Beispiel #1
0
MotionMaster::~MotionMaster()
{
    // clear ALL movement generators (including default)
    while (!empty())
    {
        MovementGenerator *curr = top();
        pop();
        if (curr) DirectDelete(curr);
    }
}
Beispiel #2
0
MotionMaster::~MotionMaster()
{
    // clear ALL movement generators (including default)
    while(!empty())
    {
        MovementGenerator* pCurrentPosition = top();
        pop();
        if(pCurrentPosition)
            DirectDelete(pCurrentPosition);
    }
}
Beispiel #3
0
void MotionMaster::Initialize() {
	// clear ALL movement generators (including default)
	while (!empty()) {
		MovementGenerator *curr = top();
		pop();
		removeEmptyTops();
		if (curr)
			DirectDelete(curr);
	}

	InitDefault();
}
Beispiel #4
0
void MotionMaster::DirectClean(bool reset)
{
    while (size() > 1)
    {
        MovementGenerator *curr = top();
        pop();
        if (curr) DirectDelete(curr);
    }

    if (needInitTop())
        InitTop();
    else if (reset)
        top()->Reset(*_owner);
}
void MotionMaster::ClearExpireList()
{
    for (auto itr : _expireList)
        DirectDelete(itr);

    _expireList.clear();

    if (empty())
        Initialize();
    else if (NeedInitTop())
        InitTop();
    else if (_cleanFlag & MOTIONMMASTER_CLEANFLAG_RESET)
        top()->Reset(_owner);

    _cleanFlag &= ~MOTIONMMASTER_CLEANFLAG_RESET;
}
void MotionMaster::DirectClean(MovementSlot slot)
{
    if (MovementGenerator* motion = GetMotionSlot(slot))
    {
        _slot[slot] = nullptr;
        DirectDelete(motion);
    }

    while (!empty() && !top())
        --_top;

    if (empty())
        Initialize();
    else if (NeedInitTop())
        InitTop();
}
Beispiel #7
0
void MotionMaster::UpdateMotion(uint32 diff)
{
    if (!_owner)
        return;
	// zhang hong chao add flee condition
	if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED) && 
		GetCurrentMovementGeneratorType() != ASSISTANCE_MOTION_TYPE &&
		GetCurrentMovementGeneratorType() != TIMED_FLEEING_MOTION_TYPE &&
		GetCurrentMovementGeneratorType() != FLEEING_MOTION_TYPE) {  // what about UNIT_STATE_DISTRACTED? Why is this not included?
		return;
	}

    ASSERT(!empty());

    _cleanFlag |= MMCF_UPDATE;
    if (!top()->Update(_owner, diff))
    {
        _cleanFlag &= ~MMCF_UPDATE;
        MovementExpired();
    }
    else
        _cleanFlag &= ~MMCF_UPDATE;

    if (_expList)
    {
        for (size_t i = 0; i < _expList->size(); ++i)
        {
            MovementGenerator* mg = (*_expList)[i];
            DirectDelete(mg);
        }

        delete _expList;
        _expList = NULL;

        if (empty())
            Initialize();
        else if (needInitTop())
            InitTop();
        else if (_cleanFlag & MMCF_RESET)
            top()->Reset(_owner);

        _cleanFlag &= ~MMCF_RESET;
    }

    // probably not the best place to pu this but im not really sure where else to put it.
    _owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
}
Beispiel #8
0
void MotionMaster::DirectExpire(bool reset) {
	if (size() > 1) {
		MovementGenerator *curr = top();
		pop();
		removeEmptyTops();
		DirectDelete(curr);
	}

	while (!top())
		--i_top;

	if (empty())
		Initialize();
	else if (needInitTop())
		InitTop();
	else if (reset)
		top()->Reset(*i_owner);
}
Beispiel #9
0
void MotionMaster::ClearExpireList()
{
    for (size_t i = 0; i < _expireList->size(); ++i)
    {
        MovementGenerator* mg = (*_expireList)[i];
        DirectDelete(mg);
    }

    delete _expireList;
    _expireList = nullptr;

    if (empty())
        Initialize();
    else if (NeedInitTop())
        InitTop();
    else if (_cleanFlag & MMCF_RESET)
        top()->Reset(_owner);

    _cleanFlag &= ~MMCF_RESET;
}
Beispiel #10
0
void MotionMaster::UpdateMotion(uint32 diff)
{
    if (!_owner)
        return;

    if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) // what about UNIT_STATE_DISTRACTED? Why is this not included?
        return;

    ASSERT(!empty());

    _cleanFlag |= MMCF_UPDATE;
    if (!top()->Update(_owner, diff))
    {
        _cleanFlag &= ~MMCF_UPDATE;
        MovementExpired();
    }
    else
        _cleanFlag &= ~MMCF_UPDATE;

    if (!_expList.empty())
    {
        for (ExpireList::iterator i = _expList.begin(); i != _expList.end(); ++i)
            DirectDelete(*i);

