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/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 "MotionMaster.h"
#include "CreatureAISelector.h"
#include "Creature.h"
#include "ScriptSystem.h"
#include "Log.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 "SplineChainMovementGenerator.h"
#include "MoveSpline.h"
#include "MoveSplineInit.h"
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()
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
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?
return;
ASSERT(!empty());
_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 = NULL;
if (empty())
Initialize();
else if (needInitTop())
InitTop();
else if (_cleanFlag & MMCF_RESET)
top()->Reset(_owner);
_cleanFlag &= ~MMCF_RESET;
}
// probably not the best place to pu this but im not really sure where else to put it.
_owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
}
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();
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();
DelayedDelete(curr);
}
while (!empty() && !top())
--_top;
}
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 spawndist)
{
if (_owner->GetTypeId() == TYPEID_UNIT)
{
TC_LOG_DEBUG("misc", "Creature (%s) started random movement.", _owner->GetGUID().ToString().c_str());
Mutate(new RandomMovementGenerator<Creature>(spawndist), MOTION_SLOT_IDLE);
}
}
void MotionMaster::MoveTargetedHome()
{
Clear(false);
if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID())
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) targeted home.", _owner->GetEntry(), _owner->GetGUID().ToString().c_str());
Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE);
}
else if (_owner->GetTypeId() == TYPEID_UNIT && !_owner->ToCreature()->GetCharmerOrOwnerGUID().IsEmpty())
{
TC_LOG_DEBUG("misc", "Pet or controlled creature (Entry: %u %s) is targeting home", _owner->GetEntry(), _owner->GetGUID().ToString().c_str());
Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
if (target)
{
TC_LOG_DEBUG("misc", "Following %s", target->GetGUID().ToString().c_str());
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE);
}
}
else
{
TC_LOG_ERROR("misc", "Player (%s) attempted to move towards target home.", _owner->GetGUID().ToString().c_str());
}
}
void MotionMaster::MoveConfused()
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) move confused", _owner->GetGUID().ToString().c_str());
Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) move confused",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str());
Mutate(new ConfusedMovementGenerator<Creature>(), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveChase(Unit* target, float dist, float angle)
{
// ignore movement request if target not exist
if (!target || target == _owner)
return;
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) chase (%s)",
_owner->GetGUID().ToString().c_str(),
target->GetGUID().ToString().c_str());
Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) chase %s",
_owner->GetEntry(),
_owner->GetGUID().ToString().c_str(),
target->GetGUID().ToString().c_str());
Mutate(new ChaseMovementGenerator<Creature>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveFollow(Unit* target, float dist, float angle, MovementSlot slot)
{
// ignore movement request if target not exist
if (!target || target == _owner)
return;
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) follows (%s)", _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
Mutate(new FollowMovementGenerator<Player>(target, dist, angle), slot);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) follows (%s)", _owner->GetEntry(), _owner->GetGUID().ToString().c_str(), target->GetGUID().ToString().c_str());
Mutate(new FollowMovementGenerator<Creature>(target, dist, angle), slot);
}
}
void MotionMaster::MovePoint(uint32 id, float x, float y, float z, bool generatePath)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) targeted point (Id: %u X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), id, x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) targeted point (ID: %u X: %f Y: %f Z: %f).",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), id, x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveCloserAndStop(uint32 id, Unit* target, float distance)
{
float distanceToTravel = _owner->GetExactDist2d(target) - distance;
if (distanceToTravel > 0.0f)
{
float angle = _owner->GetAngle(target);
float destx = _owner->GetPositionX() + distanceToTravel * std::cos(angle);
float desty = _owner->GetPositionY() + distanceToTravel * std::sin(angle);
MovePoint(id, destx, desty, target->GetPositionZ());
}
else
{
// we are already close enough. We just need to turn toward the target without changing position.
