/* * This file is part of the AzerothCore Project. See AUTHORS file for Copyright information * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU Affero General Public License as published by the * Free Software Foundation; either version 3 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 Affero 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 . */ #include "WaypointMovementGenerator.h" #include "Creature.h" #include "CreatureAI.h" #include "CreatureGroups.h" #include "GameTime.h" #include "MapMgr.h" #include "MoveSpline.h" #include "MoveSplineInit.h" #include "ObjectMgr.h" #include "Player.h" #include "Spell.h" #include "Transport.h" #include "World.h" void WaypointMovementGenerator::LoadPath(Creature* creature) { if (!path_id) path_id = creature->GetWaypointPath(); i_path = sWaypointMgr->GetPath(path_id); if (!i_path) { // No movement found for entry LOG_ERROR("sql.sql", "WaypointMovementGenerator::LoadPath: creature {} ({}) doesn't have waypoint path id: {}", creature->GetName(), creature->GetGUID().ToString(), path_id); return; } StartMoveNow(creature); } void WaypointMovementGenerator::DoInitialize(Creature* creature) { LoadPath(creature); creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); } void WaypointMovementGenerator::DoFinalize(Creature* creature) { creature->ClearUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); creature->SetWalk(false); } void WaypointMovementGenerator::DoReset(Creature* creature) { creature->AddUnitState(UNIT_STATE_ROAMING | UNIT_STATE_ROAMING_MOVE); StartMoveNow(creature); } void WaypointMovementGenerator::OnArrived(Creature* creature) { if (!i_path || i_path->empty()) return; if (m_isArrivalDone) return; creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); m_isArrivalDone = true; if (i_path->at(i_currentNode)->event_id && urand(0, 99) < i_path->at(i_currentNode)->event_chance) { LOG_DEBUG("maps.script", "Creature movement start script {} at point {} for {}.", i_path->at(i_currentNode)->event_id, i_currentNode, creature->GetGUID().ToString()); creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); creature->GetMap()->ScriptsStart(sWaypointScripts, i_path->at(i_currentNode)->event_id, creature, nullptr); } // Inform script MovementInform(creature); creature->UpdateWaypointID(i_currentNode); if (i_path->at(i_currentNode)->delay) { creature->ClearUnitState(UNIT_STATE_ROAMING_MOVE); Stop(i_path->at(i_currentNode)->delay); } } bool WaypointMovementGenerator::StartMove(Creature* creature) { if (!i_path || i_path->empty()) return false; // Xinef: Dont allow dead creatures to move if (!creature->IsAlive()) return false; if (Stopped()) return true; bool transportPath = creature->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && creature->GetTransGUID(); if (m_isArrivalDone) { // Xinef: not true... update this at every waypoint! //if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint { float x = i_path->at(i_currentNode)->x; float y = i_path->at(i_currentNode)->y; float z = i_path->at(i_currentNode)->z; float o = creature->GetOrientation(); if (!transportPath) creature->SetHomePosition(x, y, z, o); else { if (Transport* trans = (creature->GetTransport() ? creature->GetTransport()->ToMotionTransport() : nullptr)) { o -= trans->GetOrientation(); creature->SetTransportHomePosition(x, y, z, o); trans->CalculatePassengerPosition(x, y, z, &o); creature->SetHomePosition(x, y, z, o); } else transportPath = false; // else if (vehicle) - this should never happen, vehicle offsets are const } } // Xinef: moved the upper IF here if ((i_currentNode == i_path->size() - 1) && !repeating) // If that's our last waypoint { creature->AI()->PathEndReached(path_id); creature->GetMotionMaster()->Initialize(); return false; } i_currentNode = (i_currentNode + 1) % i_path->size(); } // xinef: do not initialize motion if we got stunned in movementinform if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting()) { return true; } WaypointData const* node = i_path->at(i_currentNode); m_isArrivalDone = false; creature->AddUnitState(UNIT_STATE_ROAMING_MOVE); Movement::Location formationDest(node->x, node->y, node->z, 0.0f); Movement::MoveSplineInit init(creature); //! If creature is on transport, we assume waypoints set in DB are already transport offsets if (transportPath) { init.DisableTransportPathTransformations(); if (TransportBase* trans = creature->GetDirectTransport()) trans->CalculatePassengerPosition(formationDest.x, formationDest.y, formationDest.z, &formationDest.orientation); } float