void WaypointMovementGenerator<Creature>::Initialize(Creature &u) { u.StopMoving(); StopedByPlayer = false; if (!path_id) path_id = u.GetWaypointPath(); waypoints = sWaypointMgr->GetPath(path_id); i_currentNode = 0; if (waypoints && waypoints->size()) { node = waypoints->front(); Traveller<Creature> traveller(u); InitTraveller(u, *node); MoveToNextNode(traveller); //Call for creature group update if (u.GetFormation() && u.GetFormation()->getLeader() == &u) u.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else node = NULL; }
bool WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff) { if (!&unit) return true; if (!path_id) return false; // Waypoint movement can be switched on/off // This is quite handy for escort quests and other stuff if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) return true; // Clear the generator if the path doesn't exist if (!waypoints || !waypoints->size()) return false; // We have to set the destination here (for the first point), right after Initialize. Without, we may not have valid xyz for GetResetPosition Traveller<Creature> traveller(unit); i_nextMoveTime.Update(diff); i_destinationHolder.UpdateTraveller(traveller, diff, true); if (i_nextMoveTime.GetExpiry() < TIMEDIFF_NEXT_WP) { if (unit.IsStopped()) { if (StopedByPlayer) { ASSERT(node); InitTraveller(unit, *node); MoveToNextNode(traveller); StopedByPlayer = false; return true; } if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint { if (repeating) // If the movement is repeating i_currentNode = 0; // Start moving all over again else { unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation()); unit.GetMotionMaster()->Initialize(); return false; // Clear the waypoint movement } } else ++i_currentNode; node = waypoints->at(i_currentNode); InitTraveller(unit, *node); MoveToNextNode(traveller); //Call for creature group update if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit) unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z); } else { //Determine waittime if (node->delay) i_nextMoveTime.Reset(node->delay); //note: disable "start" for mtmap if (node->event_id && urand(0,99) < node->event_chance) unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/); i_destinationHolder.ResetTravelTime(); MovementInform(unit); unit.UpdateWaypointID(i_currentNode); unit.ClearUnitState(UNIT_STAT_ROAMING); unit.Relocate(node->x, node->y, node->z); } } else { if (unit.IsStopped() && !i_destinationHolder.HasArrived()) { if (!StopedByPlayer) { i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); StopedByPlayer = true; } } } 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_NOT_MOVE)) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); return true; } CreatureTraveller traveller(creature); // prevent a crash at empty waypoint path. if (!i_path || i_path->empty()) { creature.clearUnitState(UNIT_STAT_ROAMING_MOVE); i_destinationHolder.SetDestination(traveller,creature.GetPositionX(),creature.GetPositionY(),creature.GetPositionZ(),true); 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; } 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_FLYING); // Now we re-set destination to same node and start travel MoveToNextNode(traveller); } 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 %s.", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetGuidStr().c_str()); 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.MonsterSay(behavior->textid[rand() % i], LANG_UNIVERSAL); } else creature.MonsterSay(behavior->textid[0], LANG_UNIVERSAL); } } // 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_FLYING); 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); MoveToNextNode(traveller); } 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; }
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 MoveToNextNode(traveller); } 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 (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior) { if (behavior->emote != 0) creature.HandleEmoteCommand(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; 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); // 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; MoveToNextNode(traveller); if (i_path->at(i_currentNode).orientation != 100) creature.SetOrientation(i_path->at(i_currentNode).orientation); 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; } 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; }