mangos/src/game/MotionGenerators/PointMovementGenerator.cpp
Antz 89e63f3eee
Happy New Year 2022 from everyone at getMangos.eu 🎉
Signed-off-by: Antz <antz@cix.co.uk>
2022-01-01 00:17:57 +00:00

210 lines
6.1 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2022 MaNGOS <https://getmangos.eu>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "PointMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "TemporarySummon.h"
#include "World.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
//----- Point Movement Generator
template<class T>
void PointMovementGenerator<T>::Initialize(T& unit)
{
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE))
{
return;
}
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.MoveTo(i_x, i_y, i_z, m_generatePath);
init.Launch();
}
template<class T>
void PointMovementGenerator<T>::Finalize(T& unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
if (unit.movespline->Finalized())
{
MovementInform(unit);
}
}
template<class T>
void PointMovementGenerator<T>::Interrupt(T& unit)
{
unit.InterruptMoving();
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
}
template<class T>
void PointMovementGenerator<T>::Reset(T& unit)
{
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
}
template<class T>
bool PointMovementGenerator<T>::Update(T& unit, const uint32& /*diff*/)
{
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
{
unit.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
if (!unit.hasUnitState(UNIT_STAT_ROAMING_MOVE) && unit.movespline->Finalized())
{
Initialize(unit);
}
return !unit.movespline->Finalized();
}
template<>
void PointMovementGenerator<Player>::MovementInform(Player&)
{
}
template <>
void PointMovementGenerator<Creature>::MovementInform(Creature& unit)
{
if (unit.AI())
{
unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}
if (unit.IsTemporarySummon())
{
TemporarySummon* pSummon = (TemporarySummon*)(&unit);
if (pSummon->GetSummonerGuid().IsCreature())
if (Creature* pSummoner = unit.GetMap()->GetCreature(pSummon->GetSummonerGuid()))
if (pSummoner->AI())
{
pSummoner->AI()->SummonedMovementInform(&unit, POINT_MOTION_TYPE, id);
}
}
}
template void PointMovementGenerator<Player>::Initialize(Player&);
template void PointMovementGenerator<Creature>::Initialize(Creature&);
template void PointMovementGenerator<Player>::Finalize(Player&);
template void PointMovementGenerator<Creature>::Finalize(Creature&);
template void PointMovementGenerator<Player>::Interrupt(Player&);
template void PointMovementGenerator<Creature>::Interrupt(Creature&);
template void PointMovementGenerator<Player>::Reset(Player&);
template void PointMovementGenerator<Creature>::Reset(Creature&);
template bool PointMovementGenerator<Player>::Update(Player&, const uint32& diff);
template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32& diff);
void AssistanceMovementGenerator::Initialize(Unit& unit)
{
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE))
{
return;
}
if (!unit.IsStopped())
{
unit.StopMoving();
}
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.MoveTo(i_x, i_y, i_z, m_generatePath);
//Slow down the mob that is running for assistance
//TODO: There are different speeds for the different mobs, isn't there?
//That should probably be taken into account here
init.SetWalk(true);
init.Launch();
}
void AssistanceMovementGenerator::Finalize(Unit& unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
((Creature*)&unit)->SetNoCallAssistance(false);
((Creature*)&unit)->CallAssistance();
if (unit.IsAlive())
{
unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_UINT32_CREATURE_FAMILY_ASSISTANCE_DELAY));
}
}
bool EffectMovementGenerator::Update(Unit& unit, const uint32&)
{
return !unit.movespline->Finalized();
}
void EffectMovementGenerator::Finalize(Unit& unit)
{
if (unit.GetTypeId() != TYPEID_UNIT)
{
return;
}
if (((Creature&)unit).AI() && unit.movespline->Finalized())
{
((Creature&)unit).AI()->MovementInform(EFFECT_MOTION_TYPE, m_Id);
}
// Need restore previous movement since we have no proper states system
if (unit.IsAlive() && !unit.hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_NO_COMBAT_MOVEMENT))
{
if (Unit* victim = unit.getVictim())
{
unit.GetMotionMaster()->MoveChase(victim);
}
else
{
unit.GetMotionMaster()->Initialize();
}
}
}
void FlyOrLandMovementGenerator::Initialize(Unit& unit)
{
if (unit.hasUnitState(UNIT_STAT_CAN_NOT_REACT | UNIT_STAT_NOT_MOVE))
{
return;
}
unit.StopMoving();
float x, y, z;
GetDestination(x, y, z);
unit.addUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
Movement::MoveSplineInit init(unit);
init.SetFly();
init.MoveTo(x, y, z, false);
init.Launch();
}