server/src/game/movement/MoveSplineInit.cpp
2012-02-06 23:18:16 +01:00

116 lines
3.9 KiB
C++

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