/*
* Copyright (C) 2005-2010 MaNGOS
*
* 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 "ObjectMgr.h"
#include "WorldPacket.h"
void
HomeMovementGenerator::Initialize(Creature & owner)
{
owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
_setTargetLocation(owner);
}
void
HomeMovementGenerator::Reset(Creature &)
{
}
void
HomeMovementGenerator::_setTargetLocation(Creature & owner)
{
if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
return;
float x, y, z;
// 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);
CreatureTraveller traveller(owner);
uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
modifyTravelTime(travel_time);
owner.clearUnitState(UNIT_STAT_ALL_STATE);
}
bool
HomeMovementGenerator::Update(Creature &owner, const uint32& time_diff)
{
CreatureTraveller traveller( owner);
if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
{
if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list)
return true; // not expire now, but already lost
}
if (time_diff > i_travel_timer)
{
owner.AddSplineFlag(SPLINEFLAG_WALKMODE);
// restore orientation of not moving creature at returning to home
if(owner.GetDefaultMovementType()==IDLE_MOTION_TYPE)
{
if(CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetDBTableGUIDLow()))
{
owner.SetOrientation(data->orientation);
WorldPacket packet;
owner.BuildHeartBeatMsg(&packet);
owner.SendMessageToSet(&packet, false);
}
}
owner.LoadCreatureAddon(true);
owner.AI()->JustReachedHome();
return false;
}
i_travel_timer -= time_diff;
return true;
}