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TCPlayerbotCore/src/server/game/Movement/Spline/MoveSplineInit.cpp
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/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "MoveSplineInit.h"
#include "MoveSpline.h"
#include "MovementPacketBuilder.h"
#include "Unit.h"
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#include "Transport.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "Opcodes.h"
namespace Movement
{
UnitMoveType SelectSpeedType(uint32 moveFlags)
{
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if (moveFlags & MOVEMENTFLAG_FLYING)
{
if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/)
return MOVE_FLIGHT_BACK;
else
return MOVE_FLIGHT;
}
else if (moveFlags & MOVEMENTFLAG_SWIMMING)
{
if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.swim >= speed_obj.swim_back*/)
return MOVE_SWIM_BACK;
else
return MOVE_SWIM;
}
else if (moveFlags & MOVEMENTFLAG_WALKING)
{
//if (speed_obj.run > speed_obj.walk)
return MOVE_WALK;
}
else if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
return MOVE_RUN_BACK;
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// Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY
// Run speed is their default flight speed.
return MOVE_RUN;
}
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int32 MoveSplineInit::Launch()
{
MoveSpline& move_spline = *unit->movespline;
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bool transport = false;
Location real_position(unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZMinusOffset(), unit->GetOrientation());
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// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
if (unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID())
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{
transport = true;
real_position.x = unit->GetTransOffsetX();
real_position.y = unit->GetTransOffsetY();
real_position.z = unit->GetTransOffsetZ();
real_position.orientation = unit->GetTransOffsetO();
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}
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// there is a big chance that current position is unknown if current state is not finalized, need compute it
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// this also allows CalculatePath spline position and update map position in much greater intervals
// Don't compute for transport movement if the unit is in a motion between two transports
if (!move_spline.Finalized() && move_spline.onTransport == transport)
real_position = move_spline.ComputePosition();
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// should i do the things that user should do? - no.
if (args.path.empty())
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return 0;
// corrent first vertex
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
move_spline.onTransport = transport;
uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
moveFlags |= (MOVEMENTFLAG_SPLINE_ENABLED|MOVEMENTFLAG_FORWARD);
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if (moveFlags & MOVEMENTFLAG_ROOT)
moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
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if (!args.HasVelocity)
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{
// If spline is initialized with SetWalk method it only means we need to select
// walk move speed for it but not add walk flag to unit
uint32 moveFlagsForSpeed = moveFlags;
if (args.flags.walkmode)
moveFlagsForSpeed |= MOVEMENTFLAG_WALKING;
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else
moveFlagsForSpeed &= ~MOVEMENTFLAG_WALKING;
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args.velocity = unit->GetSpeed(SelectSpeedType(moveFlagsForSpeed));
}
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if (!args.Validate(unit))
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return 0;
unit->m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
move_spline.Initialize(args);
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WorldPacket data(!transport ? SMSG_MONSTER_MOVE : SMSG_MONSTER_MOVE_TRANSPORT, 64);
data.append(unit->GetPackGUID());
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if (transport)
{
data.appendPackGUID(unit->GetTransGUID());
data << int8(unit->GetTransSeat());
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}
PacketBuilder::WriteMonsterMove(move_spline, data);
unit->SendMessageToSet(&data, true);
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return move_spline.Duration();
}
MoveSplineInit::MoveSplineInit(Unit* m) : unit(m)
{
args.splineId = splineIdGen.NewId();
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// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
args.TransformForTransport = unit->HasUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT) && unit->GetTransGUID();
// mix existing state into new
args.flags.walkmode = unit->m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
args.flags.flying = unit->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));
}
void MoveSplineInit::SetFacing(const Unit* target)
{
args.flags.EnableFacingTarget();
args.facing.target = target->GetGUID();
}
void MoveSplineInit::SetFacing(float angle)
{
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if (args.TransformForTransport)
{
if (Unit* vehicle = unit->GetVehicleBase())
angle -= vehicle->GetOrientation();
else if (Transport* transport = unit->GetTransport())
angle -= transport->GetOrientation();
}
args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
args.flags.EnableFacingAngle();
}
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void MoveSplineInit::MoveTo(const Vector3& dest, bool generatePath, bool forceDestination)
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{
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if (generatePath)
{
PathGenerator path(unit);
bool result = path.CalculatePath(dest.x, dest.y, dest.z, forceDestination);
if (result && !(path.GetPathType() & PATHFIND_NOPATH))
{
MovebyPath(path.GetPath());
return;
}
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}
args.path_Idx_offset = 0;
args.path.resize(2);
TransportPathTransform transform(unit, args.TransformForTransport);
args.path[1] = transform(dest);
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}
Vector3 TransportPathTransform::operator()(Vector3 input)
{
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if (_transformForTransport)
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if (TransportBase* transport = _owner->GetDirectTransport())
transport->CalculatePassengerOffset(input.x, input.y, input.z);
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return input;
}
}