[9612] Add to SendMonsterMove var args for optional values.

Also drop currently unused Unit::m_InteractionObject
This commit is contained in:
VladimirMangos 2010-03-24 01:38:54 +03:00
parent e0dc4d60c4
commit 1186577b56
3 changed files with 19 additions and 13 deletions

View file

@ -50,6 +50,7 @@
#include "MovementGenerator.h"
#include <math.h>
#include <varargs.h>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
@ -343,8 +344,12 @@ bool Unit::haveOffhandWeapon() const
return false;
}
void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player)
void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineType type, SplineFlags flags, uint32 Time, Player* player, ...)
{
va_list vargs;
va_start(vargs,player);
float moveTime = (float)Time;
WorldPacket data( SMSG_MONSTER_MOVE, (41 + GetPackGUID().size()) );
@ -359,18 +364,21 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineTy
case SPLINETYPE_NORMAL: // normal packet
break;
case SPLINETYPE_STOP: // stop packet (raw pos?)
va_end(vargs);
SendMessageToSet( &data, true );
return;
case SPLINETYPE_FACINGSPOT: // facing spot, not used currently
data << float(0);
data << float(0);
data << float(0);
{
data << float(va_arg(vargs,float));
data << float(va_arg(vargs,float));
data << float(va_arg(vargs,float));
break;
}
case SPLINETYPE_FACINGTARGET:
data << uint64(m_InteractionObject); // set in SetFacingToObject()
data << uint64(va_arg(vargs,uint64));
break;
case SPLINETYPE_FACINGANGLE: // not used currently
data << float(0); // facing angle
data << float(va_arg(vargs,float)); // facing angle
break;
}
@ -384,6 +392,8 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, SplineTy
data << uint32(1); // 1 single waypoint
data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B
va_end(vargs);
if(player)
player->GetSession()->SendPacket(&data);
else
@ -3515,12 +3525,10 @@ void Unit::SetFacingToObject(WorldObject* pObject)
if (!IsStopped())
return;
m_InteractionObject = pObject->GetGUID();
// TODO: figure out under what conditions creature will move towards object instead of facing it where it currently is.
SetOrientation(GetAngle(pObject));
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_FACINGTARGET, ((Creature*)this)->GetSplineFlags(), 0);
SendMonsterMove(GetPositionX(), GetPositionY(), GetPositionZ(), SPLINETYPE_FACINGTARGET, ((Creature*)this)->GetSplineFlags(), 0, NULL, pObject->GetGUID());
}
bool Unit::isInAccessablePlaceFor(Creature const* c) const