[8989] Clean up parts of WaypointMovementGen code for better readability

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2009-12-14 09:30:28 +01:00
parent 1057f6fd28
commit 1eafc8dfc4
2 changed files with 59 additions and 36 deletions

View file

@ -45,18 +45,20 @@ alter table creature_movement add `wpguid` int(11) default '0';
//-----------------------------------------------//
void WaypointMovementGenerator<Creature>::LoadPath(Creature &c)
{
sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow());
sLog.outDetail("LoadPath: loading waypoint path for creature %u, %u", c.GetGUIDLow(), c.GetDBTableGUIDLow());
i_path = sWaypointMgr.GetPath(c.GetDBTableGUIDLow());
if(!i_path)
if (!i_path)
{
sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %d) doesn't have waypoint path",
sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %u) doesn't have waypoint path",
c.GetName(), c.GetEntry(), c.GetDBTableGUIDLow());
return;
}
uint32 node_count = i_path->size();
i_hasDone.resize(node_count);
for(uint32 i = 0; i < node_count-1; ++i)
i_hasDone[i] = false;
@ -78,22 +80,23 @@ void WaypointMovementGenerator<Creature>::Initialize()
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
if(!&creature)
if (!&creature)
return true;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
if (creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED | UNIT_STAT_DIED))
return true;
// prevent a crash at empty waypoint path.
if(!i_path || i_path->empty())
if (!i_path || i_path->empty())
return true;
// i_path was modified by chat commands for example
if(i_path->size() != i_hasDone.size())
if (i_path->size() != i_hasDone.size())
i_hasDone.resize(i_path->size());
if(i_currentNode >= i_path->size())
if (i_currentNode >= i_path->size())
i_currentNode = 0;
CreatureTraveller traveller(creature);
@ -104,56 +107,67 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
// creature has been stopped in middle of the waypoint segment
if (!i_destinationHolder.HasArrived() && creature.IsStopped())
{
if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
// Timer has elapsed, meaning this part controlled it
if (i_nextMoveTime.Passed())
{
SetStoppedByPlayer(false);
// Now we re-set destination to same node and start travel
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
// Now we re-set destination to same node and start travel
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
}
else // if( !i_nextMoveTime.Passed())
{ // unexpected end of timer && creature stopped && not at end of segment
{
// unexpected end of timer && creature stopped && not at end of segment
if (!IsStoppedByPlayer())
{ // Put 30 seconds delay
{
// Put 30 seconds delay
i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
SetStoppedByPlayer(true); // Mark we did it
SetStoppedByPlayer(true); // Mark we did it
}
}
return true; // Abort here this update
return true; // Abort here this update
}
if( creature.IsStopped())
if (creature.IsStopped())
{
uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
if (!i_hasDone[idx])
{
if (i_path->at(idx).orientation !=100)
if (i_path->at(idx).orientation != 100)
creature.SetOrientation(i_path->at(idx).orientation);
if(WaypointBehavior *behavior = i_path->at(idx).behavior)
if (WaypointBehavior *behavior = i_path->at(idx).behavior)
{
if(behavior->emote != 0)
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
if(behavior->spell != 0)
creature.CastSpell(&creature,behavior->spell, false);
if(behavior->model1 != 0)
if (behavior->emote != 0)
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, behavior->emote);
if (behavior->spell != 0)
creature.CastSpell(&creature, behavior->spell, false);
if (behavior->model1 != 0)
creature.SetDisplayId(behavior->model1);
if(behavior->textid[0])
if (behavior->textid[0])
{
// Not only one text is set
if( behavior->textid[1] )
if (behavior->textid[1])
{
// Select one from max 5 texts (0 and 1 laready checked)
// Select one from max 5 texts (0 and 1 already checked)
int i = 2;
for( ; i < MAX_WAYPOINT_TEXT; ++i )
if( !behavior->textid[i] )
for(; i < MAX_WAYPOINT_TEXT; ++i)
{
if (!behavior->textid[i])
break;
}
creature.Say(behavior->textid[rand() % i], 0, 0);
}
@ -167,37 +181,46 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
} // HasDone == false
} // i_creature.IsStopped()
if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
// This is at the end of waypoint segment or has been stopped by player
if (i_nextMoveTime.Passed())
{
if( creature.IsStopped() ) // If stopped then begin a new move segment
// If stopped then begin a new move segment
if (creature.IsStopped())
{
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddMonsterMoveFlag(MONSTER_MOVE_FLY);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
if (i_path->at(idx).orientation !=100)
if (i_path->at(idx).orientation != 100)
creature.SetOrientation(i_path->at(idx).orientation);
if(WaypointBehavior *behavior = i_path->at(idx).behavior )
if (WaypointBehavior *behavior = i_path->at(idx).behavior)
{
i_hasDone[idx] = false;
if(behavior->model2 != 0)
if (behavior->model2 != 0)
creature.SetDisplayId(behavior->model2);
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
}
}
else // If not stopped then stop it and set the reset of TimeTracker to waittime
else
{
// If not stopped then stop it and set the reset of TimeTracker to waittime
creature.StopMoving();
SetStoppedByPlayer(false);
i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
++i_currentNode;
if( i_currentNode >= i_path->size() )
if (i_currentNode >= i_path->size())
i_currentNode = 0;
}
}
@ -206,7 +229,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
{
if(unit.AI())
if (unit.AI())
unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
}