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TrinityCore/src/server/game/Movement/Spline/MoveSplineInit.cpp
T

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C++

/*
* Copyright (C) 2005-2011 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 "MovementPacketBuilder.h"
#include "Unit.h"
#include "Transport.h"
#include "Vehicle.h"
namespace Movement
{
UnitMoveType SelectSpeedType(uint32 moveFlags)
{
/*! Not sure about MOVEMENTFLAG_CAN_FLY here - do creatures that can fly
but are on ground right now also have it? If yes, this needs a more
dynamic check, such as is flying now
*/
if (moveFlags & (MOVEMENTFLAG_FLYING | MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY))
{
if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.flight >= speed_obj.flight_back*/)
return MOVE_FLIGHT_BACK;
else
return MOVE_FLIGHT;
}
else if (moveFlags & MOVEMENTFLAG_SWIMMING)
{
if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.swim >= speed_obj.swim_back*/)
return MOVE_SWIM_BACK;
else
return MOVE_SWIM;
}
else if (moveFlags & MOVEMENTFLAG_WALKING)
{
//if (speed_obj.run > speed_obj.walk)
return MOVE_WALK;
}
else if (moveFlags & MOVEMENTFLAG_BACKWARD /*&& speed_obj.run >= speed_obj.run_back*/)
return MOVE_RUN_BACK;
return MOVE_RUN;
}
void MoveSplineInit::Launch()
{
MoveSpline& move_spline = *unit.movespline;
bool transport = false;
Location real_position(unit.GetPositionX(), unit.GetPositionY(), unit.GetPositionZMinusOffset(), unit.GetOrientation());
// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
if (unit.GetTransGUID())
{
transport = true;
real_position.x = unit.GetTransOffsetX();
real_position.y = unit.GetTransOffsetY();
real_position.z = unit.GetTransOffsetZ();
real_position.orientation = unit.GetTransOffsetO();
}
// there is a big chance 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();
// should i do the things that user should do? - no.
if (args.path.empty())
return;
// correct first vertex
args.path[0] = real_position;
args.initialOrientation = real_position.orientation;
uint32 moveFlags = unit.m_movementInfo.GetMovementFlags();
if (args.flags.walkmode)
moveFlags |= MOVEMENTFLAG_WALKING;
else
moveFlags &= ~MOVEMENTFLAG_WALKING;
moveFlags |= MOVEMENTFLAG_FORWARD;
if (!args.HasVelocity)
args.velocity = unit.GetSpeed(SelectSpeedType(moveFlags));
if (!args.Validate())
return;
if (moveFlags & MOVEMENTFLAG_ROOT)
moveFlags &= ~MOVEMENTFLAG_MASK_MOVING;
unit.m_movementInfo.SetMovementFlags((MovementFlags)moveFlags);
move_spline.Initialize(args);
WorldPacket data(!transport ? SMSG_MONSTER_MOVE : SMSG_MONSTER_MOVE_TRANSPORT, 64);
data.append(unit.GetPackGUID());
if (transport)
{
data.appendPackGUID(unit.GetTransGUID());
data << int8(unit.GetTransSeat());
}
PacketBuilder::WriteMonsterMove(move_spline, data);
unit.SendMessageToSet(&data, true);
}
MoveSplineInit::MoveSplineInit(Unit& m) : unit(m)
{
// Elevators also use MOVEMENTFLAG_ONTRANSPORT but we do not keep track of their position changes
args.TransformForTransport = unit.GetTransGUID();
// mix existing state into new
args.flags.walkmode = unit.m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING);
args.flags.flying = unit.m_movementInfo.HasMovementFlag(MovementFlags(MOVEMENTFLAG_CAN_FLY | MOVEMENTFLAG_DISABLE_GRAVITY));
args.flags.smoothGroundPath = true; // enabled by default, CatmullRom mode or client config "pathSmoothing" will disable this
}
void MoveSplineInit::SetFacing(const Unit * target)
{
args.flags.EnableFacingTarget();
args.facing.target = target->GetGUID();
}
void MoveSplineInit::SetFacing(float angle)
{
if (args.TransformForTransport)
{
if (Unit* vehicle = unit.GetVehicleBase())
angle -= vehicle->GetOrientation();
else if (Transport* transport = unit.GetTransport())
angle -= transport->GetOrientation();
}
args.facing.angle = G3D::wrap(angle, 0.f, (float)G3D::twoPi());
args.flags.EnableFacingAngle();
}
void MoveSplineInit::MoveTo(Vector3 const& dest)
{
args.path_Idx_offset = 0;
args.path.resize(2);
TransportPathTransform transform(unit, args.TransformForTransport);
args.path[1] = transform(dest);
}
Vector3 TransportPathTransform::operator()(Vector3 input)
{
if (_transformForTransport)
{
if (Unit* vehicle = _owner.GetVehicleBase())
{
input.x -= vehicle->GetPositionX();
input.y -= vehicle->GetPositionY();
input.z -= vehicle->GetPositionZMinusOffset();
}
else if (Transport* transport = _owner.GetTransport())
{
float unused = 0.0f;
transport->CalculatePassengerOffset(input.x, input.y, input.z, unused);
}
}
return input;
}
}