Merge remote branch 'origin/master' into 330

This commit is contained in:
tomrus88 2010-03-24 08:33:12 +03:00
commit 292f6189ea
50 changed files with 363 additions and 318 deletions

View file

@ -50,12 +50,13 @@
#include "MovementGenerator.h"
#include <math.h>
#include <varargs.h>
float baseMoveSpeed[MAX_MOVE_TYPE] =
{
2.5f, // MOVE_WALK
7.0f, // MOVE_RUN
1.25f, // MOVE_RUN_BACK
2.5f, // MOVE_RUN_BACK
4.722222f, // MOVE_SWIM
4.5f, // MOVE_SWIM_BACK
3.141594f, // MOVE_TURN_RATE
@ -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()) );
@ -359,30 +364,36 @@ 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;
}
data << uint32(flags);
if(flags & SPLINEFLAG_WALKMODE)
moveTime *= 1.05f;
// enable me if things goes wrong or looks ugly, it is however an old hack
// if(flags & SPLINEFLAG_WALKMODE)
// moveTime *= 1.05f;
data << uint32(moveTime); // Time in between points
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
@ -3514,12 +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
@ -10288,6 +10297,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (creatureNotInCombat)
{
// should probably be removed for the attacked (+ it's party/group) only, not global
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
if (((Creature*)this)->AI())
@ -11185,11 +11195,13 @@ bool Unit::SelectHostileTarget()
// No taunt aura or taunt aura caster is dead standart target selection
target = m_ThreatManager.getHostileTarget();
if(target)
if (target)
{
if(!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_DIED))
{
SetInFront(target);
((Creature*)this)->AI()->AttackStart(target);
((Creature*)this)->AI()->AttackStart(target);
}
return true;
}