/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2010 Trinity * * 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 "CreatureAI.h" #include "Traveller.h" #include "DestinationHolderImp.h" #include "WorldPacket.h" void HomeMovementGenerator::Initialize(Creature & owner) { float x, y, z; owner.GetHomePosition(x, y, z, ori); owner.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE); owner.addUnitState(UNIT_STAT_EVADE); _setTargetLocation(owner); } void HomeMovementGenerator::Reset(Creature &) { } void HomeMovementGenerator::_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::Update(Creature &owner, const uint32& time_diff) { CreatureTraveller traveller( owner); i_destinationHolder.UpdateTraveller(traveller, time_diff); 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) { //sLog.outDebug("Entering HomeMovement::GetDestination(z,y,z)"); owner.SetOrientation(ori); WorldPacket packet; owner.BuildHeartBeatMsg(&packet); owner.SendMessageToSet(&packet, false); } owner.clearUnitState(UNIT_STAT_EVADE); owner.AI()->JustReachedHome(); return false; } i_travel_timer -= time_diff; return true; }