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116 lines
3.9 KiB
C++
116 lines
3.9 KiB
C++
/*
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* Copyright (C) 2005-2012 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 "MoveSplineInit.h"
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#include "MoveSpline.h"
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#include "packet_builder.h"
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#include "../Unit.h"
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namespace Movement
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{
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UnitMoveType SelectSpeedType(uint32 moveFlags)
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{
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if (moveFlags & MOVEFLAG_FLYING)
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{
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if ( moveFlags & MOVEFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/ )
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return MOVE_FLIGHT_BACK;
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else
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return MOVE_FLIGHT;
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}
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else if (moveFlags & MOVEFLAG_SWIMMING)
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{
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if (moveFlags & MOVEFLAG_BACKWARD /*&& speed_obj.swim >= speed_obj.swim_back*/)
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return MOVE_SWIM_BACK;
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else
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return MOVE_SWIM;
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}
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else if (moveFlags & MOVEFLAG_WALK_MODE)
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{
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//if ( speed_obj.run > speed_obj.walk )
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return MOVE_WALK;
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}
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else if (moveFlags & MOVEFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
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return MOVE_RUN_BACK;
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return MOVE_RUN;
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}
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int32 MoveSplineInit::Launch()
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{
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MoveSpline& move_spline = *unit.movespline;
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Location real_position(unit.GetPositionX(),unit.GetPositionY(),unit.GetPositionZ(),unit.GetOrientation());
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// there is a big chane that current position is unknown if current state is not finalized, need compute it
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// this also allows calculate spline position and update map position in much greater intervals
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if (!move_spline.Finalized())
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real_position = move_spline.ComputePosition();
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if (args.path.empty())
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{
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// should i do the things that user should do?
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MoveTo(real_position);
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}
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// corrent first vertex
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args.path[0] = real_position;
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args.initialOrientation = real_position.orientation;
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uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
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if (args.flags.walkmode)
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moveFlags |= MOVEFLAG_WALK_MODE;
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else
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moveFlags &= ~MOVEFLAG_WALK_MODE;
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moveFlags |= (MOVEFLAG_SPLINE_ENABLED|MOVEFLAG_FORWARD);
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if (args.velocity == 0.f)
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args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
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if (!args.Validate())
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return 0;
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unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
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move_spline.Initialize(args);
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WorldPacket data(SMSG_MONSTER_MOVE, 64);
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data << unit.GetPackGUID();
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PacketBuilder::WriteMonsterMove(move_spline, data);
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unit.SendMessageToSet(&data,true);
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return move_spline.Duration();
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}
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MoveSplineInit::MoveSplineInit(Unit& m) : unit(m)
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{
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// mix existing state into new
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args.flags.walkmode = unit.m_movementInfo.HasMovementFlag(MOVEFLAG_WALK_MODE);
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args.flags.flying = unit.m_movementInfo.HasMovementFlag((MovementFlags)(MOVEFLAG_FLYING|MOVEFLAG_LEVITATING));
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}
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void MoveSplineInit::SetFacing(const Unit * target)
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{
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args.flags.EnableFacingTarget();
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args.facing.target = target->GetObjectGuid().GetRawValue();
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}
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void MoveSplineInit::SetFacing(float angle)
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{
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args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
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args.flags.EnableFacingAngle();
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}
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}
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