590 lines
18 KiB
C++
590 lines
18 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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* Copyright (C) 2009-2011 MaNGOSZero <https://github.com/mangos/zero>
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* Copyright (C) 2011-2016 Nostalrius <https://nostalrius.org>
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* Copyright (C) 2016-2017 Elysium Project <https://github.com/elysium-project>
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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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#include "MotionMaster.h"
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#include "CreatureAISelector.h"
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#include "Creature.h"
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#include "ConfusedMovementGenerator.h"
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#include "FleeingMovementGenerator.h"
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#include "FearMovementGenerator.h"
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#include "HomeMovementGenerator.h"
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#include "IdleMovementGenerator.h"
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#include "PointMovementGenerator.h"
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#include "TargetedMovementGenerator.h"
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#include "WaypointMovementGenerator.h"
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#include "RandomMovementGenerator.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include <cassert>
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inline bool isStatic(MovementGenerator *mv)
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{
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return (mv == &si_idleMovement);
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}
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void MotionMaster::Initialize()
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{
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// stop current move
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if (!m_owner->IsStopped())
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m_owner->StopMoving();
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// clear ALL movement generators (including default)
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Clear(false, true);
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// set new default movement generator
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if (m_owner->GetTypeId() == TYPEID_UNIT && !m_owner->hasUnitState(UNIT_STAT_CONTROLLED))
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{
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MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)m_owner);
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push(movement == NULL ? &si_idleMovement : movement);
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top()->Initialize(*m_owner);
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}
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else
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push(&si_idleMovement);
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// Pet movement after control movement spell
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if (CharmInfo* ci = m_owner->GetCharmInfo())
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{
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ci->SetIsAtStay(false);
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ci->SetIsReturning(false);
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ci->SetIsFollowing(false);
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}
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}
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MotionMaster::~MotionMaster()
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{
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// just deallocate movement generator, but do not Finalize since it may access to already deallocated owner's memory
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while (!empty())
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{
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MovementGenerator * m = top();
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pop();
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if (!isStatic(m))
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delete m;
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}
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if (m_expList)
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{
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for (size_t i = 0; i < m_expList->size(); ++i)
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{
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MovementGenerator* mg = (*m_expList)[i];
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if (!isStatic(mg))
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delete mg;
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}
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delete m_expList;
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}
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}
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void MotionMaster::UpdateMotion(uint32 diff)
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{
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if (m_owner->hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
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return;
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MANGOS_ASSERT(!empty());
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m_cleanFlag |= MMCF_UPDATE;
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if (!top()->Update(*m_owner, diff))
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{
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m_cleanFlag &= ~MMCF_UPDATE;
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MovementExpired();
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}
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else
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m_cleanFlag &= ~MMCF_UPDATE;
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if (m_expList)
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{
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for (size_t i = 0; i < m_expList->size(); ++i)
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{
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MovementGenerator* mg = (*m_expList)[i];
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if (!isStatic(mg))
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delete mg;
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}
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delete m_expList;
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m_expList = NULL;
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if (empty())
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Initialize();
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if (m_cleanFlag & MMCF_RESET)
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{
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top()->Reset(*m_owner);
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m_cleanFlag &= ~MMCF_RESET;
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}
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}
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}
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void MotionMaster::UpdateMotionAsync(uint32 diff)
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{
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m_needsAsyncUpdate = false;
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if (m_owner->hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
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return;
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MANGOS_ASSERT(!empty());
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m_cleanFlag |= MMCF_UPDATE;
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top()->UpdateAsync(*m_owner, diff);
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}
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void MotionMaster::DirectClean(bool reset, bool all)
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{
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// Nostalrius: We need to clean top mvt gens, and call Finalize once it's done
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// because Finalize calls CreatureAI::MovementInform that can call MovePoint / ...
