-
Notifications
You must be signed in to change notification settings - Fork 89
/
HomeMovementGenerator.cpp
75 lines (65 loc) · 2.31 KB
/
HomeMovementGenerator.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
/*
* This file is part of the CMaNGOS Project. See AUTHORS file for Copyright information
*
* 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 "ObjectMgr.h"
#include "WorldPacket.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
void HomeMovementGenerator<Creature>::Initialize(Creature& owner)
{
_setTargetLocation(owner);
}
void HomeMovementGenerator<Creature>::Reset(Creature&)
{
}
void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
{
if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
Movement::MoveSplineInit init(owner);
float x, y, z, o;
// at apply we can select more nice return points base at current movegen
if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner, x, y, z))
{
owner.GetRespawnCoord(x, y, z, &o);
init.SetFacing(o);
}
init.MoveTo(x, y, z, true);
init.SetWalk(false);
init.Launch();
arrived = false;
owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
}
bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& /*time_diff*/)
{
arrived = owner.movespline->Finalized();
return !arrived;
}
void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
if (arrived)
{
if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
owner.ClearTemporaryFaction();
owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE) && !owner.IsLevitating(), false);
owner.LoadCreatureAddon(true);
owner.AI()->JustReachedHome();
}
}