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path: root/src/game/HomeMovementGenerator.cpp
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/*
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
 *
 * 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<Creature>::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<Creature>::Reset(Creature &)
{
}

void
HomeMovementGenerator<Creature>::_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<Creature>::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;
}