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typedef std::list<MovementGenerator*> MvtGenList;
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MvtGenList mvtGensToFinalize;
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while (all ? !empty() : size() > 1)
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{
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MovementGenerator *curr = top();
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pop();
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mvtGensToFinalize.push_back(curr);
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}
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if (!all && reset)
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{
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if (empty()) // Should not happen
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Initialize();
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MANGOS_ASSERT(!empty());
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top()->Reset(*m_owner);
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}
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for (MvtGenList::iterator it = mvtGensToFinalize.begin(); it != mvtGensToFinalize.end(); ++it)
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{
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(*it)->Finalize(*m_owner);
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if (!isStatic((*it)))
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delete(*it);
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}
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}
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void MotionMaster::DelayedClean(bool reset, bool all)
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{
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if (reset)
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m_cleanFlag |= MMCF_RESET;
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else
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m_cleanFlag &= ~MMCF_RESET;
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if (empty() || (!all && size() == 1))
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return;
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if (!m_expList)
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m_expList = new ExpireList();
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typedef std::list<MovementGenerator*> MvtGenList;
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MvtGenList mvtGensToFinalize;
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while (all ? !empty() : size() > 1)
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{
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MovementGenerator *curr = top();
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pop();
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mvtGensToFinalize.push_back(curr);
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}
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for (MvtGenList::iterator it = mvtGensToFinalize.begin(); it != mvtGensToFinalize.end(); ++it)
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{
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(*it)->Finalize(*m_owner);
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if (!isStatic((*it)))
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m_expList->push_back((*it));
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}
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}
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void MotionMaster::DirectExpire(bool reset)
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{
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if (empty() || size() == 1)
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return;
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MovementGenerator *curr = top();
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pop();
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// also drop stored under top() targeted motions
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typedef std::list<MovementGenerator*> MvtGenList;
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MvtGenList mvtGensToFinalize;
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while (!empty() && (top()->GetMovementGeneratorType() == CHASE_MOTION_TYPE || top()->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE))
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{
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MovementGenerator *temp = top();
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pop();
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mvtGensToFinalize.push_back(temp);
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}
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for (MvtGenList::iterator it = mvtGensToFinalize.begin(); it != mvtGensToFinalize.end(); ++it)
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{
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(*it)->Finalize(*m_owner);
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delete(*it);
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}
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// Store current top MMGen, as Finalize might push a new MMGen
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MovementGenerator* nowTop = empty() ? NULL : top();
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// it can add another motions instead
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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delete curr;
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if (empty())
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Initialize();
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// Prevent reseting possible new pushed MMGen
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if (reset && top() == nowTop)
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top()->Reset(*m_owner);
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}
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void MotionMaster::DelayedExpire(bool reset)
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{
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if (reset)
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m_cleanFlag |= MMCF_RESET;
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else
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m_cleanFlag &= ~MMCF_RESET;
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if (empty() || size() == 1)
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return;
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MovementGenerator *curr = top();
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pop();
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if (!m_expList)
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m_expList = new ExpireList();
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// also drop stored under top() targeted motions
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typedef std::list<MovementGenerator*> MvtGenList;
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MvtGenList mvtGensToFinalize;
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while (!empty() && (top()->GetMovementGeneratorType() == CHASE_MOTION_TYPE || top()->GetMovementGeneratorType() == FOLLOW_MOTION_TYPE))
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{
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MovementGenerator *temp = top();
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pop();
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mvtGensToFinalize.push_back(temp);
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}
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for (MvtGenList::iterator it = mvtGensToFinalize.begin(); it != mvtGensToFinalize.end(); ++it)
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{
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(*it)->Finalize(*m_owner);
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m_expList->push_back(*it);
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}
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curr->Finalize(*m_owner);
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if (!isStatic(curr))
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m_expList->push_back(curr);
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}
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void MotionMaster::MoveIdle()
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{
