mangos/src/game/MotionGenerators/HomeMovementGenerator.cpp
2015-03-22 22:10:05 +00:00

82 lines
2.6 KiB
C++

/**
* MaNGOS is a full featured server for World of Warcraft, supporting
* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
*
* Copyright (C) 2005-2015 MaNGOS project <http://getmangos.eu>
*
* 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
*
* World of Warcraft, and all World of Warcraft or Warcraft art, images,
* and lore are copyrighted by Blizzard Entertainment, Inc.
*/
#include "HomeMovementGenerator.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "ObjectMgr.h"
#include "WorldPacket.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
void HomeMovementGenerator<Creature>::Initialize(Creature& owner)
{
_setTargetLocation(owner);
}
void HomeMovementGenerator<Creature>::Reset(Creature&)
{
}
void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
{
if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
{ return; }
Movement::MoveSplineInit init(owner);
float x, y, z, o;
// 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, &o);
init.SetFacing(o);
}
init.MoveTo(x, y, z, true);
init.SetWalk(false);
init.Launch();
arrived = false;
owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
}
bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& /*time_diff*/)
{
arrived = owner.movespline->Finalized();
return !arrived;
}
void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
if (arrived)
{
if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
{ owner.ClearTemporaryFaction(); }
owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE) && !owner.IsLevitating(), false);
owner.LoadCreatureAddon(true);
owner.AI()->JustReachedHome();
}
}