
* Fix usage of Gnomish Universal Remote (ItemID: 7506) https://classic.wowhead.com/item=7506/gnomish-universal-remote Will now apply correct random spells : Spells : 8345 - Control the machine | 8346 = Malfunction the machine (root) | 8347 = Taunt/enrage the machine * Fix Spells "Hate to Zero" https://classic.wowhead.com/spell=9204/hate-to-zero#see-also-other SpellIDs : 9204 | 20538 | 26569 | 26637 * Upgrade Unit::RemoveAllAurasOnEvade method As specific list of spell used when evading to remove all auras except some special auras * Fix npc_escortAI - Properly despawn pets that act as escorts Thanks tocaa548ca7d
* Fix autoshot not reinstating 0.5 sec cooldown on stopping (adapt Unit::IsNonMeleeSpellCasted method) Source :20602b3ead
This fix needed to rewrite and add more stuff to be fully ported from CMangos. * Fix build compile Implement "IsClientControlled()" missing Rename some defines to match CMangos ones which are more relevant and would facilitate backports.
549 lines
16 KiB
C++
549 lines
16 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "WaypointMovementGenerator.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "WaypointManager.h"
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#include "ScriptMgr.h"
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#include "movement/MoveSplineInit.h"
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#include "movement/MoveSpline.h"
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#include <cassert>
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//-----------------------------------------------//
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void WaypointMovementGenerator<Creature>::LoadPath(Creature& creature, int32 pathId, WaypointPathOrigin wpOrigin, uint32 overwriteEntry)
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{
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DETAIL_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "LoadPath: loading waypoint path for %s", creature.GetGuidStr().c_str());
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if (!overwriteEntry)
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{
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overwriteEntry = creature.GetEntry();
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}
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if (wpOrigin == PATH_NO_PATH && pathId == 0)
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{
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i_path = sWaypointMgr.GetDefaultPath(overwriteEntry, creature.GetGUIDLow(), &m_PathOrigin);
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}
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else
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{
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m_PathOrigin = wpOrigin == PATH_NO_PATH ? PATH_FROM_ENTRY : wpOrigin;
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i_path = sWaypointMgr.GetPathFromOrigin(overwriteEntry, creature.GetGUIDLow(), pathId, m_PathOrigin);
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}
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m_pathId = pathId;
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// No movement found for entry nor guid
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if (!i_path)
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{
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if (m_PathOrigin == PATH_FROM_EXTERNAL)
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{
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sLog.outErrorScriptLib("WaypointMovementGenerator::LoadPath: %s doesn't have waypoint path %i", creature.GetGuidStr().c_str(), pathId);
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}
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else
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{
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sLog.outErrorDb("WaypointMovementGenerator::LoadPath: %s doesn't have waypoint path %i", creature.GetGuidStr().c_str(), pathId);
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}
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return;
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}
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if (i_path->empty())
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{
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return;
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}
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// Initialize the i_currentNode to point to the first node
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i_currentNode = i_path->begin()->first;
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m_lastReachedWaypoint = 0;
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}
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void WaypointMovementGenerator<Creature>::Initialize(Creature& creature)
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{
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creature.addUnitState(UNIT_STAT_ROAMING);
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creature.clearUnitState(UNIT_STAT_WAYPOINT_PAUSED);
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}
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void WaypointMovementGenerator<Creature>::InitializeWaypointPath(Creature& u, int32 id, WaypointPathOrigin wpSource, uint32 initialDelay, uint32 overwriteEntry)
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{
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LoadPath(u, id, wpSource, overwriteEntry);
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i_nextMoveTime.Reset(initialDelay);
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// Start moving if possible
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StartMove(u);
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}
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void WaypointMovementGenerator<Creature>::Finalize(Creature& creature)
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{
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creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false);
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}
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void WaypointMovementGenerator<Creature>::Interrupt(Creature& creature)
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{
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creature.InterruptMoving();
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creature.clearUnitState(UNIT_STAT_ROAMING | UNIT_STAT_ROAMING_MOVE);
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creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE), false);
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}
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void WaypointMovementGenerator<Creature>::Reset(Creature& creature)
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{
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creature.addUnitState(UNIT_STAT_ROAMING);
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StartMove(creature);
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}
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void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
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{
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if (!i_path || i_path->empty())
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{
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return;
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}
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m_lastReachedWaypoint = i_currentNode;
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if (m_isArrivalDone)
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{
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return;
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}
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creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
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m_isArrivalDone = true;
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WaypointPath::const_iterator currPoint = i_path->find(i_currentNode);
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MANGOS_ASSERT(currPoint != i_path->end());
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WaypointNode const& node = currPoint->second;
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if (node.script_id)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for %s.", node.script_id, i_currentNode, creature.GetGuidStr().c_str());
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creature.GetMap()->ScriptsStart(DBS_ON_CREATURE_MOVEMENT, node.script_id, &creature, &creature);
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}
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// We have reached the destination and can process behavior
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if (WaypointBehavior* behavior = node.behavior)
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{
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if (behavior->emote != 0)
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{
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creature.HandleEmote(behavior->emote);
