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[9401] Resolve porblems with waypoints moved/etc after [9400]
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* Move movegen Interrupt/Reset calls from CreatureRelocation that called and from another movegens.
* Add this called to NearTeleportTo creature case and new MonsterMove* functions that considered
  as special moves similar instant movegens.
* NearTeleportTo/MonsterMove functions recomended used instead explicit use CreatureReolcation+SendMosterMOve pairs
  for proper reaction at movement from creature movement generators.
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VladimirMangos committed Feb 17, 2010
1 parent 10847c9 commit 83725e6
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Showing 8 changed files with 93 additions and 50 deletions.
21 changes: 1 addition & 20 deletions src/game/Creature.cpp
Expand Up @@ -764,7 +764,7 @@ bool Creature::isCanTrainingAndResetTalentsOf(Player* pPlayer) const
&& pPlayer->getClass() == GetCreatureInfo()->trainer_class;
}

void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, uint8 type)
void Creature::AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags flags, SplineType type)
{
/* uint32 timeElap = getMSTime();
if ((timeElap - m_startMove) < m_moveTime)
Expand Down Expand Up @@ -2057,25 +2057,6 @@ void Creature::SendMonsterMoveWithSpeedToCurrentDestination(Player* player)
SendMonsterMoveWithSpeed(x, y, z, 0, player);
}

void Creature::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player)
{
if (!transitTime)
{
if(GetTypeId()==TYPEID_PLAYER)
{
Traveller<Player> traveller(*(Player*)this);
transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
}
else
{
Traveller<Creature> traveller(*(Creature*)this);
transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
}
}
//float orientation = (float)atan2((double)dy, (double)dx);
SendMonsterMove(x, y, z, 0, GetSplineFlags(), transitTime, player);
}

void Creature::SendAreaSpiritHealerQueryOpcode(Player *pl)
{
uint32 next_resurrect = 0;
Expand Down
3 changes: 1 addition & 2 deletions src/game/Creature.h
Expand Up @@ -438,7 +438,7 @@ class MANGOS_DLL_SPEC Creature : public Unit

bool AIM_Initialize();

void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, uint8 type);
void AI_SendMoveToPacket(float x, float y, float z, uint32 time, SplineFlags MovementFlags, SplineType type);
CreatureAI* AI() { return i_AI; }

void AddSplineFlag(SplineFlags f)
Expand All @@ -465,7 +465,6 @@ class MANGOS_DLL_SPEC Creature : public Unit
UpdateWalkMode(this, false);
}

void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);
void SendMonsterMoveWithSpeedToCurrentDestination(Player* player = NULL);

uint32 GetShieldBlockValue() const //dunno mob block value
Expand Down
15 changes: 1 addition & 14 deletions src/game/Map.cpp
Expand Up @@ -35,7 +35,6 @@
#include "Group.h"
#include "MapRefManager.h"
#include "DBCEnums.h"
#include "MovementGenerator.h"

#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
Expand Down Expand Up @@ -891,11 +890,6 @@ Map::PlayerRelocation(Player *player, float x, float y, float z, float orientati
void
Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang)
{
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!creature->GetMotionMaster()->empty())
if (MovementGenerator *movgen = creature->GetMotionMaster()->top())
movgen->Interrupt(*creature);

assert(CheckGridIntegrity(creature,false));

Cell old_cell = creature->GetCurrentCell();
Expand All @@ -920,12 +914,6 @@ Map::CreatureRelocation(Creature *creature, float x, float y, float z, float ang
}

assert(CheckGridIntegrity(creature,true));

// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!creature->GetMotionMaster()->empty())
if (MovementGenerator *movgen = creature->GetMotionMaster()->top())
movgen->Reset(*creature);
}

void Map::AddCreatureToMoveList(Creature *c, float x, float y, float z, float ang)
Expand Down Expand Up @@ -2998,8 +2986,7 @@ void Map::ScriptsProcess()
sLog.outError("SCRIPT_COMMAND_MOVE_TO call for non-creature (TypeId: %u), skipping.",source->GetTypeId());
break;
}
((Creature*)source)->SendMonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 );
((Creature*)source)->GetMap()->CreatureRelocation(((Creature*)source), step.script->x, step.script->y, step.script->z, 0);
((Unit*)source)->MonsterMoveWithSpeed(step.script->x, step.script->y, step.script->z, step.script->datalong2 );
break;
case SCRIPT_COMMAND_FLAG_SET:
if(!source)
Expand Down
10 changes: 2 additions & 8 deletions src/game/SpellEffects.cpp
Expand Up @@ -6428,10 +6428,7 @@ void Spell::EffectCharge(uint32 /*i*/)
((Creature *)unitTarget)->StopMoving();

// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);

if (m_caster->GetTypeId() != TYPEID_PLAYER)
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
m_caster->MonsterMove(x, y, z, 1);

// not all charge effects used in negative spells
if (unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
Expand All @@ -6456,10 +6453,7 @@ void Spell::EffectCharge2(uint32 /*i*/)
return;

// Only send MOVEMENTFLAG_WALK_MODE, client has strange issues with other move flags
m_caster->SendMonsterMove(x, y, z, 0, m_caster->GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)m_caster)->GetSplineFlags(), 1);

if (m_caster->GetTypeId() != TYPEID_PLAYER)
m_caster->GetMap()->CreatureRelocation((Creature*)m_caster, x, y, z, m_caster->GetOrientation());
m_caster->MonsterMove(x, y, z, 1);

