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MoveTo converted to xyz_heading
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e6d23228e5
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@ -2430,7 +2430,7 @@ void command_spawn(Client *c, const Seperator *sep)
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LogFile->write(EQEMuLog::Debug,"#spawn Spawning:");
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#endif
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NPC* npc = NPC::SpawnNPC(sep->argplus[1], c->GetX(), c->GetY(), c->GetZ(), c->GetHeading(), c);
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NPC* npc = NPC::SpawnNPC(sep->argplus[1], c->GetPosition(), c);
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if (!npc) {
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c->Message(0, "Format: #spawn name race level material hp gender class priweapon secweapon merchantid bodytype - spawns a npc those parameters.");
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c->Message(0, "Name Format: NPCFirstname_NPCLastname - All numbers in a name are stripped and \"_\" characters become a space.");
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@ -773,7 +773,7 @@ bool NPC::DatabaseCastAccepted(int spell_id) {
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return false;
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}
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NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z, float in_heading, Client* client) {
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NPC* NPC::SpawnNPC(const char* spawncommand, const xyz_heading& position, Client* client) {
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if(spawncommand == 0 || spawncommand[0] == 0) {
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return 0;
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}
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@ -932,7 +932,7 @@ NPC* NPC::SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z,
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npc_type->prim_melee_type = 28;
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npc_type->sec_melee_type = 28;
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NPC* npc = new NPC(npc_type, 0, in_x, in_y, in_z, in_heading/8, FlyMode3);
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NPC* npc = new NPC(npc_type, 0, position.m_X, position.m_Y, position.m_Z, position.m_Heading, FlyMode3);
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npc->GiveNPCTypeData(npc_type);
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entity_list.AddNPC(npc);
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@ -94,7 +94,7 @@ class AA_SwarmPetInfo;
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class NPC : public Mob
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{
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public:
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static NPC* SpawnNPC(const char* spawncommand, float in_x, float in_y, float in_z, float in_heading = 0, Client* client = 0);
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static NPC* SpawnNPC(const char* spawncommand, const xyz_heading& position, Client* client = 0);
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static int8 GetAILevel(bool iForceReRead = false);
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NPC(const NPCType* data, Spawn2* respawn, float x, float y, float z, float heading, int iflymode, bool IsCorpse = false);
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@ -1558,7 +1558,8 @@ void QuestManager::moveto(float x, float y, float z, float h, bool saveguardspot
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if (!owner || !owner->IsNPC())
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return;
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owner->CastToNPC()->MoveTo(x, y, z, h, saveguardspot);
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auto position = xyz_heading(x,y,z,h);
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owner->CastToNPC()->MoveTo(position, saveguardspot);
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}
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void QuestManager::resume() {
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@ -161,7 +161,7 @@ void NPC::PauseWandering(int pausetime)
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return;
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}
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void NPC::MoveTo(float mtx, float mty, float mtz, float mth, bool saveguardspot)
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void NPC::MoveTo(const xyz_heading& position, bool saveguardspot)
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{ // makes mob walk to specified location
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if (IsNPC() && GetGrid() != 0)
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{ // he is on a grid
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@ -176,29 +176,29 @@ void NPC::MoveTo(float mtx, float mty, float mtz, float mth, bool saveguardspot)
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save_wp=cur_wp; // save the current waypoint
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cur_wp=-1; // flag this move as quest controlled
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}
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mlog(AI__WAYPOINTS, "MoveTo (%.3f, %.3f, %.3f), pausing regular grid wandering. Grid %d, save_wp %d", mtx, mty, mtz, -GetGrid(), save_wp);
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mlog(AI__WAYPOINTS, "MoveTo %s, pausing regular grid wandering. Grid %d, save_wp %d",to_string(static_cast<xyz_location>(position)).c_str(), -GetGrid(), save_wp);
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}
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else
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{ // not on a grid
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roamer=true;
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save_wp=0;
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cur_wp=-2; // flag as quest controlled w/no grid
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mlog(AI__WAYPOINTS, "MoveTo (%.3f, %.3f, %.3f) without a grid.", mtx, mty, mtz);
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mlog(AI__WAYPOINTS, "MoveTo %s without a grid.", to_string(static_cast<xyz_location>(position)).c_str());
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}
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if (saveguardspot)
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{
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m_GuardPoint = xyz_heading(mtx, mty, mtz, mth);
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m_GuardPoint = position;
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if(m_GuardPoint.m_Heading == 0)
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m_GuardPoint.m_Heading = 0.0001; //hack to make IsGuarding simpler
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if(m_GuardPoint.m_Heading == -1)
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m_GuardPoint.m_Heading = this->CalculateHeadingToTarget(mtx, mty);
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m_GuardPoint.m_Heading = this->CalculateHeadingToTarget(position.m_X, position.m_Y);
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mlog(AI__WAYPOINTS, "Setting guard position to %s", to_string(static_cast<xyz_location>(m_GuardPoint)).c_str());
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}
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m_CurrentWayPoint = xyz_heading(mtx, mty, mtz, mth);
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m_CurrentWayPoint = position;
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cur_wp_pause = 0;
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pLastFightingDelayMoving = 0;
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if(AIwalking_timer->Enabled())
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