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Now any creatures/gameobjects loaded base at DB data in non-instanceable/instanceable maps always have same guid as in DB data. * Also remove useless by same reasons MaNGOS::GameObjectWithDbGUIDCheck
91 lines
2.9 KiB
C++
91 lines
2.9 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "HomeMovementGenerator.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Traveller.h"
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#include "DestinationHolderImp.h"
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#include "ObjectMgr.h"
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#include "WorldPacket.h"
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void
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HomeMovementGenerator<Creature>::Initialize(Creature & owner)
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{
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owner.RemoveSplineFlag(SPLINEFLAG_WALKMODE);
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_setTargetLocation(owner);
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}
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void
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HomeMovementGenerator<Creature>::Reset(Creature &)
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{
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}
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void
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HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
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{
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if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
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return;
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float x, y, z;
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// at apply we can select more nice return points base at current movegen
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if (owner.GetMotionMaster()->empty() || !owner.GetMotionMaster()->top()->GetResetPosition(owner,x,y,z))
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owner.GetRespawnCoord(x, y, z);
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CreatureTraveller traveller(owner);
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uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
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modifyTravelTime(travel_time);
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owner.clearUnitState(UNIT_STAT_ALL_STATE);
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}
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bool
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HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff)
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{
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CreatureTraveller traveller( owner);
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if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
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{
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if (!IsActive(owner)) // force stop processing (movement can move out active zone with cleanup movegens list)
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return true; // not expire now, but already lost
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}
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if (time_diff > i_travel_timer)
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{
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owner.AddSplineFlag(SPLINEFLAG_WALKMODE);
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// restore orientation of not moving creature at returning to home
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if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE)
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{
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// such a mob might need very exact spawning point, hence relocate to spawn-position
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if (CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetGUIDLow()))
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{
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owner.Relocate(data->posX, data->posY, data->posZ, data->orientation);
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owner.SendHeartBeat(false);
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}
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}
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owner.LoadCreatureAddon(true);
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owner.AI()->JustReachedHome();
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return false;
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}
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i_travel_timer -= time_diff;
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return true;
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}
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