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if (empty() || !isStatic(top()))
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push(&si_idleMovement);
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}
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void MotionMaster::MoveRandom()
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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sLog.outError("%s attempt to move random.", m_owner->GetGuidStr().c_str());
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s move random.", m_owner->GetGuidStr().c_str());
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Mutate(new RandomMovementGenerator<Creature>(*m_owner));
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}
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}
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void MotionMaster::MoveTargetedHome()
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{
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if (m_owner->hasUnitState(UNIT_STAT_LOST_CONTROL))
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return;
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Clear(false);
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if (m_owner->GetTypeId() == TYPEID_UNIT && !((Creature*)m_owner)->GetCharmerOrOwnerGuid())
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{
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// Manual exception for linked mobs
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if (m_owner->IsLinkingEventTrigger() && m_owner->GetMap()->GetCreatureLinkingHolder()->TryFollowMaster((Creature*)m_owner))
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s refollowed linked master", m_owner->GetGuidStr().c_str());
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s targeted home", m_owner->GetGuidStr().c_str());
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Mutate(new HomeMovementGenerator<Creature>());
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}
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}
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else if (m_owner->GetTypeId() == TYPEID_UNIT && ((Creature*)m_owner)->GetCharmerOrOwnerGuid())
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{
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if (Unit *target = ((Creature*)m_owner)->GetCharmerOrOwner())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s follow to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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Mutate(new FollowMovementGenerator<Creature>(*target, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE));
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}
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else
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s attempt but fail to follow owner", m_owner->GetGuidStr().c_str());
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}
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else
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sLog.outError("%s attempt targeted home", m_owner->GetGuidStr().c_str());
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}
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void MotionMaster::MoveConfused()
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s move confused", m_owner->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new ConfusedMovementGenerator<Player>());
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else
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Mutate(new ConfusedMovementGenerator<Creature>());
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}
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void MotionMaster::MoveChase(Unit* target, float dist, float angle)
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{
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// ignore movement request if target not exist
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if (!target)
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return;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s chase to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new ChaseMovementGenerator<Player>(*target, dist, angle));
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else
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Mutate(new ChaseMovementGenerator<Creature>(*target, dist, angle));
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}
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void MotionMaster::MoveFollow(Unit* target, float dist, float angle)
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{
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if (m_owner->hasUnitState(UNIT_STAT_LOST_CONTROL))
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return;
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Clear();
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// ignore movement request if target not exist
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if (!target)
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return;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s follow to %s", m_owner->GetGuidStr().c_str(), target->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new FollowMovementGenerator<Player>(*target, dist, angle));
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else
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Mutate(new FollowMovementGenerator<Creature>(*target, dist, angle));
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}
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void MotionMaster::MovePoint(uint32 id, float x, float y, float z, uint32 options, float speed, float finalOrientation)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s targeted point (Id: %u X: %f Y: %f Z: %f)", m_owner->GetGuidStr().c_str(), id, x, y, z);
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new PointMovementGenerator<Player>(id, x, y, z, options, speed, finalOrientation));
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else
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Mutate(new PointMovementGenerator<Creature>(id, x, y, z, options, speed, finalOrientation));
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}
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void MotionMaster::MoveSeekAssistance(float x, float y, float z)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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sLog.outError("%s attempt to seek assistance", m_owner->GetGuidStr().c_str());
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s seek assistance (X: %f Y: %f Z: %f)",
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m_owner->GetGuidStr().c_str(), x, y, z);
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Mutate(new AssistanceMovementGenerator(x, y, z));
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}
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}
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void MotionMaster::MoveSeekAssistanceDistract(uint32 time)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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sLog.outError("%s attempt to call distract after assistance", m_owner->GetGuidStr().c_str());
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else
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s is distracted after assistance call (Time: %u)",
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m_owner->GetGuidStr().c_str(), time);
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Mutate(new AssistanceDistractMovementGenerator(time));
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}
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}
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void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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{
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if (!enemy)
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return;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s flee from %s", m_owner->GetGuidStr().c_str(), enemy->GetGuidStr().c_str());
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new FleeingMovementGenerator<Player>(enemy->GetObjectGuid()));
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else
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{
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if (time)
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Mutate(new TimedFleeingMovementGenerator(enemy->GetObjectGuid(), time));
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else
