void WaypointMovementGenerator<Creature>::Reset(Creature &creature)
{
    i_path = NULL;
	LoadPath(creature);
    SetStoppedByPlayer(false);
    i_nextMoveTime.Reset(0);
    creature.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if (!&creature)
        return true;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    // prevent a crash at empty waypoint path.
    if (!i_path || i_path->empty())
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    if (i_currentNode >= i_path->size())
    {
        sLog.outError("WaypointMovement currentNode (%u) is equal or bigger than path size (creature entry %u)", i_currentNode, creature.GetEntry());
        i_currentNode = 0;
    }

    CreatureTraveller traveller(creature);

    i_nextMoveTime.Update(diff);

    if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
    {
        if (!IsActive(creature))                            // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                    // not expire now, but already lost
    }

    // creature has been stopped in middle of the waypoint segment
    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
    {
        // Timer has elapsed, meaning this part controlled it
        if (i_nextMoveTime.Passed())
        {
            SetStoppedByPlayer(false);

            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            // Now we re-set destination to same node and start travel
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else // if( !i_nextMoveTime.Passed())
        {
            // unexpected end of timer && creature stopped && not at end of segment
            if (!IsStoppedByPlayer())
            {
                // Put 30 seconds delay
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                SetStoppedByPlayer(true);                   // Mark we did it
            }
        }
        return true;                                        // Abort here this update
    }

    if (creature.IsStopped())
    {
        if (!m_isArrivalDone)
        {
            if (i_path->at(i_currentNode).orientation != 100)
                creature.SetOrientation(i_path->at(i_currentNode).orientation);

            if (i_path->at(i_currentNode).script_id)
            {
                DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry());
                creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature);
            }

            // We have reached the destination and can process behavior
            if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
            {
                if (behavior->emote != 0)
                    creature.HandleEmote(behavior->emote);

                if (behavior->spell != 0)
                {
                    creature.CastSpell(&creature, behavior->spell, false);

                    if (!IsActive(creature))                // force stop processing (cast can change movegens list)
                        return true;                        // not expire now, but already lost
                }

                if (behavior->model1 != 0)
                    creature.SetDisplayId(behavior->model1);

                if (behavior->textid[0])
                {
                    // Not only one text is set
                    if (behavior->textid[1])
                    {
                        // Select one from max 5 texts (0 and 1 already checked)
                        int i = 2;
                        for(; i < MAX_WAYPOINT_TEXT; ++i)
                        {
                            if (!behavior->textid[i])
                                break;
                        }

                        creature.Say(behavior->textid[rand() % i], 0, 0);
                    }
                    else
                        creature.Say(behavior->textid[0], 0, 0);
                }
            }                                               // wpBehaviour found

            // Can only do this once for the node
            m_isArrivalDone = true;

            // Inform script
            MovementInform(creature);

            if (!IsActive(creature))                        // force stop processing (movement can move out active zone with cleanup movegens list)
                return true;                                // not expire now, but already lost

            // prevent a crash at empty waypoint path.
            if (!i_path || i_path->empty() || i_currentNode >= i_path->size())
            {
                creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
                return true;
            }
        }
    }                                                       // i_creature.IsStopped()

    // This is at the end of waypoint segment (incl. was previously stopped by player, extending the time)
    if (i_nextMoveTime.Passed())
    {
        // If stopped then begin a new move segment
        if (creature.IsStopped())
        {
            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
            {
                if (behavior->model2 != 0)
                    creature.SetDisplayId(behavior->model2);

                creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
            }

            // behavior for "departure" of the current node is done
            m_isArrivalDone = false;

            // Proceed with increment current node and then send to the next destination
            ++i_currentNode;

            // Oops, end of the line so need to start from the beginning
            if (i_currentNode >= i_path->size())
                i_currentNode = 0;

            if (i_path->at(i_currentNode).orientation != 100)
                creature.SetOrientation(i_path->at(i_currentNode).orientation);

            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else
        {
            // If not stopped then stop it
            creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);

            SetStoppedByPlayer(false);

            // Set TimeTracker to waittime for the current node
            i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
        }
    }

    return true;
}
Esempio n. 3
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bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if (!&creature)
        return true;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    // prevent a crash at empty waypoint path.
    if (!i_path || i_path->empty())
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    if (i_currentNode >= i_path->size())
        i_currentNode = 0;

    CreatureTraveller traveller(creature);

    i_nextMoveTime.Update(diff);
    if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
    {
        if (!IsActive(creature))                            // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                    // not expire now, but already lost
    }

    // creature has been stopped in middle of the waypoint segment
    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
    {
        // Timer has elapsed, meaning this part controlled it
        if (i_nextMoveTime.Passed())
        {
            SetStoppedByPlayer(false);