z = node->z; creature->UpdateAllowedPositionZ(node->x, node->y, z); //! Do not use formationDest here, MoveTo requires transport offsets due to DisableTransportPathTransformations() call //! but formationDest contains global coordinates init.MoveTo(node->x, node->y, z, true, true); //! Accepts angles such as 0.00001 and -0.00001, 0 must be ignored, default value in waypoint table if (node->orientation && node->delay) init.SetFacing(node->orientation); switch (node->move_type) { case WAYPOINT_MOVE_TYPE_LAND: init.SetAnimation(Movement::ToGround); break; case WAYPOINT_MOVE_TYPE_TAKEOFF: init.SetAnimation(Movement::ToFly); break; case WAYPOINT_MOVE_TYPE_RUN: init.SetWalk(false); break; case WAYPOINT_MOVE_TYPE_WALK: init.SetWalk(true); break; default: break; } init.Launch(); //Call for creature group update if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature) creature->GetFormation()->LeaderMoveTo(formationDest.x, formationDest.y, formationDest.z, node->move_type == WAYPOINT_MOVE_TYPE_RUN); return true; } bool WaypointMovementGenerator::DoUpdate(Creature* creature, uint32 diff) { // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (creature->HasUnitState(UNIT_STATE_NOT_MOVE) || creature->IsMovementPreventedByCasting()) { creature->StopMoving(); Stop(1000); return true; } // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) return false; // Xinef: Dont allow dead creatures to move if (!creature->IsAlive()) return false; if (Stopped()) { if (CanMove(diff)) return StartMove(creature); } else { if (creature->IsStopped()) Stop(sWorld->getIntConfig(CONFIG_WAYPOINT_MOVEMENT_STOP_TIME_FOR_PLAYER) * IN_MILLISECONDS); else { bool finished = creature->movespline->Finalized(); // xinef: code to detect pre-empetively if we should start movement to next waypoint // xinef: do not start pre-empetive movement if current node has delay or we are ending waypoint movement //if (!finished && !i_path->at(i_currentNode)->delay && ((i_currentNode != i_path->size() - 1) || repeating)) // finished = (creature->movespline->_Spline().length(creature->movespline->_currentSplineIdx() + 1) - creature->movespline->timePassed()) < 200; if (finished) { OnArrived(creature); return StartMove(creature); } } } return true; } void WaypointMovementGenerator::MovementInform(Creature* creature) { if (creature->AI()) creature->AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); } //----------------------------------------------------// uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const { if (i_currentNode >= i_path.size()) return i_path.size(); uint32 curMapId = i_path[i_currentNode]->mapid; for (uint32 i = i_currentNode; i < i_path.size(); ++i) if (i_path[i]->mapid != curMapId) return i; return i_path.size(); } void FlightPathMovementGenerator::LoadPath(Player* player) { _pointsForPathSwitch.clear(); std::vector const& taxi = player->m_taxi.GetPath(); for (uint32 src = player->m_taxi.GetTaxiSegment(), dst = player->m_taxi.GetTaxiSegment() + 1; dst < taxi.size(); src = dst++) { uint32 path, cost; sObjectMgr->GetTaxiPath(taxi[src], taxi[dst], path, cost); if (path > sTaxiPathNodesByPath.size()) return; TaxiPathNodeList const& nodes = sTaxiPathNodesByPath[path]; if (!nodes.empty()) { for (uint32 i = 0; i < nodes.size(); ++i) i_path.push_back(nodes[i]); } _pointsForPathSwitch.push_back(uint32(i_path.size() - 1)); } } void FlightPathMovementGenerator::DoInitialize(Player* player) { Reset(player); InitEndGridInfo(); } void FlightPathMovementGenerator::DoFinalize(Player* player) { // remove flag to prevent send object build movement packets for flight state and crash (movement generator already not at top of stack) player->ClearUnitState(UNIT_STATE_IN_FLIGHT); // xinef: this should be cleaned by CleanupAfterTaxiFlight(); function! player->Dismount(); player->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); if (player->m_taxi.empty()) { player->getHostileRefMgr().setOnlineOfflineState(true); // update z position to ground and orientation for landing point // this prevent cheating with landing point at lags // when client side flight end early in comparison server side player->StopMoving(); player->SetFallInformation(GameTime::GetGameTime().count(), player->GetPositionZ()); } player->RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_TAXI_BENCHMARK); } #define PLAYER_FLIGHT_SPEED 32.0f void