Game/Mapscripts: Implement SCRIPT_COMMAND_MOVEMENT

Cherry pick from 85357c75c4
This commit is contained in:
Aokromes
2017-02-15 07:11:48 +01:00
parent 8821f59340
commit fac5ce67db
3 changed files with 33 additions and 2 deletions

View File

@@ -111,6 +111,7 @@ std::string GetScriptCommandName(ScriptCommands command)
case SCRIPT_COMMAND_MODEL: res = "SCRIPT_COMMAND_MODEL"; break;
case SCRIPT_COMMAND_CLOSE_GOSSIP: res = "SCRIPT_COMMAND_CLOSE_GOSSIP"; break;
case SCRIPT_COMMAND_PLAYMOVIE: res = "SCRIPT_COMMAND_PLAYMOVIE"; break;
case SCRIPT_COMMAND_MOVEMENT: res = "SCRIPT_COMMAND_MOVEMENT"; break;
case SCRIPT_COMMAND_PLAY_ANIMKIT: res = "SCRIPT_COMMAND_PLAY_ANIMKIT"; break;
default:
{

View File

@@ -115,7 +115,8 @@ enum ScriptCommands
SCRIPT_COMMAND_MODEL = 32, // source = Creature, datalong = model id
SCRIPT_COMMAND_CLOSE_GOSSIP = 33, // source = Player
SCRIPT_COMMAND_PLAYMOVIE = 34, // source = Player, datalong = movie id
SCRIPT_COMMAND_PLAY_ANIMKIT = 35 // source = Creature, datalong = AnimKit id
SCRIPT_COMMAND_MOVEMENT = 35, // soucre = Creature, datalong = MovementType, datalong2 = MovementDistance (spawndist f.ex.), dataint = pathid
SCRIPT_COMMAND_PLAY_ANIMKIT = 36 // source = Creature, datalong = AnimKit id
};
// Benchmarked: Faster than std::unordered_map (insert/find)
@@ -365,7 +366,14 @@ struct ScriptInfo
uint32 MovieID; // datalong
} PlayMovie;
struct // SCRIPT_COMMAND_PLAY_ANIMKIT (35)
struct // SCRIPT_COMMAND_MOVEMENT (35)
{
uint32 MovementType; // datalong
uint32 MovementDistance; // datalong2
int32 Path; // dataint
} Movement;
struct // SCRIPT_COMMAND_PLAY_ANIMKIT (36)
{
uint32 AnimKitID; // datalong
} PlayAnimKit;

View File

@@ -886,6 +886,28 @@ void Map::ScriptsProcess()
player->SendMovieStart(step.script->PlayMovie.MovieID);
break;
case SCRIPT_COMMAND_MOVEMENT:
// Source must be Creature.
if (Creature* cSource = _GetScriptCreature(source, true, step.script))
{
if (!cSource->IsAlive())
return;
cSource->GetMotionMaster()->MovementExpired();
cSource->GetMotionMaster()->MoveIdle();
switch (step.script->Movement.MovementType)
{
case RANDOM_MOTION_TYPE:
cSource->GetMotionMaster()->MoveRandom((float)step.script->Movement.MovementDistance);
break;
case WAYPOINT_MOTION_TYPE:
cSource->GetMotionMaster()->MovePath(step.script->Movement.Path, false);
break;
}
}
break;
case SCRIPT_COMMAND_PLAY_ANIMKIT:
// Source must be Creature.
if (Creature* cSource = _GetScriptCreature(source, true, step.script))