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}
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if (behavior->spell != 0)
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{
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creature.CastSpell(&creature, behavior->spell, false);
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}
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if (behavior->model1 != 0)
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{
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creature.SetDisplayId(behavior->model1);
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}
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if (behavior->textid[0])
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{
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int32 textId = behavior->textid[0];
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// Not only one text is set
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if (behavior->textid[1])
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{
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// Select one from max 5 texts (0 and 1 already checked)
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int i = 2;
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for (; i < MAX_WAYPOINT_TEXT; ++i)
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{
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if (!behavior->textid[i])
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{
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break;
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}
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}
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textId = behavior->textid[urand(0, i - 1)];
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}
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if (MangosStringLocale const* textData = sObjectMgr.GetMangosStringLocale(textId))
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{
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creature.MonsterText(textData, NULL);
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}
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else
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{
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sLog.outErrorDb("%s reached waypoint %u, attempted to do text %i, but required text-data could not be found", creature.GetGuidStr().c_str(), i_currentNode, textId);
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}
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}
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}
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// Inform script
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if (creature.AI())
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{
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uint32 type = WAYPOINT_MOTION_TYPE;
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if (m_PathOrigin == PATH_FROM_EXTERNAL && m_pathId > 0)
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{
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type = EXTERNAL_WAYPOINT_MOVE + m_pathId;
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}
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creature.AI()->MovementInform(type, i_currentNode);
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}
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// Wait delay ms
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Stop(node.delay);
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}
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void WaypointMovementGenerator<Creature>::StartMove(Creature& creature)
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{
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if (!i_path || i_path->empty())
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{
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return;
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}
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if (Stopped(creature))
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{
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return;
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}
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if (!creature.IsAlive() || creature.hasUnitState(UNIT_STAT_NOT_MOVE))
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{
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return;
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}
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WaypointPath::const_iterator currPoint = i_path->find(i_currentNode);
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MANGOS_ASSERT(currPoint != i_path->end());
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if (WaypointBehavior* behavior = currPoint->second.behavior)
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{
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if (behavior->model2 != 0)
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{
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creature.SetDisplayId(behavior->model2);
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}
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creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
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}
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if (m_isArrivalDone)
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{
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bool reachedLast = false;
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++currPoint;
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if (currPoint == i_path->end())
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{
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reachedLast = true;
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currPoint = i_path->begin();
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}
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// Inform AI
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if (creature.AI() && m_PathOrigin == PATH_FROM_EXTERNAL && m_pathId > 0)
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{
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if (!reachedLast)
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{
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creature.AI()->MovementInform(EXTERNAL_WAYPOINT_MOVE_START + m_pathId, currPoint->first);
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}
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else
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{
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creature.AI()->MovementInform(EXTERNAL_WAYPOINT_FINISHED_LAST + m_pathId, currPoint->first);
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}
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if (creature.IsDead() || !creature.IsInWorld()) // Might have happened with above calls
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{
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return;
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}
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}
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i_currentNode = currPoint->first;
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}
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m_isArrivalDone = false;
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creature.addUnitState(UNIT_STAT_ROAMING_MOVE);
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WaypointNode const& nextNode = currPoint->second;;
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Movement::MoveSplineInit init(creature);
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init.MoveTo(nextNode.x, nextNode.y, nextNode.z, true);
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if (nextNode.orientation != 100 && nextNode.delay != 0)
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{
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init.SetFacing(nextNode.orientation);
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}
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creature.SetWalk(!creature.hasUnitState(UNIT_STAT_RUNNING_STATE) && !creature.IsLevitating(), false);
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init.Launch();
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}
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bool WaypointMovementGenerator<Creature>::Update(Creature& creature, const uint32& diff)
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{
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// Waypoint movement can be switched on/off
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// This is quite handy for escort quests and other stuff
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if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
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{
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creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
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return true;
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}
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// prevent a crash at empty waypoint path.
