forceDestination), slot);
}
}
void MotionMaster::MoveSplinePath(Movement::PointsArray* path)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
Mutate(new EscortMovementGenerator<Player>(path), MOTION_SLOT_ACTIVE);
}
else
{
Mutate(new EscortMovementGenerator<Creature>(path), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveLand(uint32 id, Position const& pos, float speed)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
float x, y, z;
pos.GetPosition(x, y, z);
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", _owner->GetEntry(), id, x, y, z);
#endif
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetVelocity(speed);
init.SetAnimation(Movement::ToGround);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveLand(uint32 id, float x, float y, float z, float speed)
{
Position pos = {x, y, z, 0.0f};
MoveLand(id, pos, speed);
}
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos, float speed)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
float x, y, z;
pos.GetPosition(x, y, z);
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f)", _owner->GetEntry(), id, x, y, z);
#endif
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetVelocity(speed);
init.SetAnimation(Movement::ToFly);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveTakeoff(uint32 id, float x, float y, float z, float speed)
{
Position pos = {x, y, z, 0.0f};
MoveTakeoff(id, pos, speed);
}
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
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);
}
void MotionMaster::MoveJumpTo(float angle, float speedXY, float speedZ)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
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);
}
void MotionMaster::MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id, Unit const* target)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Unit (GUID: %u) jump to point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), x, y, z);
#endif
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);
}
void MotionMaster::MoveFall(uint32 id /*=0*/, bool addFlagForNPC)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, 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)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("MotionMaster::MoveFall: unable retrive a proper height at map %u (x: %f, y: %f, z: %f).",
_owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionX(), _owner->GetPositionZ() + _owner->GetPositionZ());
#endif
return;
}
// Abort too if the ground is very near
if (fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
_owner->m_movementInfo.SetFallTime(0);
_owner->ToPlayer()->SetFallInformation(time(nullptr), _owner->GetPositionZ());
}
else if (_owner->GetTypeId() == TYPEID_UNIT && 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);
}
void MotionMaster::MoveCharge(float x, float y, float z, float speed, uint32 id, const Movement::PointsArray* path, bool generatePath, float orientation /* = 0.0f*/)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) charge point (X: %f Y: %f Z: %f)", _owner->GetGUIDLow(), x, y, z);
#endif
Mutate(new PointMovementGenerator<Player>(id, x, y, z, speed, orientation, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) charge point (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), x, y, z);
#endif
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, speed, orientation, path, generatePath, generatePath), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outError("Player (GUID: %u) attempt to seek assistance", _owner->GetGUIDLow());
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUIDLow(), x, y, z);
#endif
_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->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
sLog->outError("Player (GUID: %u) attempt to call distract after assistance", _owner->GetGUIDLow());
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) is distracted after assistance call (Time: %u)",
_owner->GetEntry(), _owner->GetGUIDLow(), time);
#endif
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
{
if (!enemy)
return;
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) flee from %s (GUID: %u)", _owner->GetGUIDLow(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUIDLow() : enemy->ToCreature()->GetDBTableGUIDLow());
#endif
Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) flee from %s (GUID: %u)%s",
_owner->GetEntry(), _owner->GetGUIDLow(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUIDLow() : enemy->ToCreature()->GetDBTableGUIDLow(),
time ? " for a limited time" : "");
#endif
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->GetTypeId() == TYPEID_PLAYER)
{
if (path < sTaxiPathNodesByPath.size())
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("%s taxi to (Path %u node %u)", _owner->GetName().c_str(), path, pathnode);
#endif
FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(pathnode);
mgen->LoadPath(_owner->ToPlayer());
Mutate(mgen, MOTION_SLOT_CONTROLLED);
}
else
{
sLog->outError("%s attempt taxi to (not existed Path %u node %u)",
_owner->GetName().c_str(), path, pathnode);
}
}
else
{
sLog->outError("Creature (Entry: %u GUID: %u) attempt taxi to (Path %u node %u)",
_owner->GetEntry(), _owner->GetGUIDLow(), path, pathnode);
}
}
void MotionMaster::MoveDistract(uint32 timer)
{
if (Impl[MOTION_SLOT_CONTROLLED])
return;
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
/*if (_owner->GetTypeId() == TYPEID_PLAYER)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Player (GUID: %u) distracted (timer: %u)", _owner->GetGUIDLow(), timer);
#endif
}
else
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Creature (Entry: %u GUID: %u) (timer: %u)",
#endif
_owner->GetEntry(), _owner->GetGUIDLow(), 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));
// pussywizard: 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);
}
}
void MotionMaster::MovePath(uint32 path_id, bool repeatable)
{
if (!path_id)
return;
// Xinef: do not allow to move with UNIT_FLAG_DISABLE_MOVE
if (_owner->HasFlag(UNIT_FIELD_FLAGS, 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->GetTypeId() == TYPEID_PLAYER ?
//Mutate(new WaypointMovementGenerator<Player>(path_id, repeatable)):
Mutate(new WaypointMovementGenerator<Creature>(path_id, repeatable), MOTION_SLOT_IDLE);
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("%s (GUID: %u) start moving over path(Id:%u, repeatable: %s)",
_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature",
_owner->GetGUIDLow(), path_id, repeatable ? "YES" : "NO");
#endif
}
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();
}
// 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)
{
sLog->outCrash("Unit (Entry %u) is trying to delete its updating MG (Type %u)!", _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;
}