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authorShauren <shauren.trinity@gmail.com>2013-06-01 18:34:58 +0200
committerShauren <shauren.trinity@gmail.com>2013-06-01 18:34:58 +0200
commit1866c7a038c5a5a11dee9b62abb00a558d381d2d (patch)
tree943591c7f79276b75ea88edbcf247b741ef8050d /src/server/game/Movement
parent7d64b56db1d109df0d8b99f5913ae5de31ed9e83 (diff)
parentfb718d20aa23409c4ea695950d731d7887e87dc2 (diff)
Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
Conflicts: src/server/game/Movement/Spline/MoveSplineInit.cpp
Diffstat (limited to 'src/server/game/Movement')
-rwxr-xr-xsrc/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp11
-rw-r--r--src/server/game/Movement/Spline/MoveSplineInit.cpp29
2 files changed, 26 insertions, 14 deletions
diff --git a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
index ea7a8c4c710..227780daa1f 100755
--- a/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
@@ -24,6 +24,7 @@
#include "MoveSplineInit.h"
#include "MoveSpline.h"
#include "Player.h"
+#include "CreatureGroups.h"
//----- Point Movement Generator
template<class T>
@@ -42,6 +43,11 @@ void PointMovementGenerator<T>::DoInitialize(T* unit)
if (speed > 0.0f)
init.SetVelocity(speed);
init.Launch();
+
+ //Call for creature group update
+ if (Creature* creature = unit->ToCreature())
+ if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
+ creature->GetFormation()->LeaderMoveTo(i_x, i_y, i_z);
}
template<class T>
@@ -66,6 +72,11 @@ bool PointMovementGenerator<T>::DoUpdate(T* unit, uint32 /*diff*/)
if (speed > 0.0f) // Default value for point motion type is 0.0, if 0.0 spline will use GetSpeed on unit
init.SetVelocity(speed);
init.Launch();
+
+ //Call for creature group update
+ if (Creature* creature = unit->ToCreature())
+ if (creature->GetFormation() && creature->GetFormation()->getLeader() == creature)
+ creature->GetFormation()->LeaderMoveTo(i_x, i_y, i_z);
}
return !unit->movespline->Finalized();
diff --git a/src/server/game/Movement/Spline/MoveSplineInit.cpp b/src/server/game/Movement/Spline/MoveSplineInit.cpp
index 8a60ae05f41..9cc1dbb3f43 100644
--- a/src/server/game/Movement/Spline/MoveSplineInit.cpp
+++ b/src/server/game/Movement/Spline/MoveSplineInit.cpp
@@ -29,11 +29,7 @@ namespace Movement
{
UnitMoveType SelectSpeedType(uint32 moveFlags)
{
- /*! Not sure about MOVEMENTFLAG_CAN_FLY here - do creatures that can fly
- but are on ground right now also have it? If yes, this needs a more
- dynamic check, such as is flying now
- */
- if (moveFlags & (MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY))
+ if (moveFlags & MOVEMENTFLAG_FLYING)
{
if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/)
return MOVE_FLIGHT_BACK;
@@ -55,6 +51,8 @@ namespace Movement
else if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
return MOVE_RUN_BACK;
+ // Flying creatures use MOVEMENTFLAG_CAN_FLY or MOVEMENTFLAG_DISABLE_GRAVITY
+ // Run speed is their default flight speed.
return MOVE_RUN;
}
@@ -88,22 +86,25 @@ namespace Movement
move_spline.onTransport = (unit->GetTransGUID() != 0);
uint32 moveFlags = unit->m_movementInfo.GetMovementFlags();
- if (args.flags.walkmode)
- moveFlags |= MOVEMENTFLAG_WALKING;
- else
- moveFlags &= ~MOVEMENTFLAG_WALKING;
-
moveFlags |= MOVEMENTFLAG_FORWARD;
+ if (moveFlags & MOVEMENTFLAG_ROOT)
+ moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
+
if (!args.HasVelocity)
- args.velocity = unit->GetSpeed(SelectSpeedType(moveFlags));
+ {
+ // If spline is initialized with SetWalk method it only means we need to select
+ // walk move speed for it but not add walk flag to unit
+ uint32 moveFlagsForSpeed = moveFlags;
+ if (args.flags.walkmode)
+ moveFlagsForSpeed |= MOVEMENTFLAG_WALKING;
+
+ args.velocity = unit->GetSpeed(SelectSpeedType(moveFlagsForSpeed));
+ }
if (!args.Validate(unit))
return 0;
- if (moveFlags & MOVEMENTFLAG_ROOT)
- moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
-
unit->m_movementInfo.SetMovementFlags(moveFlags);
move_spline.Initialize(args);