Cleanup code for UNIT_FIELD_BYTES_1 parts.

Move defines to Unit (values can be used with creatures)
Better gameobject barber chairs check at loading.
This commit is contained in:
VladimirMangos 2009-01-31 05:47:02 +03:00
parent af888cda40
commit a1b5c3cb02
10 changed files with 75 additions and 76 deletions

View file

@ -944,7 +944,7 @@ void GameObject::Use(Unit* user)
// fallback, will always work // fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
} }
player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height); player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
return; return;
} }
//big gun, its a spell/aura //big gun, its a spell/aura
@ -1255,7 +1255,7 @@ void GameObject::Use(Unit* user)
WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0); WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
player->GetSession()->SendPacket(&data); player->GetSession()->SendPacket(&data);
player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight); player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
return; return;
} }
default: default:

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@ -300,7 +300,7 @@ void WorldSession::HandleLogoutRequestOpcode( WorldPacket & /*recv_data*/ )
// not set flags if player can't free move to prevent lost state at logout cancel // not set flags if player can't free move to prevent lost state at logout cancel
if(GetPlayer()->CanFreeMove()) if(GetPlayer()->CanFreeMove())
{ {
GetPlayer()->SetStandState(PLAYER_STATE_SIT); GetPlayer()->SetStandState(UNIT_STAND_STATE_SIT);
WorldPacket data( SMSG_FORCE_MOVE_ROOT, (8+4) ); // guess size WorldPacket data( SMSG_FORCE_MOVE_ROOT, (8+4) ); // guess size
data.append(GetPlayer()->GetPackGUID()); data.append(GetPlayer()->GetPackGUID());
@ -340,7 +340,7 @@ void WorldSession::HandleLogoutCancelOpcode( WorldPacket & /*recv_data*/ )
SendPacket( &data ); SendPacket( &data );
//! Stand Up //! Stand Up
GetPlayer()->SetStandState(PLAYER_STATE_NONE); GetPlayer()->SetStandState(UNIT_STAND_STATE_STAND);
//! DISABLE_ROTATE //! DISABLE_ROTATE
GetPlayer()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); GetPlayer()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);

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@ -5688,10 +5688,10 @@ void ObjectMgr::LoadGameobjectInfo()
break; break;
} }
case GAMEOBJECT_TYPE_CHAIR: //7 case GAMEOBJECT_TYPE_CHAIR: //7
if(goInfo->chair.height > 2) if(goInfo->chair.height > (UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR) )
{ {
sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..2.", sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..%i.",
id,goInfo->type,goInfo->chair.height); id,goInfo->type,goInfo->chair.height,UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR);
// prevent client and server unexpected work // prevent client and server unexpected work
const_cast<GameObjectInfo*>(goInfo)->chair.height = 0; const_cast<GameObjectInfo*>(goInfo)->chair.height = 0;
@ -5786,6 +5786,16 @@ void ObjectMgr::LoadGameobjectInfo()
} }
break; break;
} }
case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
if(goInfo->barberChair.chairheight > (UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR) )
{
sLog.outErrorDb("Gameobject (Entry: %u GoType: %u) have data1=%u but correct chair height in range 0..%i.",
id,goInfo->type,goInfo->barberChair.chairheight,UNIT_STAND_STATE_SIT_HIGH_CHAIR-UNIT_STAND_STATE_SIT_LOW_CHAIR);
// prevent client and server unexpected work
const_cast<GameObjectInfo*>(goInfo)->barberChair.chairheight = 0;
}
break;
} }
} }

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@ -2371,7 +2371,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY); RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
// restore if need some important flags // restore if need some important flags
@ -3814,7 +3814,8 @@ void Player::BuildPlayerRepop()
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player? SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND); // set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
} }
void Player::SendDelayResponse(const uint32 ml_seconds) void Player::SendDelayResponse(const uint32 ml_seconds)
@ -15479,9 +15480,9 @@ void Player::SaveToDB()
uint32 tmp_displayid = GetDisplayId(); uint32 tmp_displayid = GetDisplayId();
// Set player sit state to standing on save, also stealth and shifted form // Set player sit state to standing on save, also stealth and shifted form
SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state SetStandState(UNIT_STAND_STATE_STAND); // stand state
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // stand flags?
SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
SetDisplayId(GetNativeDisplayId()); SetDisplayId(GetNativeDisplayId());

