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authormaximius <none@none>2009-11-17 20:26:35 -0800
committermaximius <none@none>2009-11-17 20:26:35 -0800
commit27d3bf466c447f8df587eb29f5be48d837b6027c (patch)
tree2c0d073a6317b3583fb0edc054201c3c91f54e2c /src/game/WaypointMovementGenerator.cpp
parent6659defa6d61d402061b4c2b1442a52a271c14bc (diff)
*Convert some tabs to 4 spaces.
--HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r--src/game/WaypointMovementGenerator.cpp62
1 files changed, 28 insertions, 34 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp
index fe5d20bbc91..d017b09981f 100644
--- a/src/game/WaypointMovementGenerator.cpp
+++ b/src/game/WaypointMovementGenerator.cpp
@@ -21,7 +21,7 @@
//Extended headers
#include "ObjectMgr.h"
#include "World.h"
-#include "MapManager.h" // for flightmaster grid preloading
+#include "MapManager.h" // for flightmaster grid preloading
//Creature-specific headers
#include "Creature.h"
#include "CreatureAI.h"
@@ -256,17 +256,16 @@ void FlightPathMovementGenerator::Initialize(Player &player)
player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd());
- // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
- // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
+ // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
+ // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
- uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
- // same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
-
- m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
- m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
- m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
- m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
+ uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
+ // same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
+ m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
+ m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
+ m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
+ m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
}
void FlightPathMovementGenerator::Finalize(Player & player)
@@ -280,31 +279,29 @@ void FlightPathMovementGenerator::Finalize(Player & player)
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
- if( MovementInProgress() )
+ if(MovementInProgress())
{
Traveller<Player> traveller(player);
- if( i_destinationHolder.UpdateTraveller(traveller, diff) )
+ if(i_destinationHolder.UpdateTraveller(traveller, diff))
{
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
- if( i_destinationHolder.HasArrived() )
+ if(i_destinationHolder.HasArrived())
{
uint32 curMap = i_mapIds[i_currentNode];
++i_currentNode;
- if( MovementInProgress() )
+ if(MovementInProgress())
{
DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
- if(i_mapIds[i_currentNode]==curMap)
+ if(i_mapIds[i_currentNode] == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
}
- // check if it's time to preload the flightmaster grid
- // at path end
- if (i_currentNode == m_preloadTargetNode)
- {
- PreloadEndGrid();
- }
+ // check if it's time to preload the flightmaster grid at path end
+ if (i_currentNode == m_preloadTargetNode)
+ PreloadEndGrid();
+
return true;
}
//else HasArrived()
@@ -338,20 +335,17 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
void FlightPathMovementGenerator::PreloadEndGrid()
{
- // used to preload the final grid where the flightmaster is
- Map *endMap = MapManager::Instance().FindMap(m_endMapId);
-
- // Load the grid
- if (endMap)
- {
- sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
- endMap->LoadGrid(m_endGridX, m_endGridY);
- }
- else
- {
- sLog.outDetail("Unable to determine map to preload flightmaster grid");
- }
+ // used to preload the final grid where the flightmaster is
+ Map *endMap = MapManager::Instance().FindMap(m_endMapId);
+ // Load the grid
+ if (endMap)
+ {
+ sLog.outDetail("Preloading flightmaster at grid (%f, %f) for map %u", m_endGridX, m_endGridY, m_endMapId);
+ endMap->LoadGrid(m_endGridX, m_endGridY);
+ }
+ else
+ sLog.outDetail("Unable to determine map to preload flightmaster grid");
}
//