        _expList.clear();

        if (empty())
            Initialize();
        else if (needInitTop())
            InitTop();
        else if (_cleanFlag & MMCF_RESET)
            top()->Reset(_owner);

        _cleanFlag &= ~MMCF_RESET;
    }

#if 0
    // probably not the best place to pu this but im not really sure where else to put it.
    _owner->UpdateUnderwaterState(_owner->GetMap(), _owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ());
#endif
}
Beispiel #11
0
void MotionMaster::UpdateMotion(uint32 diff)
{
    if (!_owner)
        return;

    if (_owner->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED)) // what about UNIT_STATE_DISTRACTED? Why is this not included?
        return;

    ASSERT(!empty());

    _cleanFlag |= MMCF_UPDATE;
    if (!top()->Update(*_owner, diff))
    {
        _cleanFlag &= ~MMCF_UPDATE;
        MovementExpired();
    }
    else
        _cleanFlag &= ~MMCF_UPDATE;

    if (_expList)
    {
        for (size_t i = 0; i < _expList->size(); ++i)
        {
            MovementGenerator* mg = (*_expList)[i];
            DirectDelete(mg);
        }

        delete _expList;
        _expList = NULL;

        if (empty())
            Initialize();
        else if (needInitTop())
            InitTop();
        else if (_cleanFlag & MMCF_RESET)
            top()->Reset(*_owner);

        _cleanFlag &= ~MMCF_RESET;
    }
}
Beispiel #12
0
void MotionMaster::UpdateMotion(uint32 diff)
{
    if(!i_owner)
        return;

    if(i_owner->HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
        return;

    ASSERT(!empty());

    m_cleanFlag |= MMCF_UPDATE;
    if(!top()->Update(*i_owner, diff))
    {
        m_cleanFlag &= ~MMCF_UPDATE;
        MovementExpired();
    }
    else
        m_cleanFlag &= ~MMCF_UPDATE;

    if(m_expList)
    {
        for(size_t i = 0; i < m_expList->size(); ++i)
        {
            MovementGenerator* mg = (*m_expList)[i];
            DirectDelete(mg);
        }

        delete m_expList;
        m_expList = NULL;

        if(empty())
            Initialize();
        else if(needInitTop())
            InitTop();
        else if(m_cleanFlag & MMCF_RESET)
            top()->Reset(*i_owner);

        m_cleanFlag &= ~MMCF_RESET;
    }
}
Beispiel #13
0
void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot)
{
    if (MovementGenerator *curr = Impl[slot])
    {
        Impl[slot] = NULL; // in case a new one is generated in this slot during direct delete
        if (_top == slot && (_cleanFlag & MMCF_UPDATE))
            DelayedDelete(curr);
        else
            DirectDelete(curr);
    }
    else if (_top < slot)
        _top = slot;

    Impl[slot] = m;
    if (_top > slot)
        _needInit[slot] = true;
    else
    {
        _needInit[slot] = false;
        m->Initialize(*_owner);
    }
}
Beispiel #14
0
void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot)
{
    if(MovementGenerator *curr = Impl[slot])
    {
        if(i_top == slot && (m_cleanFlag & MMCF_UPDATE))
            DelayedDelete(curr);
        else
            DirectDelete(curr);
    }
    else if(i_top < slot)
    {
        i_top = slot;
    }

    if(i_top > slot)
        needInit[slot] = true;
    else
    {
        m->Initialize(*i_owner);
        needInit[slot] = false;
    }
    Impl[slot] = m;
}
Beispiel #15
0
void MotionMaster::Mutate(MovementGenerator *m, MovementSlot slot)
{
    if (MovementGenerator* curr = _slot[slot])
    {
        _slot[slot] = nullptr; // in case a new one is generated in this slot during directdelete
        if (_top == slot && (_cleanFlag & MOTIONMMASTER_CLEANFLAG_UPDATE))
            DelayedDelete(curr);
        else
            DirectDelete(curr);
    }
    else if (_top < slot)
    {
        _top = slot;
    }

    _slot[slot] = m;
    if (_top > slot)
        _initialize[slot] = true;
    else
    {
        _initialize[slot] = false;
        m->Initialize(_owner);
    }
}
Beispiel #16
0
void
MotionMaster::Initialize()
{
    // clear ALL movement generators (including default)
    while(!empty())
    {
        MovementGenerator *curr = top();
        pop();
        if(curr) DirectDelete(curr);
    }

    // set new default movement generator
    if(i_owner->GetTypeId() == TYPEID_UNIT)
    {
        MovementGenerator* movement = FactorySelector::selectMovementGenerator((Creature*)i_owner);
        push(  movement == NULL ? &si_idleMovement : movement );
        InitTop();
    }
    else
    {
        push(&si_idleMovement);
        needInit[MOTION_SLOT_IDLE] = false;
    }
}