aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
Diffstat (limited to 'src')
-rw-r--r--src/game/DestinationHolder.h2
-rw-r--r--src/game/DestinationHolderImp.h22
-rw-r--r--src/game/TargetedMovementGenerator.cpp14
3 files changed, 19 insertions, 19 deletions
diff --git a/src/game/DestinationHolder.h b/src/game/DestinationHolder.h
index 17b9e5153bc..e41ced5980a 100644
--- a/src/game/DestinationHolder.h
+++ b/src/game/DestinationHolder.h
@@ -56,7 +56,7 @@ class TRINITY_DLL_DECL DestinationHolder
uint32 StartTravel(TRAVELLER &traveller, bool sendMove = true);
void GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D = false) const;
void GetLocationNowNoMicroMovement(float &x, float &y, float &z) const; // For use without micro movement
- float GetDistance2dFromDestSq(const WorldObject &obj) const;
+ float GetDistance3dFromDestSq(const WorldObject &obj) const;
private:
void _findOffSetPoint(float x1, float y1, float x2, float y2, float offset, float &x, float &y);
diff --git a/src/game/DestinationHolderImp.h b/src/game/DestinationHolderImp.h
index c84ce19a96d..1fbc1c1ec67 100644
--- a/src/game/DestinationHolderImp.h
+++ b/src/game/DestinationHolderImp.h
@@ -107,24 +107,24 @@ DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff,
if(!i_destSet) return true;
float x, y, z;
- if(!micro_movement)
+ if (!micro_movement)
{
GetLocationNowNoMicroMovement(x, y, z);
- if( x == -431602080 )
+ if (x == -431602080)
return false;
}
else
{
- if(!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
+ if (!traveller.GetTraveller().hasUnitState(UNIT_STAT_MOVING | UNIT_STAT_IN_FLIGHT))
return true;
- if(traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
+ if (traveller.GetTraveller().hasUnitState(UNIT_STAT_IN_FLIGHT))
GetLocationNow(traveller.GetTraveller().GetBaseMap() ,x, y, z, true); // Should reposition Object with right Coord, so I can bypass some Grid Relocation
else
GetLocationNow(traveller.GetTraveller().GetBaseMap(), x, y, z, false);
- if( x == -431602080 )
+ if (x == -431602080)
return false;
// Change movement computation to micro movement based on last tick coords, this makes system work
@@ -142,7 +142,7 @@ DestinationHolder<TRAVELLER>::UpdateTraveller(TRAVELLER &traveller, uint32 diff,
i_fromZ = z;
}
- if( traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
+ if (traveller.GetTraveller().GetPositionX() != x || traveller.GetTraveller().GetPositionY() != y || traveller.GetTraveller().GetPositionZ() != z)
{
float ori = traveller.GetTraveller().GetAngle(x, y);
traveller.Relocation(x, y, z, ori);
@@ -155,13 +155,13 @@ template<typename TRAVELLER>
void
DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y, float &z, bool is3D) const
{
- if( HasArrived() )
+ if (HasArrived())
{
x = i_destX;
y = i_destY;
z = i_destZ;
}
- else if(HasDestination())
+ else if (HasDestination())
{
double percent_passed = (double)i_timeElapsed / (double)i_totalTravelTime;
const float distanceX = ((i_destX - i_fromX) * percent_passed);
@@ -171,7 +171,7 @@ DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y
y = i_fromY + distanceY;
float z2 = i_fromZ + distanceZ;
// All that is not finished but previous code neither... Traveller need be able to swim.
- if(is3D)
+ if (is3D)
z = z2;
else
{
@@ -188,11 +188,11 @@ DestinationHolder<TRAVELLER>::GetLocationNow(const Map * map, float &x, float &y
template<typename TRAVELLER>
float
-DestinationHolder<TRAVELLER>::GetDistance2dFromDestSq(const WorldObject &obj) const
+DestinationHolder<TRAVELLER>::GetDistance3dFromDestSq(const WorldObject &obj) const
{
float x,y,z;
obj.GetPosition(x,y,z);
- return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y);
+ return (i_destX-x)*(i_destX-x)+(i_destY-y)*(i_destY-y)+(i_destZ-z)*(i_destZ-z);
}
template<typename TRAVELLER>
diff --git a/src/game/TargetedMovementGenerator.cpp b/src/game/TargetedMovementGenerator.cpp
index c14ed5ba75e..3b001c1ed3c 100644
--- a/src/game/TargetedMovementGenerator.cpp
+++ b/src/game/TargetedMovementGenerator.cpp
@@ -182,14 +182,14 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
if (!i_target.isValid() || !i_target->IsInWorld())
return false;
- if( !&owner || !owner.isAlive())
+ if (!&owner || !owner.isAlive())
return true;
- if( owner.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING | UNIT_STAT_DISTRACTED) )
+ 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))
+ if (owner.hasUnitState(UNIT_STAT_CASTING))
{
if (!owner.IsStopped())
owner.StopMoving();
@@ -202,9 +202,9 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
Traveller<T> traveller(owner);
- if( !i_destinationHolder.HasDestination() )
+ if (!i_destinationHolder.HasDestination())
_setTargetLocation(owner);
- else if( owner.IsStopped() && !i_destinationHolder.HasArrived() )
+ else if (owner.IsStopped() && !i_destinationHolder.HasArrived())
{
owner.addUnitState(UNIT_STAT_CHASE);
i_destinationHolder.StartTravel(traveller);
@@ -218,7 +218,7 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
//i_destinationHolder.ResetUpdate(50);
// target moved
- if(i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY()
+ if (i_targetX != i_target->GetPositionX() || i_targetY != i_target->GetPositionY()
|| i_targetZ != i_target->GetPositionZ())
{
if(_setTargetLocation(owner) || !owner.hasUnitState(UNIT_STAT_FOLLOW))
@@ -226,7 +226,7 @@ TargetedMovementGenerator<T>::Update(T &owner, const uint32 & time_diff)
i_target->GetPosition(i_targetX, i_targetY, i_targetZ);
}
- if(( owner.IsStopped() && !i_destinationHolder.HasArrived() ) || i_recalculateTravel )
+ if ((owner.IsStopped() && !i_destinationHolder.HasArrived()) || i_recalculateTravel)
{
i_recalculateTravel = false;
//Angle update will take place into owner.StopMoving()