Files
Viano-Core/src/server/game/Movement/MotionMaster.cpp
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tkrokli 9e4cc26312 [3.3.5] Core/Logs: English text corrections
This is an attempt to proofread standard error messages and system messages
from both core and DB. The corrections span typos, grammar and punctuation.

Because some of these messages can have multiple meanings depending on context,
this PR will stay in "WIP" status until the corrections have been validated and approved.

You are welcome to suggest improvements and files not yet included in this list.

Thanks to @Kinzcool for suggesting this line of work. :)
2016-02-20 10:05:04 +01:00

726 lines
23 KiB
C++

/*
* Copyright (C) 2008-2016 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 "ConfusedMovementGenerator.h"
#include "FleeingMovementGenerator.h"
#include "HomeMovementGenerator.h"
#include "IdleMovementGenerator.h"
#include "PointMovementGenerator.h"
#include "TargetedMovementGenerator.h"
#include "WaypointMovementGenerator.h"
#include "RandomMovementGenerator.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 (GUID: %u) started random movement.", _owner->GetGUID().GetCounter());
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 GUID: %u) targeted home.", _owner->GetEntry(), _owner->GetGUID().GetCounter());
Mutate(new HomeMovementGenerator<Creature>(), MOTION_SLOT_ACTIVE);
}
else if (_owner->GetTypeId() == TYPEID_UNIT && _owner->ToCreature()->GetCharmerOrOwnerGUID())
{
TC_LOG_DEBUG("misc", "Pet or controlled creature (Entry: %u GUID: %u) is targeting home.", _owner->GetEntry(), _owner->GetGUID().GetCounter());
Unit* target = _owner->ToCreature()->GetCharmerOrOwner();
if (target)
{
TC_LOG_DEBUG("misc", "Following %s (GUID: %u).", target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature", target->GetTypeId() == TYPEID_PLAYER ? target->GetGUID().GetCounter() : ((Creature*)target)->GetSpawnId());
Mutate(new FollowMovementGenerator<Creature>(target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE), MOTION_SLOT_ACTIVE);
}
}
else
{
TC_LOG_ERROR("misc", "Player (GUID: %u) attempted to move towards target home.", _owner->GetGUID().GetCounter());
}
}
void MotionMaster::MoveConfused()
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (GUID: %u) move confused", _owner->GetGUID().GetCounter());
Mutate(new ConfusedMovementGenerator<Player>(), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) move confused",
_owner->GetEntry(), _owner->GetGUID().GetCounter());
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 || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
//_owner->ClearUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (GUID: %u) chase to %s (GUID: %u)",
_owner->GetGUID().GetCounter(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUID().GetCounter() : target->ToCreature()->GetSpawnId());
Mutate(new ChaseMovementGenerator<Player>(target, dist, angle), MOTION_SLOT_ACTIVE);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) chase to %s (GUID: %u)",
_owner->GetEntry(), _owner->GetGUID().GetCounter(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUID().GetCounter() : target->ToCreature()->GetSpawnId());
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 || _owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
return;
//_owner->AddUnitState(UNIT_STATE_FOLLOW);
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (GUID: %u) follows %s (GUID: %u).", _owner->GetGUID().GetCounter(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUID().GetCounter() : target->ToCreature()->GetSpawnId());
Mutate(new FollowMovementGenerator<Player>(target, dist, angle), slot);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) follows %s (GUID: %u).",
_owner->GetEntry(), _owner->GetGUID().GetCounter(),
target->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
target->GetTypeId() == TYPEID_PLAYER ? target->GetGUID().GetCounter() : target->ToCreature()->GetSpawnId());
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 (GUID: %u) targeted point (Id: %u X: %f Y: %f Z: %f).", _owner->GetGUID().GetCounter(), id, x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath), MOTION_SLOT_ACTIVE);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) targeted point (ID: %u X: %f Y: %f Z: %f).",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), id, x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath), 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)
{
//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);
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, bool hasOrientation /* = false*/)
{
TC_LOG_DEBUG("misc", "Unit (GUID: %u) jumps to point (X: %f Y: %f Z: %f).", _owner->GetGUID().GetCounter(), 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);
init.Launch();
Mutate(new EffectMovementGenerator(id), 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->GetPhaseMask(), 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)
{
Movement::PointsArray path(pathPoints, pathPoints + pathSize);
Movement::MoveSplineInit init(_owner);
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::MoveFall(uint32 id /*=0*/)
{
// use larger distance for vmap height search than in most other cases
float tz = _owner->GetMap()->GetHeight(_owner->GetPhaseMask(), _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;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
_owner->AddUnitMovementFlag(MOVEMENTFLAG_FALLING);
_owner->m_movementInfo.SetFallTime(0);
}
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*/)
{
if (Impl[MOTION_SLOT_CONTROLLED] && Impl[MOTION_SLOT_CONTROLLED]->GetMovementGeneratorType() != DISTRACT_MOTION_TYPE)
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (GUID: %u) charged point (X: %f Y: %f Z: %f).", _owner->GetGUID().GetCounter(), x, y, z);
Mutate(new PointMovementGenerator<Player>(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) charged point (X: %f Y: %f Z: %f).",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), x, y, z);
Mutate(new PointMovementGenerator<Creature>(id, x, y, z, generatePath, speed), MOTION_SLOT_CONTROLLED);
}
}
void MotionMaster::MoveCharge(PathGenerator const& path, float speed /*= SPEED_CHARGE*/)
{
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);
init.Launch();
}
void MotionMaster::MoveSeekAssistance(float x, float y, float z)
{
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_ERROR("misc", "Player (GUID: %u) attempted to seek assistance.", _owner->GetGUID().GetCounter());
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) seek assistance (X: %f Y: %f Z: %f)",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), x, y, z);
_owner->AttackStop();
_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 (GUID: %u) attempted to call distract assistance.", _owner->GetGUID().GetCounter());
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) is distracted after assistance call (Time: %u).",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), 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 (GUID: %u) flees from %s (GUID: %u).", _owner->GetGUID().GetCounter(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUID().GetCounter() : enemy->ToCreature()->GetSpawnId());
Mutate(new FleeingMovementGenerator<Player>(enemy->GetGUID()), MOTION_SLOT_CONTROLLED);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) flees from %s (GUID: %u)%s.",
_owner->GetEntry(), _owner->GetGUID().GetCounter(),
enemy->GetTypeId() == TYPEID_PLAYER ? "player" : "creature",
enemy->GetTypeId() == TYPEID_PLAYER ? enemy->GetGUID().GetCounter() : enemy->ToCreature()->GetSpawnId(),
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(pathnode);
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 GUID: %u) attempted taxi to (Path %u node %u).",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), path, pathnode);
}
}
void MotionMaster::MoveDistract(uint32 timer)
{
if (Impl[MOTION_SLOT_CONTROLLED])
return;
if (_owner->GetTypeId() == TYPEID_PLAYER)
{
TC_LOG_DEBUG("misc", "Player (GUID: %u) distracted (timer: %u).", _owner->GetGUID().GetCounter(), timer);
}
else
{
TC_LOG_DEBUG("misc", "Creature (Entry: %u GUID: %u) distracted (timer: %u)",
_owner->GetEntry(), _owner->GetGUID().GetCounter(), 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 (GUID: %u) starts moving over path(Id:%u, repeatable: %s).",
_owner->GetTypeId() == TYPEID_PLAYER ? "Player" : "Creature",
_owner->GetGUID().GetCounter(), 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;
}