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