[11826] remove no more needed CORPSE_FALLING state, move FallGround method to more appropriate place

This commit is contained in:
SilverIce 2011-10-16 04:42:31 +03:00
parent 70a6a1ce76
commit 6edfcea7f0
6 changed files with 26 additions and 39 deletions

View file

@ -592,10 +592,6 @@ void Creature::Update(uint32 update_diff, uint32 diff)
RegenerateAll(update_diff); RegenerateAll(update_diff);
break; break;
} }
case CORPSE_FALLING:
{
SetDeathState(CORPSE);
}
default: default:
break; break;
} }
@ -1480,9 +1476,8 @@ void Creature::SetDeathState(DeathState s)
UpdateSpeed(MOVE_RUN, false); UpdateSpeed(MOVE_RUN, false);
} }
// return, since we promote to CORPSE_FALLING. CORPSE_FALLING is promoted to CORPSE at next update. if (CanFly())
if (CanFly() && FallGround()) i_motionMaster.MoveFall();
return;
Unit::SetDeathState(CORPSE); Unit::SetDeathState(CORPSE);
} }
@ -1517,35 +1512,6 @@ void Creature::SetDeathState(DeathState s)
} }
} }
bool Creature::FallGround()
{
// Only if state is JUST_DIED. CORPSE_FALLING is set below and promoted to CORPSE later
if (getDeathState() != JUST_DIED)
return false;
// use larger distance for vmap height search than in most other cases
float tz = GetTerrain()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
DEBUG_LOG("FallGround: creature %u at map %u (x: %f, y: %f, z: %f), not able to retrive a proper GetHeight (z: %f).",
GetEntry(), GetMap()->GetId(), GetPositionX(), GetPositionX(), GetPositionZ(), tz);
return false;
}
// Abort too if the ground is very near
if (fabs(GetPositionZ() - tz) < 0.1f)
return false;
Unit::SetDeathState(CORPSE_FALLING);
Movement::MoveSplineInit init(*this);
init.MoveTo(GetPositionX(),GetPositionY(),tz);
init.SetFall();
init.Launch();
return true;
}
void Creature::Respawn() void Creature::Respawn()
{ {
RemoveCorpse(); RemoveCorpse();

View file

@ -582,7 +582,6 @@ class MANGOS_DLL_SPEC Creature : public Unit
const char* GetNameForLocaleIdx(int32 locale_idx) const; const char* GetNameForLocaleIdx(int32 locale_idx) const;
void SetDeathState(DeathState s); // overwrite virtual Unit::SetDeathState void SetDeathState(DeathState s); // overwrite virtual Unit::SetDeathState
bool FallGround();
bool LoadFromDB(uint32 guid, Map *map); bool LoadFromDB(uint32 guid, Map *map);
void SaveToDB(); void SaveToDB();

View file

@ -480,3 +480,25 @@ void MotionMaster::MoveJump(float x, float y, float z, float horizontalSpeed, fl
init.Launch(); init.Launch();
Mutate(new EffectMovementGenerator(id)); Mutate(new EffectMovementGenerator(id));
} }
void MotionMaster::MoveFall()
{
// use larger distance for vmap height search than in most other cases
float tz = m_owner->GetTerrain()->GetHeight(m_owner->GetPositionX(), m_owner->GetPositionY(), m_owner->GetPositionZ(), true, MAX_FALL_DISTANCE);
if (tz <= INVALID_HEIGHT)
{
DEBUG_LOG("MotionMaster::MoveFall: unit %u at map %u (x: %f, y: %f, z: %f), not able to retrive a proper GetHeight (z: %f).",
m_owner->GetMap()->GetId(), m_owner->GetPositionX(), m_owner->GetPositionX(), m_owner->GetPositionZ(), tz);
return;
}
// Abort too if the ground is very near
if (fabs(m_owner->GetPositionZ() - tz) < 0.1f)
return;
Movement::MoveSplineInit init(*m_owner);
init.MoveTo(m_owner->GetPositionX(),m_owner->GetPositionY(),tz);
init.SetFall();
init.Launch();
Mutate(new EffectMovementGenerator(0));
}

View file

@ -109,6 +109,7 @@ class MANGOS_DLL_SPEC MotionMaster : private std::stack<MovementGenerator *>
void MoveTaxiFlight(uint32 path, uint32 pathnode); void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 timeLimit); void MoveDistract(uint32 timeLimit);
void MoveJump(float x, float y, float z, float horizontalSpeed, float max_height, uint32 id = 0); void MoveJump(float x, float y, float z, float horizontalSpeed, float max_height, uint32 id = 0);
void MoveFall();
MovementGeneratorType GetCurrentMovementGeneratorType() const; MovementGeneratorType GetCurrentMovementGeneratorType() const;

View file

@ -376,7 +376,6 @@ enum DeathState
CORPSE = 2, // corpse state, for player this also meaning that player not leave corpse CORPSE = 2, // corpse state, for player this also meaning that player not leave corpse
DEAD = 3, // for creature despawned state (corpse despawned), for player CORPSE/DEAD not clear way switches (FIXME), and use m_deathtimer > 0 check for real corpse state DEAD = 3, // for creature despawned state (corpse despawned), for player CORPSE/DEAD not clear way switches (FIXME), and use m_deathtimer > 0 check for real corpse state
JUST_ALIVED = 4, // temporary state at resurrection, for creature auto converted to ALIVE, for player at next update call JUST_ALIVED = 4, // temporary state at resurrection, for creature auto converted to ALIVE, for player at next update call
CORPSE_FALLING = 5 // corpse state in case when corpse still falling to ground
}; };
// internal state flags for some auras and movement generators, other. // internal state flags for some auras and movement generators, other.

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "11825" #define REVISION_NR "11826"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__