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Mutate(new FleeingMovementGenerator<Creature>(enemy->GetObjectGuid()));
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}
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}
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void MotionMaster::MoveFeared(Unit* enemy, uint32 time)
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{
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if (!enemy)
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return;
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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Mutate(new FearMovementGenerator<Player>(enemy->GetObjectGuid()));
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else
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{
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if (time)
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Mutate(new TimedFearMovementGenerator(enemy->GetObjectGuid(), time));
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else
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Mutate(new FearMovementGenerator<Creature>(enemy->GetObjectGuid()));
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}
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}
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void MotionMaster::MoveWaypoint(bool repeat)
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{
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if (m_owner->GetTypeId() == TYPEID_UNIT)
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{
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if (GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
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{
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sLog.outError("Creature %s (Entry %u) attempt to MoveWaypoint() but creature is already using waypoint", m_owner->GetGuidStr().c_str(), m_owner->GetEntry());
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return;
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}
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Creature* creature = (Creature*)m_owner;
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature %s (Entry %u) start MoveWaypoint()", m_owner->GetGuidStr().c_str(), m_owner->GetEntry());
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Mutate(new WaypointMovementGenerator<Creature>(*creature, repeat));
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}
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else
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sLog.outError("Non-creature %s attempt to MoveWaypoint()", m_owner->GetGuidStr().c_str());
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}
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void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
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{
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if (m_owner->GetTypeId() == TYPEID_PLAYER)
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{
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if (path < sTaxiPathNodesByPath.size())
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s taxi to (Path %u node %u)", m_owner->GetGuidStr().c_str(), path, pathnode);
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FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(sTaxiPathNodesByPath[path], pathnode);
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Mutate(mgen);
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}
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else
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{
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sLog.outError("%s attempt taxi to (nonexistent Path %u node %u)",
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m_owner->GetGuidStr().c_str(), path, pathnode);
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}
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}
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else
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{
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sLog.outError("%s attempt taxi to (Path %u node %u)",
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m_owner->GetGuidStr().c_str(), path, pathnode);
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}
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}
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void MotionMaster::MoveDistract(uint32 timer)
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{
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DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s distracted (timer: %u)", m_owner->GetGuidStr().c_str(), timer);
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DistractMovementGenerator* mgen = new DistractMovementGenerator(timer);
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Mutate(mgen);
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}
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void MotionMaster::Mutate(MovementGenerator *m)
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{
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if (!empty())
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{
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switch (top()->GetMovementGeneratorType())
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{
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// HomeMovement is not that important, delete it if meanwhile a new comes
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case HOME_MOTION_TYPE:
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// DistractMovement interrupted by any other movement
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case DISTRACT_MOTION_TYPE:
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MovementExpired(false);
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default:
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break;
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}
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if (!empty())
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top()->Interrupt(*m_owner);
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}
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m->Initialize(*m_owner);
|
|
push(m);
|
|
}
|
|
|
|
void MotionMaster::propagateSpeedChange()
|
|
{
|
|
Impl::container_type::iterator it = Impl::c.begin();
|
|
for (; it != end(); ++it)
|
|
(*it)->unitSpeedChanged();
|
|
}
|
|
|
|
uint32 MotionMaster::getLastReachedWaypoint() const
|
|
{
|
|
for (Impl::container_type::const_reverse_iterator rItr = Impl::c.rbegin(); rItr != Impl::c.rend(); ++rItr)
|
|
if ((*rItr)->GetMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
|
|
return (static_cast<WaypointMovementGenerator<Creature>*>(*rItr))->getLastReachedWaypoint();
|
|
return 0;
|
|
}
|
|
|
|
MovementGeneratorType MotionMaster::GetCurrentMovementGeneratorType() const
|
|
{
|
|
if (empty())
|
|
return IDLE_MOTION_TYPE;
|
|
|
|
return top()->GetMovementGeneratorType();
|
|
}
|
|
|
|
bool MotionMaster::GetDestination(float &x, float &y, float &z)
|
|
{
|
|
if (m_owner->movespline->Finalized())
|
|
return false;
|
|
|
|
const G3D::Vector3& dest = m_owner->movespline->FinalDestination();
|
|
x = dest.x;
|
|
y = dest.y;
|
|
z = dest.z;
|
|
return true;
|
|
}
|
|
|
|
void MotionMaster::UpdateFinalDistanceToTarget(float fDistance)
|
|
{
|
|
if (!empty())
|
|
top()->UpdateFinalDistance(fDistance);
|
|
}
|
|
|
|
void MotionMaster::MoveJump(float x, float y, float z, float horizontalSpeed, float max_height, uint32 id)
|
|
{
|
|
// MOVE JUMP DOESN'T EXIST IN 1.12
|
|
/*Movement::MoveSplineInit init(*m_owner);
|
|
init.MoveTo(x,y,z);
|
|
init.SetParabolic(max_height, 0, true);
|
|
init.SetVelocity(horizontalSpeed);
|
|
// TODO: Effet moche. Ameliorer !
|
|
init.SetFall();
|
|
init.Launch();
|
|
Mutate(new EffectMovementGenerator(id));*/
|
|
}
|
|
|
|
void MotionMaster::MoveCharge(Unit* target, uint32 delay, bool triggerAutoAttack)
|
|
{
|
|
if (m_owner->GetTypeId() == TYPEID_PLAYER)
|
|
Mutate(new ChargeMovementGenerator<Player>(*(m_owner->ToPlayer()), *target, delay, triggerAutoAttack));
|
|
else
|
|
Mutate(new ChargeMovementGenerator<Creature>(*(m_owner->ToCreature()), *target, delay, triggerAutoAttack));
|
|
}
|
|
|
|
void MotionMaster::ClearType(MovementGeneratorType moveType)
|
|
{
|
|
for (iterator it = begin(); it != end();)
|
|
{
|
|
if ((*it)->GetMovementGeneratorType() == moveType)
|
|
{
|
|
(*it)->Finalize(*m_owner);
|
|
erase(it);
|
|
it = begin();
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|