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if (!i_path || i_path->empty())
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{
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creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
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return true;
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}
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if (Stopped(creature))
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{
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if (CanMove(diff, creature))
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{
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StartMove(creature);
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}
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}
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else
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{
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if (creature.IsStopped())
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{
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Stop(STOP_TIME_FOR_PLAYER);
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}
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else if (creature.movespline->Finalized())
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{
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OnArrived(creature);
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StartMove(creature);
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}
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}
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return true;
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}
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bool WaypointMovementGenerator<Creature>::Stopped(Creature& u)
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{
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return !i_nextMoveTime.Passed() || u.hasUnitState(UNIT_STAT_WAYPOINT_PAUSED);
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}
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bool WaypointMovementGenerator<Creature>::CanMove(int32 diff, Creature& u)
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{
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i_nextMoveTime.Update(diff);
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if (i_nextMoveTime.Passed() && u.hasUnitState(UNIT_STAT_WAYPOINT_PAUSED))
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{
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i_nextMoveTime.Reset(1);
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}
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return i_nextMoveTime.Passed() && !u.hasUnitState(UNIT_STAT_WAYPOINT_PAUSED);
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}
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bool WaypointMovementGenerator<Creature>::GetResetPosition(Creature&, float& x, float& y, float& z, float& o) const
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{
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// prevent a crash at empty waypoint path.
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if (!i_path || i_path->empty())
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{
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return false;
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}
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WaypointPath::const_iterator lastPoint = i_path->find(m_lastReachedWaypoint);
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// Special case: Before the first waypoint is reached, m_lastReachedWaypoint is set to 0 (which may not be contained in i_path)
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if (!m_lastReachedWaypoint && lastPoint == i_path->end())
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{
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return false;
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}
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MANGOS_ASSERT(lastPoint != i_path->end());
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WaypointNode const* curWP = &(lastPoint->second);
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x = curWP->x;
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y = curWP->y;
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z = curWP->z;
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if (curWP->orientation != 100)
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{
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o = curWP->orientation;
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}
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else // Calculate the resulting angle based on positions between previous and current waypoint
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{
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WaypointNode const* prevWP;
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if (lastPoint != i_path->begin()) // Not the first waypoint
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{
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--lastPoint;
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prevWP = &(lastPoint->second);
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}
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else // Take the last waypoint (crbegin()) as previous
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{
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prevWP = &(i_path->rbegin()->second);
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}
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float dx = x - prevWP->x;
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float dy = y - prevWP->y;
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o = atan2(dy, dx); // returns value between -Pi..Pi
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o = (o >= 0) ? o : 2 * M_PI_F + o;
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}
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return true;
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}
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void WaypointMovementGenerator<Creature>::GetPathInformation(std::ostringstream& oss) const
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{
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oss << "WaypointMovement: Last Reached WP: " << m_lastReachedWaypoint << " ";
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oss << "(Loaded path " << m_pathId << " from " << WaypointManager::GetOriginString(m_PathOrigin) << ")\n";
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}
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void WaypointMovementGenerator<Creature>::AddToWaypointPauseTime(int32 waitTimeDiff)
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{
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if (!i_nextMoveTime.Passed())
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{
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// Prevent <= 0, the code in Update requires to catch the change from moving to not moving
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int32 newWaitTime = i_nextMoveTime.GetExpiry() + waitTimeDiff;
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i_nextMoveTime.Reset(newWaitTime > 0 ? newWaitTime : 1);
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}
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}
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bool WaypointMovementGenerator<Creature>::SetNextWaypoint(uint32 pointId)
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{
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if (!i_path || i_path->empty())
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{
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return false;
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}
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WaypointPath::const_iterator currPoint = i_path->find(pointId);
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if (currPoint == i_path->end())
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{
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return false;
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}
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// Allow Moving with next tick
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// Handle allow movement this way to not interact with PAUSED state.
