83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2022 MaNGOS <https://getmangos.eu>
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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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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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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 "movement/MoveSplineInit.h"
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#include "movement/MoveSpline.h"
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void HomeMovementGenerator<Creature>::Initialize(Creature& owner)
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{
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_setTargetLocation(owner);
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}
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void HomeMovementGenerator<Creature>::Reset(Creature&)
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{
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}
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void HomeMovementGenerator<Creature>::_setTargetLocation(Creature& owner)
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{
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if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
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{
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return;
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}
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Movement::MoveSplineInit init(owner);
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float x, y, z, o;
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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, o))
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{
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owner.GetRespawnCoord(x, y, z, &o);
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}
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init.SetFacing(o);
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init.MoveTo(x, y, z, true);
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init.SetWalk(false);
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init.Launch();
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arrived = false;
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owner.clearUnitState(UNIT_STAT_ALL_DYN_STATES);
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}
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bool HomeMovementGenerator<Creature>::Update(Creature& owner, const uint32& /*time_diff*/)
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{
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arrived = owner.movespline->Finalized();
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return !arrived;
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}
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void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
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{
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if (arrived)
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{
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if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
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{
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owner.ClearTemporaryFaction();
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}
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owner.SetWalk(!owner.hasUnitState(UNIT_STAT_RUNNING_STATE) && !owner.IsLevitating(), false);
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owner.LoadCreatureAddon(true);
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owner.AI()->JustReachedHome();
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}
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}
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