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZMinusOffset());
init.SetFacing(target);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveLand(uint32 id, Position const& pos)
{
float x, y, z;
pos.GetPosition(x, y, z);
TC_LOG_DEBUG("misc", "Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f).", _owner->GetEntry(), id, x, y, z);
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetAnimation(Movement::ToGround);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveTakeoff(uint32 id, Position const& pos)
{
float x, y, z;
pos.GetPosition(x, y, z);
TC_LOG_DEBUG("misc", "Creature (Entry: %u) landing point (ID: %u X: %f Y: %f Z: %f).", _owner->GetEntry(), id, x, y, z);
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetAnimation(Movement::ToFly);
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ, Movement::SpellEffectExtraData const* spellEffectExtraData /*= nullptr*/)
{
//this function may make players fall below map
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
if (speedXY <= 0.1f)
return;
float x, y, z;
float moveTimeHalf = speedZ / Movement::gravity;
float dist = 2 * moveTimeHalf * speedXY;
float max_height = -Movement::computeFallElevation(moveTimeHalf, false, -speedZ);
_owner->GetNearPoint(_owner, x, y, z, _owner->GetObjectSize(), dist, _owner->GetAngle(srcX, srcY) + float(M_PI));
Movement::MoveSplineInit init(_owner);
init.MoveTo(x, y, z);
init.SetParabolic(max_height, 0);
init.SetOrientationFixed(true);
init.SetVelocity(speedXY);
if (spellEffectExtraData)
init.SetSpellEffectExtraData(*spellEffectExtraData);
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, 0.0f, speedXY, speedZ);
}
void MotionMaster::MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint32 id /*= EVENT_JUMP*/, bool hasOrientation /* = false*/,
JumpArrivalCastArgs const* arrivalCast /*= nullptr*/, Movement::SpellEffectExtraData const* spellEffectExtraData /*= nullptr*/)
{
TC_LOG_DEBUG("misc", "Unit (%s) jumps to point (X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), 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, false);
init.SetParabolic(max_height, 0);
init.SetVelocity(speedXY);
if (hasOrientation)
init.SetFacing(o);
if (spellEffectExtraData)
init.SetSpellEffectExtraData(*spellEffectExtraData);
init.Launch();
uint32 arrivalSpellId = 0;
ObjectGuid arrivalSpellTargetGuid;
if (arrivalCast)
{
arrivalSpellId = arrivalCast->SpellId;
arrivalSpellTargetGuid = arrivalCast->Target;
}
Mutate(new EffectMovementGenerator(id, arrivalSpellId, arrivalSpellTargetGuid), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount)
{
float step = 2 * float(M_PI) / stepCount * (clockwise ? -1.0f : 1.0f);
Position const& pos = { x, y, z, 0.0f };
float angle = pos.GetAngle(_owner->GetPositionX(), _owner->GetPositionY());
Movement::MoveSplineInit init(_owner);
for (uint8 i = 0; i < stepCount; angle += step, ++i)
{
G3D::Vector3 point;
point.x = x + radius * cosf(angle);
point.y = y + radius * sinf(angle);
if (_owner->IsFlying())
point.z = z;
else
point.z = _owner->GetMap()->GetHeight(_owner->GetPhases(), point.x, point.y, z);
init.Path().push_back(point);
}
if (_owner->IsFlying())
{
init.SetFly();
init.SetCyclic();
init.SetAnimation(Movement::ToFly);
}
else
{
init.SetWalk(true);
init.SetCyclic();
}
init.Launch();
}
void MotionMaster::MoveSmoothPath(uint32 pointId, G3D::Vector3 const* pathPoints, size_t pathSize, bool walk, bool fly)
{
Movement::MoveSplineInit init(_owner);
if (fly)
{
init.SetFly();
init.SetUncompressed();
}
Movement::PointsArray path(pathPoints, pathPoints + pathSize);
init.MovebyPath(path);
init.SetSmooth();
init.SetWalk(walk);
init.Launch();
// This code is not correct
// EffectMovementGenerator does not affect UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE
// need to call PointMovementGenerator with various pointIds
Mutate(new EffectMovementGenerator(pointId), MOTION_SLOT_ACTIVE);
//Position pos(pathPoints[pathSize - 1].x, pathPoints[pathSize - 1].y, pathPoints[pathSize - 1].z);
//MovePoint(EVENT_CHARGE_PREPATH, pos, false);
}
void MotionMaster::MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk)
{
Creature* owner = _owner->ToCreature();
if (!owner)
{
TC_LOG_ERROR("misc", "MotionMaster::MoveAlongSplineChain: non-creature %s tried to walk along DB spline chain. Ignoring.", _owner->GetGUID().ToString().c_str());
return;
}
SplineChain const* chain = sScriptSystemMgr->GetSplineChain(owner, dbChainId);
if (!chain)
{
TC_LOG_ERROR("misc", "MotionMaster::MoveAlongSplineChain: creature with entry %u tried to walk along non-existing spline chain with DB id %u.", owner->GetEntry(), dbChainId);
return;
}
MoveAlongSplineChain(pointId, *chain, walk);
}
void MotionMaster::MoveAlongSplineChain(uint32 pointId, std::vector<SplineChainLink> const& chain, bool walk)
{
Mutate(new SplineChainMovementGenerator(pointId, chain, walk), MOTION_SLOT_ACTIVE);
}
void MotionMaster::ResumeSplineChain(SplineChainResumeInfo const& info)
{
if (info.Empty())
{
TC_LOG_ERROR("misc", "MotionMaster::ResumeSplineChain: unit with entry %u tried to resume a spline chain from empty info.", _owner->GetEntry());
return;
}
Mutate(new SplineChainMovementGenerator(info), MOTION_SLOT_ACTIVE);
}