// not all charge effects used in negative spells
if (unitTarget && unitTarget != m_caster && !IsPositiveSpell(m_spellInfo->Id))
Expand Down
4 changes: 2 additions & 2 deletions src/game/Traveller.h
Expand Up @@ -102,7 +102,7 @@ inline float Traveller<Creature>::GetMoveDestinationTo(float x, float y, float z
template<>
inline void Traveller<Creature>::MoveTo(float x, float y, float z, uint32 t)
{
i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetSplineFlags(), 0);
i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetSplineFlags(), SPLINETYPE_NORMAL);
}

// specialization for players
Expand Down Expand Up @@ -138,7 +138,7 @@ template<>
inline void Traveller<Player>::MoveTo(float x, float y, float z, uint32 t)
{
//Only send SPLINEFLAG_WALKMODE, client has strange issues with other move flags
i_traveller.SendMonsterMove(x, y, z, 0, SPLINEFLAG_WALKMODE, t);
i_traveller.SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, SPLINEFLAG_WALKMODE, t);
}

typedef Traveller<Creature> CreatureTraveller;
Expand Down
81 changes: 79 additions & 2 deletions src/game/Unit.cpp
Expand Up @@ -47,6 +47,7 @@
#include "Path.h"
#include "Traveller.h"
#include "VMapFactory.h"
#include "MovementGenerator.h"

#include <math.h>

Expand Down Expand Up @@ -364,7 +365,7 @@ bool Unit::haveOffhandWeapon() const
return false;
}

void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, SplineFlags flags, uint32 Time, Player* player)
void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player)
{
float moveTime = (float)Time;

Expand Down Expand Up @@ -431,6 +432,26 @@ void Unit::SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, Spl
SendMessageToSet(&data, true);
}

void Unit::SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime, Player* player)
{
if (!transitTime)
{
if(GetTypeId()==TYPEID_PLAYER)
{
Traveller<Player> traveller(*(Player*)this);
transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
}
else
{
Traveller<Creature> traveller(*(Creature*)this);
transitTime = traveller.GetTotalTrevelTimeTo(x, y, z);
}
}
//float orientation = (float)atan2((double)dy, (double)dx);
SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime, player);
}

void Unit::BuildHeartBeatMsg(WorldPacket *data) const
{
MovementFlags move_flags = GetTypeId()==TYPEID_PLAYER
Expand Down Expand Up @@ -12475,7 +12496,7 @@ void Unit::StopMoving()

// send explicit stop packet
// player expected for correct work SPLINEFLAG_WALKMODE
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), 0, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_NORMAL, GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : SPLINEFLAG_NONE, 0);

// update position and orientation for near players
WorldPacket data;
Expand Down Expand Up @@ -13228,11 +13249,67 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
((Player*)this)->TeleportTo(GetMapId(), x, y, z, orientation, TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET | (casting ? TELE_TO_SPELL : 0));
else
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);

GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);

WorldPacket data;
BuildHeartBeatMsg(&data);
SendMessageToSet(&data, false);
// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}

void Unit::MonsterMove(float x, float y, float z, uint32 transitTime)
{
SplineFlags flags = GetTypeId() == TYPEID_PLAYER ? SPLINEFLAG_WALKMODE : ((Creature*)this)->GetSplineFlags();
SendMonsterMove(x, y, z, SPLINETYPE_NORMAL, flags, transitTime);

if (GetTypeId() != TYPEID_PLAYER)
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);

GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);

// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}

void Unit::MonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime)
{
SendMonsterMoveWithSpeed(x, y, z, transitTime );

if (GetTypeId() != TYPEID_PLAYER)
{
Creature* c = (Creature*)this;
// Creature relocation acts like instant movement generator, so current generator expects interrupt/reset calls to react properly
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Interrupt(*c);

GetMap()->CreatureRelocation((Creature*)this, x, y, z, 0.0f);

// finished relocation, movegen can different from top before creature relocation,
// but apply Reset expected to be safe in any case
if (!c->GetMotionMaster()->empty())
if (MovementGenerator *movgen = c->GetMotionMaster()->top())
movgen->Reset(*c);
}
}

Expand Down
7 changes: 6 additions & 1 deletion src/game/Unit.h
Expand Up @@ -1357,8 +1357,13 @@ class MANGOS_DLL_SPEC Unit : public WorldObject

void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);

void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, SplineFlags flags, uint32 Time, Player* player = NULL);
void MonsterMove(float x, float y, float z, uint32 transitTime);
void MonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0);

// recommend use MonsterMove/MonsterMoveWithSpeed for most case that correctly work with movegens
void SendMonsterMove(float x, float y, float z, SplineType type, SplineFlags flags, uint32 Time, Player* player = NULL);
void SendMonsterMoveByPath(Path const& path, uint32 start, uint32 end, SplineFlags flags);
void SendMonsterMoveWithSpeed(float x, float y, float z, uint32 transitTime = 0, Player* player = NULL);

void SendHighestThreatUpdate(HostileReference* pHostileReference);
void SendThreatClear();
Expand Down
2 changes: 1 addition & 1 deletion src/shared/revision_nr.h
@@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9400"
#define REVISION_NR "9401"
#endif // __REVISION_NR_H__

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