/*
* 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;
}