FlightPathMovementGenerator::DoReset(Player* player) { player->getHostileRefMgr().setOnlineOfflineState(false); player->AddUnitState(UNIT_STATE_IN_FLIGHT); player->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); Movement::MoveSplineInit init(player); uint32 end = GetPathAtMapEnd(); for (uint32 i = GetCurrentNode(); i < end; ++i) { G3D::Vector3 vertice(i_path[i]->x, i_path[i]->y, i_path[i]->z); init.Path().push_back(vertice); } init.SetFirstPointId(GetCurrentNode()); init.SetFly(); init.SetVelocity(PLAYER_FLIGHT_SPEED); init.Launch(); } bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/) { if (!player) return false; // xinef: map was switched if (_mapSwitch) { DoInitialize(player); _mapSwitch = false; return true; } uint32 pointId = (uint32)player->movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { if (i_currentNode >= i_path.size()) { LOG_INFO("misc", "TAXI NODE WAS GREATER THAN PATH SIZE, {}, POINTID: {}, NODESIZE: {}, CURRENT: {}", player->GetGUID().ToString(), pointId, i_path.size(), i_currentNode); player->CleanupAfterTaxiFlight(); return false; } if (i_path[i_currentNode]->mapid != player->GetMapId()) { LOG_INFO("misc", "Player on different map, curmap: {}, pointmap: {}, nodesize: {}, currentnode: {}", player->GetMapId(), i_path[i_currentNode]->mapid, i_path.size(), i_currentNode); player->CleanupAfterTaxiFlight(); return false; } DoEventIfAny(player, i_path[i_currentNode], departureEvent); // xinef: erase any previous points uint32 curSize = _pointsForPathSwitch.size(); while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front() <= i_currentNode) _pointsForPathSwitch.pop_front(); // xinef: switch destination only once if (curSize != _pointsForPathSwitch.size()) player->m_taxi.NextTaxiDestination(); if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode && player->GetMapId() == _endMapId) PreloadEndGrid(); i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; // xinef: map should be switched, do not rely on client packets QQ if (i_currentNode + 1 < i_path.size() && i_path[i_currentNode + 1]->mapid != player->GetMapId()) { ++i_currentNode; _mapSwitch = true; player->TeleportTo(i_path[i_currentNode]->mapid, i_path[i_currentNode]->x, i_path[i_currentNode]->y, i_path[i_currentNode]->z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TAXI); return true; } // xinef: reached the end if (i_currentNode >= i_path.size() - 1) { player->CleanupAfterTaxiFlight(); player->SetFallInformation(GameTime::GetGameTime().count(), player->GetPositionZ()); if (player->pvpInfo.IsHostile) player->CastSpell(player, 2479, true); return false; } } while (true); } return i_currentNode < (i_path.size() - 1); } void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() { if (i_path.empty() || i_currentNode >= i_path.size()) return; uint32 map0 = i_path[i_currentNode]->mapid; for (size_t i = i_currentNode + 1; i < i_path.size(); ++i) { if (i_path[i]->mapid != map0) { i_currentNode = i; return; } } } void FlightPathMovementGenerator::DoEventIfAny(Player* player, TaxiPathNodeEntry const* node, bool departure) { if (uint32 eventid = departure ? node->departureEventID : node->arrivalEventID) { LOG_DEBUG("maps.script", "Taxi {} event {} of node {} of path {} for player {}", departure ? "departure" : "arrival", eventid, node->index, node->path, player->GetName()); player->GetMap()->ScriptsStart(sEventScripts, eventid, player, player); } } void FlightPathMovementGenerator::InitEndGridInfo() { /*! Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will be reinitialized for each flightmaster at the end of each spline (or stop) in the flight. */ uint32 nodeCount = i_path.size(); //! Number of nodes in path. _endMapId = i_path[nodeCount - 1]->mapid; //! MapId of last node // pussywizard: { _preloadTargetNode = nodeCount - 1; for (uint8 i = 3; i > 0; --i) if (nodeCount >= i && _endMapId == i_path[nodeCount - i]->mapid) { _preloadTargetNode = nodeCount - i; break; } //_preloadTargetNode = nodeCount - 3; // pussywizard: this can be on other map } _endGridX = i_path[nodeCount - 1]->x; _endGridY = i_path[nodeCount - 1]->y; } void FlightPathMovementGenerator::PreloadEndGrid() { // used to preload the final grid where the flightmaster is Map* endMap = sMapMgr->FindBaseNonInstanceMap(_endMapId); // Load the grid if (endMap) { LOG_DEBUG("movement", "Preloading rid ({}, {}) for map {} at node index {}/{}", _endGridX, _endGridY, _endMapId, _preloadTargetNode, (uint32)(i_path.size() - 1)); endMap->LoadGrid(_endGridX, _endGridY); } else { LOG_DEBUG("movement", "Unable to determine map to preload flightmaster grid"); } }