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-rw-r--r--src/game/TargetedMovementGenerator.cpp33
1 files changed, 0 insertions, 33 deletions
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
index 3b001c1ed3c..344df244f0b 100644
--- a/src/game/TargetedMovementGenerator.cpp
+++ b/src/game/TargetedMovementGenerator.cpp
@@ -17,7 +17,6 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-
#include "ByteBuffer.h"
#include "TargetedMovementGenerator.h"
#include "Errors.h"
@@ -25,9 +24,7 @@
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"
-
#define SMALL_ALPHA 0.05f
-
#include <cmath>
/*
struct StackCleaner
@@ -41,7 +38,6 @@ struct StackCleaner
}
};
*/
-
template<class T>
TargetedMovementGenerator<T>::TargetedMovementGenerator(Unit &target, float offset, float angle)
: TargetedMovementGeneratorBase(target)
@@ -49,17 +45,14 @@ TargetedMovementGenerator<T>::TargetedMovementGenerator(Unit &target, float offs
{
target.GetPosition(i_targetX, i_targetY, i_targetZ);
}
-
template<class T>
bool
TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
{
if (!i_target.isValid() || !i_target->IsInWorld())
return false;
-
if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) )
return false;
-
float x, y, z;
Traveller<T> traveller(owner);
if(i_destinationHolder.HasDestination())
@@ -96,7 +89,6 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
if(i_target->IsWithinDist(&owner, i_offset * 0.8f))
stop = true;
}
-
if(stop)
{
owner.GetPosition(x, y, z);
@@ -106,11 +98,9 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
return false;
}
}
-
if(i_target->GetExactDistSq(i_targetX, i_targetY, i_targetZ) < 0.01f)
return false;
}
-
if(!i_offset)
{
// to nearest random contact position
@@ -126,7 +116,6 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
// to at i_offset distance from target and i_angle from target facing
i_target->GetClosePoint(x,y,z,owner.GetObjectSize(),i_offset,i_angle);
}
-
/*
We MUST not check the distance difference and avoid setting the new location for smaller distances.
By that we risk having far too many GetContactPoint() calls freezing the whole system.
@@ -137,7 +126,6 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
we will calculate a new contact point each update loop, but will never move to it.
The system will freeze.
ralf
-
//We don't update Mob Movement, if the difference between New destination and last destination is < BothObjectSize
float bothObjectSize = i_target->GetObjectSize() + owner.GetObjectSize() + CONTACT_DISTANCE;
if( i_destinationHolder.HasDestination() && i_destinationHolder.GetDestinationDiff(x,y,z) < bothObjectSize )
@@ -148,7 +136,6 @@ TargetedMovementGenerator<T>::_setTargetLocation(T &owner)
i_destinationHolder.StartTravel(traveller);
return true;
}
-
template<class T>
void
TargetedMovementGenerator<T>::Initialize(T &owner)
@@ -157,37 +144,30 @@ TargetedMovementGenerator<T>::Initialize(T &owner)
owner.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
-
_setTargetLocation(owner);
}
-
template<class T>
void
TargetedMovementGenerator<T>::Finalize(T &owner)
{
owner.clearUnitState(UNIT_STAT_CHASE);
}
-
template<class T>
void
TargetedMovementGenerator<T>::Reset(T &owner)
{
Initialize(owner);
}
-
template<class T>
bool
TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
{
if (!i_target.isValid() || !i_target->IsInWorld())
return false;
-
if (!&owner || !owner.isAlive())
return true;
-
if (owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED))
return true;
-
// prevent movement while casting spells with cast time or channel time
if (owner.hasUnitState(UNIT_STAT_CASTING))
{
@@ -195,13 +175,10 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
owner.StopMoving();
return true;
}
-
// prevent crash after creature killed pet
if (!owner.hasUnitState(UNIT_STAT_FOLLOW) && owner.getVictim() != i_target.getTarget())
return true;
-
Traveller<T> traveller(owner);
-
if (!i_destinationHolder.HasDestination())
_setTargetLocation(owner);
else if (owner.IsStopped() && !i_destinationHolder.HasArrived())
@@ -210,13 +187,11 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
i_destinationHolder.StartTravel(traveller);
return true;
}
-
if (i_destinationHolder.UpdateTraveller(traveller, time_diff))
{
// put targeted movement generators on a higher priority
//if (owner.GetObjectSize())
//i_destinationHolder.ResetUpdate(50);
-
// target moved
if (i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY()
|| i_targetZ != i_target->GetPositionZ())
@@ -225,44 +200,36 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
owner.SetInFront(i_target.getTarget());
i_target->GetPosition(i_targetX, i_targetY, i_targetZ);
}
-
if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
{
i_recalculateTravel = false;
//Angle update will take place into owner.StopMoving()
owner.SetInFront(i_target.getTarget());
-
owner.StopMoving();
if(owner.IsWithinMeleeRange(i_target.getTarget()) && !owner.hasUnitState(UNIT_STAT_FOLLOW))
owner.Attack(i_target.getTarget(),true);
}
}
-
// Implemented for PetAI to handle resetting flags when pet owner reached
if (i_destinationHolder.HasArrived())
MovementInform(owner);
-
return true;
}
-
template<class T>
Unit*
TargetedMovementGenerator<T>::GetTarget() const
{
return i_target.getTarget();
}
-
template<class T>
void TargetedMovementGenerator<T>::MovementInform(T &unit)
{
}
-
template <> void TargetedMovementGenerator<Creature>::MovementInform(Creature &unit)
{
// Pass back the GUIDLow of the target. If it is pet's owner then PetAI will handle
unit.AI()->MovementInform(TARGETED_MOTION_TYPE, i_target.getTarget()->GetGUIDLow());
}
-
template void TargetedMovementGenerator<Player>::MovementInform(Player&); // Not implemented for players
template TargetedMovementGenerator<Player>::TargetedMovementGenerator(Unit &target, float offset, float angle);
template TargetedMovementGenerator<Creature>::TargetedMovementGenerator(Unit &target, float offset, float angle);