Files
TrinityCore/src/server/game/Entities/Creature/CreatureGroups.cpp
2015-09-24 14:46:16 +02:00

254 lines
8.5 KiB
C++

/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 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, see <http://www.gnu.org/licenses/>.
*/
#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);
}
}