/* * Copyright (C) 2008-2015 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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, see . */ #include "Creature.h" #include "CreatureGroups.h" #include "ObjectMgr.h" #include "CreatureAI.h" #define MAX_DESYNC 5.0f FormationMgr::~FormationMgr() { for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) delete itr->second; } void FormationMgr::AddCreatureToGroup(uint32 groupId, Creature* member) { Map* map = member->FindMap(); if (!map) return; CreatureGroupHolderType::iterator itr = map->CreatureGroupHolder.find(groupId); //Add member to an existing group if (itr != map->CreatureGroupHolder.end()) { TC_LOG_DEBUG("entities.unit", "Group found: %u, inserting creature GUID: %u, Group InstanceID %u", groupId, member->GetGUID().GetCounter(), member->GetInstanceId()); itr->second->AddMember(member); } //Create new group else { TC_LOG_DEBUG("entities.unit", "Group not found: %u. Creating new group.", groupId); CreatureGroup* group = new CreatureGroup(groupId); map->CreatureGroupHolder[groupId] = group; group->AddMember(member); } } void FormationMgr::RemoveCreatureFromGroup(CreatureGroup* group, Creature* member) { TC_LOG_DEBUG("entities.unit", "Deleting member pointer to GUID: %u from group %u", group->GetId(), member->GetSpawnId()); group->RemoveMember(member); if (group->isEmpty()) { Map* map = member->FindMap(); if (!map) return; TC_LOG_DEBUG("entities.unit", "Deleting group with InstanceID %u", member->GetInstanceId()); map->CreatureGroupHolder.erase(group->GetId()); delete group; } } void FormationMgr::LoadCreatureFormations() { uint32 oldMSTime = getMSTime(); for (CreatureGroupInfoType::iterator itr = CreatureGroupMap.begin(); itr != CreatureGroupMap.end(); ++itr) // for reload case delete itr->second; CreatureGroupMap.clear(); //Get group data QueryResult result = WorldDatabase.Query("SELECT leaderGUID, memberGUID, dist, angle, groupAI, point_1, point_2 FROM creature_formations ORDER BY leaderGUID"); if (!result) { TC_LOG_ERROR("server.loading", ">> Loaded 0 creatures in formations. DB table `creature_formations` is empty!"); return; } uint32 count = 0; Field* fields; FormationInfo* group_member; do { fields = result->Fetch(); //Load group member data group_member = new FormationInfo(); group_member->leaderGUID = fields[0].GetUInt32(); uint32 memberGUID = fields[1].GetUInt32(); group_member->groupAI = fields[4].GetUInt32(); group_member->point_1 = fields[5].GetUInt16(); group_member->point_2 = fields[6].GetUInt16(); //If creature is group leader we may skip loading of dist/angle if (group_member->leaderGUID != memberGUID) { group_member->follow_dist = fields[2].GetFloat(); group_member->follow_angle = fields[3].GetFloat() * float(M_PI) / 180; } else { group_member->follow_dist = 0; group_member->follow_angle = 0; } // check data correctness { if (!sObjectMgr->GetCreatureData(group_member->leaderGUID)) { TC_LOG_ERROR("sql.sql", "creature_formations table leader guid %u incorrect (not exist)", group_member->leaderGUID); delete group_member; continue; } if (!sObjectMgr->GetCreatureData(memberGUID)) { TC_LOG_ERROR("sql.sql", "creature_formations table member guid %u incorrect (not exist)", memberGUID); delete group_member; continue; } } CreatureGroupMap[memberGUID] = group_member; ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u creatures in formations in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } void CreatureGroup::AddMember(Creature* member) { TC_LOG_DEBUG("entities.unit", "CreatureGroup::AddMember: Adding unit GUID: %u.", member->GetGUID().GetCounter()); //Check if it is a leader if (member->GetSpawnId() == m_groupID) { TC_LOG_DEBUG("entities.unit", "Unit GUID: %u is formation leader. Adding group.", member->GetGUID().GetCounter()); m_leader = member; } m_members[member] = sFormationMgr->CreatureGroupMap.find(member->GetSpawnId())->second; member->SetFormation(this); } void CreatureGroup::RemoveMember(Creature* member) { if (m_leader == member) m_leader = NULL; m_members.erase(member); member->SetFormation(NULL); } void CreatureGroup::MemberAttackStart(Creature* member, Unit* target) { uint8 groupAI = sFormationMgr->CreatureGroupMap[member->GetSpawnId()]->groupAI; if (!groupAI) return; if (groupAI == 1 && member != m_leader) return; for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { if (m_leader) // avoid crash if leader was killed and reset. TC_LOG_DEBUG("entities.unit", "GROUP ATTACK: group instance id %u calls member instid %u", m_leader->GetInstanceId(), member->GetInstanceId()); Creature* other = itr->first; // Skip self if (other == member) continue; if (!other->IsAlive()) continue; if (other->GetVictim()) continue; if (other->IsValidAttackTarget(target)) other->AI()->AttackStart(target); } } void CreatureGroup::FormationReset(bool dismiss) { for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { if (itr->first != m_leader && itr->first->IsAlive()) { if (dismiss) itr->first->GetMotionMaster()->Initialize(); else itr->first->GetMotionMaster()->MoveIdle(); TC_LOG_DEBUG("entities.unit", "Set %s movement for member GUID: %u", dismiss ? "default" : "idle", itr->first->GetGUID().GetCounter()); } } m_Formed = !dismiss; } void CreatureGroup::LeaderMoveTo(float x, float y, float z) { //! To do: This should probably get its own movement generator or use WaypointMovementGenerator. //! If the leader's path is known, member's path can be plotted as well using formation offsets. if (!m_leader) return; float pathangle = std::atan2(m_leader->GetPositionY() - y, m_leader->GetPositionX() - x); for (CreatureGroupMemberType::iterator itr = m_members.begin(); itr != m_members.end(); ++itr) { Creature* member = itr->first; if (member == m_leader || !member->IsAlive() || member->GetVictim()) continue; if (itr->second->point_1) if (m_leader->GetCurrentWaypointID() == itr->second->point_1 - 1 || m_leader->GetCurrentWaypointID() == itr->second->point_2 - 1) itr->second->follow_angle = float(M_PI) * 2 - itr->second->follow_angle; float angle = itr->second->follow_angle; float dist = itr->second->follow_dist; float dx = x + std::cos(angle + pathangle) * dist; float dy = y + std::sin(angle + pathangle) * dist; float dz = z; Trinity::NormalizeMapCoord(dx); Trinity::NormalizeMapCoord(dy); member->UpdateGroundPositionZ(dx, dy, dz); if (member->IsWithinDist(m_leader, dist + MAX_DESYNC)) member->SetUnitMovementFlags(m_leader->GetUnitMovementFlags()); else member->SetWalk(false); member->GetMotionMaster()->MovePoint(0, dx, dy, dz); member->SetHomePosition(dx, dy, dz, pathangle); } }