void MotionMaster::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
float tz = _owner->GetMap()->GetHeight(_owner->GetPhases(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
TC_LOG_DEBUG("misc", "MotionMaster::MoveFall: unable to retrieve a proper height at map %u (x: %f, y: %f, z: %f).",
_owner->GetMap()->GetId(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
return;
}
// Abort too if the ground is very near
if (std::fabs(_owner->GetPositionZ() - tz) < 0.1f)
return;
_owner->SetFall(true);
// don't run spline movement for players
if (_owner->GetTypeId() == TYPEID_PLAYER)
return;
Movement::MoveSplineInit init(_owner);
init.MoveTo(_owner->GetPositionX(), _owner->GetPositionY(), tz, false);
init.SetFall();
init.Launch();
Mutate(new EffectMovementGenerator(id), MOTION_SLOT_CONTROLLED);
}
void MotionMaster::MoveCharge(float x, float y, float z, float speed /*= SPEED_CHARGE*/, uint32 id /*= EVENT_CHARGE*/, bool generatePath /*= false*/,
Unit const* target /*= nullptr*/, Movement::SpellEffectExtraData const* spellEffectExtraData /*= nullptr*/)
{
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) charged point (X: %f Y: %f Z: %f).", _owner->GetGUID().ToString().c_str(), x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) charged point (X: %f Y: %f Z: %f).",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed, target, spellEffectExtraData), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/, Unit const* target /*= nullptr*/,
Movement::SpellEffectExtraData const* spellEffectExtraData /*= nullptr*/)
{
G3D::Vector3 dest = path.GetActualEndPosition();
MoveCharge(dest.x, dest.y, dest.z, speed, EVENT_CHARGE_PREPATH);
// Charge movement is not started when using EVENT_CHARGE_PREPATH
Movement::MoveSplineInit init(_owner);
init.MovebyPath(path.GetPath());
init.SetVelocity(speed);
if (target)
init.SetFacing(target);
if (spellEffectExtraData)
init.SetSpellEffectExtraData(*spellEffectExtraData);
init.Launch();
}
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_ERROR("misc", "Player (GUID: %s) attempted to seek assistance.", _owner->GetGUID().ToString().c_str());
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) seek assistance (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), x, y, z);
_owner->AttackStop();
_owner->CastStop();
_owner->ToCreature()->SetReactState(REACT_PASSIVE);
Mutate(new AssistanceMovementGenerator(x, y, z), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_ERROR("misc", "Player (%s) attempedt to call distract after assistance.", _owner->GetGUID().ToString().c_str());
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) is distracted after assistance call (Time: %u).",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), time);
Mutate(new AssistanceDistractMovementGenerator(time), MOTION_SLOT_ACTIVE);
}
}
void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
{
if (!enemy)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) flees from (%s).", _owner->GetGUID().ToString().c_str(),
enemy->GetGUID().ToString().c_str());
Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) flees from (%s)%s.",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(),
enemy->GetGUID().ToString().c_str(),
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->GetTypeId() == TYPEID_PLAYER)
{
if (path < sTaxiPathNodesByPath.size())
{
TC_LOG_DEBUG("misc", "%s taxi to (Path %u node %u).", _owner->GetName().c_str(), path, pathnode);
FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator();
mgen->LoadPath(_owner->ToPlayer());
Mutate(mgen, MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_ERROR("misc", "%s attempted taxi to (non-existing Path %u node %u).",
_owner->GetName().c_str(), path, pathnode);
}
}
else
{
TC_LOG_ERROR("misc", "Creature (Entry: %u %s) attempted taxi to (Path %u node %u).",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), path, pathnode);
}
}
void MotionMaster::MoveDistract(uint32 timer)
{
if (Impl[MOTION_SLOT_CONTROLLED])
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (%s) distracted (timer: %u).", _owner->GetGUID().ToString().c_str(), timer);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u %s) distracted (timer: %u)",
_owner->GetEntry(), _owner->GetGUID().ToString().c_str(), timer);
}
DistractMovementGenerator* mgen = new DistractMovementGenerator(timer);
Mutate(mgen, MOTION_SLOT_CONTROLLED);
}
void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot)
{
if (MovementGenerator *curr = Impl[slot])
{
Impl[slot] = NULL; // in case a new one is generated in this slot during directdelete
if (_top == slot && (_cleanFlag & MMCF_UPDATE))
DelayedDelete(curr);
else
DirectDelete(curr);
}
else 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;
//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);
TC_LOG_DEBUG("misc", "%s starts moving over path (Id:%u, repeatable: %s).",
_owner->GetGUID().ToString().c_str(), path_id, repeatable ? "YES" : "NO");
}
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();
}
}
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();
}
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)
{
TC_LOG_FATAL("misc", "Unit (Entry %u) is trying to delete its updating Movement Generator (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;
}