Merge branch 'master' of github.com:TrinityCore/TrinityCore into mmaps
Conflicts: dep/PackageList.txt src/server/game/Movement/MotionMaster.cpp src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp src/server/game/Movement/MovementGenerators/PointMovementGenerator.h src/server/game/Movement/Spline/MoveSplineInit.h src/server/game/World/World.h
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@@ -20,6 +20,8 @@
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#include "MoveSpline.h"
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#include "MovementPacketBuilder.h"
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#include "Unit.h"
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#include "Transport.h"
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#include "Vehicle.h"
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namespace Movement
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{
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@@ -58,17 +60,26 @@ namespace Movement
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{
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MoveSpline& move_spline = *unit.movespline;
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Location real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZMinusOffset(),unit.GetOrientation());
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// there is a big chane that current position is unknown if current state is not finalized, need compute it
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bool transport = false;
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Location real_position(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZMinusOffset(), unit.GetOrientation());
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// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
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if (unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID())
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{
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transport = true;
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real_position.x = unit.GetTransOffsetX();
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real_position.y = unit.GetTransOffsetY();
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real_position.z = unit.GetTransOffsetZ();
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real_position.orientation = unit.GetTransOffsetO();
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}
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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if (!move_spline.Finalized())
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real_position = move_spline.ComputePosition();
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// should i do the things that user should do? - no.
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if (args.path.empty())
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{
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// should i do the things that user should do?
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MoveTo(real_position);
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}
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return;
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// corrent first vertex
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args.path[0] = real_position;
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@@ -82,7 +93,7 @@ namespace Movement
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moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED|MOVEMENTFLAG_FORWARD);
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if (args.velocity == 0.f)
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if (!args.HasVelocity)
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args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
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if (!args.Validate())
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@@ -94,8 +105,14 @@ namespace Movement
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unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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WorldPacket data(!transport ? SMSG_MONSTER_MOVE : SMSG_MONSTER_MOVE_TRANSPORT, 64);
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data.append(unit.GetPackGUID());
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if (transport)
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{
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data.appendPackGUID(unit.GetTransGUID());
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data << int8(unit.GetTransSeat());
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}
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PacketBuilder::WriteMonsterMove(move_spline, data);
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unit.SendMessageToSet(&data,true);
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@@ -104,6 +121,8 @@ namespace Movement
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MoveSplineInit::MoveSplineInit(Unit& m) : unit(m)
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{
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// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
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args.TransformForTransport = unit.HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit.GetTransGUID();
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// mix existing state into new
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args.flags.walkmode = unit.m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
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args.flags.flying = unit.m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY));
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@@ -112,13 +131,48 @@ namespace Movement
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void MoveSplineInit::SetFacing(const Unit * target)
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{
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args.flags.EnableFacingTarget();
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//args.facing.target = target->GetObjectGuid().GetRawValue();
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args.facing.target = target->GetUInt64Value(OBJECT_FIELD_GUID);
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args.facing.target = target->GetGUID();
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}
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void MoveSplineInit::SetFacing(float angle)
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{
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if (args.TransformForTransport)
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{
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if (Unit* vehicle = unit.GetVehicleBase())
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angle -= vehicle->GetOrientation();
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else if (Transport* transport = unit.GetTransport())
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angle -= transport->GetOrientation();
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}
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args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
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args.flags.EnableFacingAngle();
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}
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void MoveSplineInit::MoveTo(Vector3 const& dest)
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{
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args.path_Idx_offset = 0;
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args.path.resize(2);
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TransportPathTransform transform(unit, args.TransformForTransport);
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args.path[1] = transform(dest);
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}
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Vector3 TransportPathTransform::operator()(Vector3 input)
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{
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if (_transformForTransport)
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{
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if (Unit* vehicle = _owner.GetVehicleBase())
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{
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input.x -= vehicle->GetPositionX();
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input.y -= vehicle->GetPositionY();
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input.z -= vehicle->GetPositionZMinusOffset();
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}
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else if (Transport* transport = _owner.GetTransport())
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{
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float unused = 0.0f;
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transport->CalculatePassengerOffset(input.x, input.y, input.z, unused);
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}
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}
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return input;
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}
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}
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