            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            // Now we re-set destination to same node and start travel
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else // if( !i_nextMoveTime.Passed())
        {
            // unexpected end of timer && creature stopped && not at end of segment
            if (!IsStoppedByPlayer())
            {
                // Put 30 seconds delay
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                SetStoppedByPlayer(true);                   // Mark we did it
            }
        }
        return true;                                        // Abort here this update
    }

    if (creature.IsStopped() && !i_hasDone) // creature is waiting on a waypoint and hasn't done the behavior yet
    {
        uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

        if (i_path->at(idx).orientation != 100)
            creature.SetOrientation(i_path->at(idx).orientation);

        if (WaypointBehavior *behavior = i_path->at(idx).behavior)
        {
            if (behavior->emote != 0)
                creature.HandleEmote(behavior->emote);

            if (behavior->spell != 0)
            {
                creature.CastSpell(&creature, behavior->spell, false);

                if (!IsActive(creature))                // force stop processing (cast can change movegens list)
                    return true;                        // not expire now, but already lost
            }

            if (behavior->model1 != 0)
                creature.SetDisplayId(behavior->model1);

            if (behavior->textid[0])
            {
                // Not only one text is set
                if (behavior->textid[1])
                {
                    // Select one from max 5 texts (0 and 1 already checked)
                    int i = 2;
                    for(; i < MAX_WAYPOINT_TEXT; ++i)
                    {
                        if (!behavior->textid[i])
                            break;
                    }

                    creature.Say(behavior->textid[rand() % i], 0, 0);
                }
                else
                    creature.Say(behavior->textid[0], 0, 0);
            }
        } // behavior done

        i_hasDone = true;
        MovementInform(creature);

        if (!IsActive(creature))                        // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                // not expire now, but already lost

        // prevent a crash at empty waypoint path.
        if (!i_path || i_path->empty() || i_currentNode >= i_path->size())
        {
            creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
            return true;
        }
    }                                                       // i_creature.IsStopped()

    // This is at the end of waypoint segment or has been stopped by player
    if (i_nextMoveTime.Passed())
    {
        // If stopped then begin a new move segment
        if (creature.IsStopped())
        {
            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());

            uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

            if (i_path->at(idx).orientation != 100)
                creature.SetOrientation(i_path->at(idx).orientation);

            if (WaypointBehavior *behavior = i_path->at(idx).behavior)
            {
                if (behavior->model2 != 0)
                    creature.SetDisplayId(behavior->model2);

                creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
            }
        }
        else
        {
            // If not stopped then stop it and set the reset of TimeTracker to waittime
            creature.StopMoving();
            SetStoppedByPlayer(false);

            i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
            ++i_currentNode;

            i_hasDone = false;

            if (i_currentNode >= i_path->size())
                i_currentNode = 0;
        }
    }
    return true;
}
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if(!&creature)
        return true;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
        return true;

    // prevent a crash at empty waypoint path.
    if(!i_path || i_path->empty())
        return true;

    // i_path was modified by chat commands for example
    if(i_path->size() != i_hasDone.size())
        i_hasDone.resize(i_path->size());
    if(i_currentNode >= i_path->size())
        i_currentNode = 0;

    CreatureTraveller traveller(creature);

    i_nextMoveTime.Update(diff);
    i_destinationHolder.UpdateTraveller(traveller, diff, false, true);

    // creature has been stopped in middle of the waypoint segment
    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
    {
        if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
        {
            SetStoppedByPlayer(false);
            // Now we re-set destination to same node and start travel
            creature.addUnitState(UNIT_STAT_ROAMING);
            if (creature.canFly())
                creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else // if( !i_nextMoveTime.Passed())
        { // unexpected end of timer && creature stopped && not at end of segment
            if (!IsStoppedByPlayer())
            {                                                   // Put 30 seconds delay
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                SetStoppedByPlayer(true);                        // Mark we did it
            }
        }
        return true;    // Abort here this update
    }

    if( creature.IsStopped())
    {
        uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

        if (!i_hasDone[idx])
        {
            if (i_path->at(idx).orientation !=100)
                creature.SetOrientation(i_path->at(idx).orientation);

            if(WaypointBehavior *behavior = i_path->at(idx).behavior)
            {
                if(behavior->emote != 0)
                    creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
                if(behavior->spell != 0)
                    creature.CastSpell(&creature,behavior->spell, false);
                if(behavior->model1 != 0)
                    creature.SetDisplayId(behavior->model1);
                if(behavior->textid[0])
                {
                    // Not only one text is set
                    if( behavior->textid[1] )
                    {
                        // Select one from max 5 texts (0 and 1 laready checked)
                        int i = 2;
                        for( ; i < MAX_WAYPOINT_TEXT; ++i )
                            if( !behavior->textid[i] )
                                break;

                        creature.Say(behavior->textid[rand() % i], 0, 0);
                    }
                    else
                        creature.Say(behavior->textid[0], 0, 0);
                }
            }                                               // wpBehaviour found

            i_hasDone[idx] = true;
            MovementInform(creature);
        }                                                   // HasDone == false
    }                                                       // i_creature.IsStopped()

    if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
    {
        if( creature.IsStopped() ) // If stopped then begin a new move segment
        {
            creature.addUnitState(UNIT_STAT_ROAMING);
            if (creature.canFly())
                creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
            uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;

            if (i_path->at(idx).orientation !=100)
                creature.SetOrientation(i_path->at(idx).orientation);

            if(WaypointBehavior *behavior = i_path->at(idx).behavior )
            {
                i_hasDone[idx] = false;
                if(behavior->model2 != 0)
                    creature.SetDisplayId(behavior->model2);

                creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
            }
        }
        else // If not stopped then stop it and set the reset of TimeTracker to waittime
        {
            creature.StopMoving();
            SetStoppedByPlayer(false);
            i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
            ++i_currentNode;
            if( i_currentNode >= i_path->size() )
                i_currentNode = 0;
        }
    }
    return true;
}