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// If this function is called while PAUSED, it will move properly when unpaused.
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i_nextMoveTime.Reset(1);
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m_isArrivalDone = false;
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// Set the point
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i_currentNode = pointId;
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return true;
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}
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//----------------------------------------------------//
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uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
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{
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if (i_currentNode >= i_path->size())
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{
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return i_path->size();
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}
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uint32 curMapId = (*i_path)[i_currentNode].mapid;
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for (uint32 i = i_currentNode; i < i_path->size(); ++i)
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{
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if ((*i_path)[i].mapid != curMapId)
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{
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return i;
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}
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}
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return i_path->size();
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}
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void FlightPathMovementGenerator::Initialize(Player& player)
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{
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Reset(player);
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}
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void FlightPathMovementGenerator::Finalize(Player& player)
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{
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// remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack)
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player.clearUnitState(UNIT_STAT_TAXI_FLIGHT);
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player.Unmount();
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player.RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CLIENT_CONTROL_LOST | UNIT_FLAG_TAXI_FLIGHT);
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if (player.m_taxi.empty())
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{
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player.GetHostileRefManager().setOnlineOfflineState(true);
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if (player.pvpInfo.inHostileArea)
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{
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player.CastSpell(&player, 2479, true);
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}
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// update z position to ground and orientation for landing point
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// this prevent cheating with landing point at lags
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// when client side flight end early in comparison server side
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player.StopMoving(true);
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}
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}
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void FlightPathMovementGenerator::Interrupt(Player& player)
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{
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player.clearUnitState(UNIT_STAT_TAXI_FLIGHT);
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}
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#define PLAYER_FLIGHT_SPEED 32.0f
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void FlightPathMovementGenerator::Reset(Player& player)
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{
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player.GetHostileRefManager().setOnlineOfflineState(false);
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player.addUnitState(UNIT_STAT_TAXI_FLIGHT);
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player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_CLIENT_CONTROL_LOST | UNIT_FLAG_TAXI_FLIGHT);
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Movement::MoveSplineInit init(player);
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uint32 end = GetPathAtMapEnd();
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for (uint32 i = GetCurrentNode(); i != end; ++i)
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{
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G3D::Vector3 vertice((*i_path)[i].x, (*i_path)[i].y, (*i_path)[i].z);
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init.Path().push_back(vertice);
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}
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init.SetFirstPointId(GetCurrentNode());
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init.SetFly();
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init.SetVelocity(PLAYER_FLIGHT_SPEED);
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init.Launch();
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}
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bool FlightPathMovementGenerator::Update(Player& player, const uint32& /*diff*/)
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{
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uint32 pointId = (uint32)player.movespline->currentPathIdx();
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if (pointId > i_currentNode)
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{
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bool departureEvent = true;
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do
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{
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if (pointId == i_currentNode)
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{
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break;
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}
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i_currentNode += (uint32)departureEvent;
|
|
departureEvent = !departureEvent;
|
|
}
|
|
while (true);
|
|
}
|
|
|
|
return i_currentNode < (i_path->size() - 1);
|
|
}
|
|
|
|
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
|
|
{
|
|
if (i_path->empty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
uint32 map0 = (*i_path)[0].mapid;
|
|
|
|
for (size_t i = 1; i < i_path->size(); ++i)
|
|
{
|
|
if ((*i_path)[i].mapid != map0)
|
|
{
|
|
i_currentNode = i;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y, float& z, float& o) const
|
|
{
|
|
const TaxiPathNodeEntry& node = (*i_path)[i_currentNode];
|
|
x = node.x;
|
|
y = node.y;
|
|
z = node.z;
|
|
|
|
return true;
|
|
}
|