Files
TrinityCore/src/game/HomeMovementGenerator.cpp
shadowu@mail.bg 51f0c70b7e *Movement Generators standardization.
- bool GetDestination(&x,&y,&z) added to all movement generators.(it is used by update of players view distance)
- Fixed when creature entering in combat not count this as StoppedByPlayer.
- Random Movement Generator - added support for creating custom spawndist during the game.
- Random Movement Generator - Db spawndist is checked only at initialize(NOT in each sellect of random location).
- Added Random Movement to motion master - it can be called now by MoveRandom(spawndist) e.g. for use in SD2.
- Home and Random movements no more using RespawnCoords(Home Position has implemented)
- Fixed bug when creature is moving on path and enter combat, after that returns to spawn position.
-Typo fix in Confused Movement Generator

--HG--
branch : trunk
2008-12-19 00:37:40 +02:00

85 lines
2.4 KiB
C++

/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "HomeMovementGenerator.h"
#include "Creature.h"
#include "Traveller.h"
#include "MapManager.h"
#include "ObjectAccessor.h"
#include "DestinationHolderImp.h"
#include "WorldPacket.h"
void
HomeMovementGenerator<Creature>::Initialize(Creature & owner)
{
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
_setTargetLocation(owner);
}
void
HomeMovementGenerator<Creature>::Reset(Creature &)
{
}
void
HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
{
if( !&owner )
return;
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) )
return;
float x, y, z;
owner.GetHomePosition(x, y, z, ori);
CreatureTraveller traveller(owner);
uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
modifyTravelTime(travel_time);
owner.clearUnitState(UNIT_STAT_ALL_STATE);
}
bool
HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff)
{
CreatureTraveller traveller( owner);
i_destinationHolder.UpdateTraveller(traveller, time_diff, false);
if (time_diff > i_travel_timer)
{
owner.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
// restore orientation of not moving creature at returning to home
if(owner.GetDefaultMovementType()==IDLE_MOTION_TYPE)
{
owner.SetOrientation(ori);
WorldPacket packet;
owner.BuildHeartBeatMsg(&packet);
owner.SendMessageToSet(&packet, false);
}
return false;
}
i_travel_timer -= time_diff;
return true;
}