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@ -373,52 +373,6 @@ enum DrunkenState
DRUNKEN_SMASHED = 3 DRUNKEN_SMASHED = 3
}; };
enum PlayerStateType
{
/*
PLAYER_STATE_DANCE
PLAYER_STATE_SLEEP
PLAYER_STATE_SIT
PLAYER_STATE_STAND
PLAYER_STATE_READYUNARMED
PLAYER_STATE_WORK
PLAYER_STATE_POINT(DNR)
PLAYER_STATE_NONE // not used or just no state, just standing there?
PLAYER_STATE_STUN
PLAYER_STATE_DEAD
PLAYER_STATE_KNEEL
PLAYER_STATE_USESTANDING
PLAYER_STATE_STUN_NOSHEATHE
PLAYER_STATE_USESTANDING_NOSHEATHE
PLAYER_STATE_WORK_NOSHEATHE
PLAYER_STATE_SPELLPRECAST
PLAYER_STATE_READYRIFLE
PLAYER_STATE_WORK_NOSHEATHE_MINING
PLAYER_STATE_WORK_NOSHEATHE_CHOPWOOD
PLAYER_STATE_AT_EASE
PLAYER_STATE_READY1H
PLAYER_STATE_SPELLKNEELSTART
PLAYER_STATE_SUBMERGED
*/
PLAYER_STATE_NONE = 0,
PLAYER_STATE_SIT = 1,
PLAYER_STATE_SIT_CHAIR = 2,
PLAYER_STATE_SLEEP = 3,
PLAYER_STATE_SIT_LOW_CHAIR = 4,
PLAYER_STATE_SIT_MEDIUM_CHAIR = 5,
PLAYER_STATE_SIT_HIGH_CHAIR = 6,
PLAYER_STATE_DEAD = 7,
PLAYER_STATE_KNEEL = 8,
PLAYER_STATE_FORM_ALL = 0x00FF0000,
PLAYER_STATE_FLAG_ALWAYS_STAND = 0x01, // byte 4
PLAYER_STATE_FLAG_CREEP = 0x02000000,
PLAYER_STATE_FLAG_UNTRACKABLE = 0x04000000,
PLAYER_STATE_FLAG_ALL = 0xFF000000,
};
enum PlayerFlags enum PlayerFlags
{ {
PLAYER_FLAGS_GROUP_LEADER = 0x00000001, PLAYER_FLAGS_GROUP_LEADER = 0x00000001,

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@ -1908,13 +1908,14 @@ enum CorpseDynFlags
}; };
// Passive Spell codes explicit used in code // Passive Spell codes explicit used in code
#define SPELL_ID_GENERIC_LEARN 483 #define SPELL_ID_GENERIC_LEARN 483
#define SPELL_ID_GENERIC_LEARN_PET 55884 // used for learning mounts and companions #define SPELL_ID_GENERIC_LEARN_PET 55884 // used for learning mounts and companions
#define SPELL_ID_PASSIVE_BATTLE_STANCE 2457 #define SPELL_ID_PASSIVE_BATTLE_STANCE 2457
#define SPELL_ID_PASSIVE_RESURRECTION_SICKNESS 15007 #define SPELL_ID_PASSIVE_RESURRECTION_SICKNESS 15007
#define SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s 6119 #define SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s 6119
#define SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s 6123 #define SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s 6123
#define SPELL_ID_AUTOSHOT 75 // used for checks in other spells interruption #define SPELL_ID_AUTOSHOT 75 // used for checks in other spells interruption
#define SPELL_ID_SHADOWMELD 58984 // used for check ignore stealth stance state
enum WeatherType enum WeatherType
{ {

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@ -1087,7 +1087,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
if( !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NO_INITIAL_AGGRO) ) if( !(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NO_INITIAL_AGGRO) )
{ {
if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED)) if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
unit->SetStandState(PLAYER_STATE_NONE); unit->SetStandState(UNIT_STAND_STATE_STAND);
if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI()) if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
((Creature*)unit)->AI()->AttackStart(m_caster); ((Creature*)unit)->AI()->AttackStart(m_caster);

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@ -945,7 +945,7 @@ void Aura::_AddAura()
{ {
// Sitdown on apply aura req seated // Sitdown on apply aura req seated
if (m_spellProto->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED && !m_target->IsSitState()) if (m_spellProto->AuraInterruptFlags & AURA_INTERRUPT_FLAG_NOT_SEATED && !m_target->IsSitState())
m_target->SetStandState(PLAYER_STATE_SIT); m_target->SetStandState(UNIT_STAND_STATE_SIT);
// register aura diminishing on apply // register aura diminishing on apply
if (getDiminishGroup() != DIMINISHING_NONE ) if (getDiminishGroup() != DIMINISHING_NONE )
@ -3406,7 +3406,7 @@ void Aura::HandleModStealth(bool apply, bool Real)
// only at real aura add // only at real aura add
if(Real) if(Real)
{ {
m_target->SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x02); m_target->SetStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER) if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->SetFlag(PLAYER_FIELD_BYTES2, 0x2000); m_target->SetFlag(PLAYER_FIELD_BYTES2, 0x2000);
@ -3426,7 +3426,7 @@ void Aura::HandleModStealth(bool apply, bool Real)
// if last SPELL_AURA_MOD_STEALTH and no GM invisibility // if last SPELL_AURA_MOD_STEALTH and no GM invisibility
if(!m_target->HasAuraType(SPELL_AURA_MOD_STEALTH) && m_target->GetVisibility()!=VISIBILITY_OFF) if(!m_target->HasAuraType(SPELL_AURA_MOD_STEALTH) && m_target->GetVisibility()!=VISIBILITY_OFF)
{ {
m_target->SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); m_target->RemoveStandFlags(UNIT_STAND_FLAGS_CREEP);
if(m_target->GetTypeId()==TYPEID_PLAYER) if(m_target->GetTypeId()==TYPEID_PLAYER)
m_target->RemoveFlag(PLAYER_FIELD_BYTES2, 0x2000); m_target->RemoveFlag(PLAYER_FIELD_BYTES2, 0x2000);
@ -5282,9 +5282,9 @@ void Aura::HandleAuraEmpathy(bool apply, bool Real)
void Aura::HandleAuraUntrackable(bool apply, bool Real) void Aura::HandleAuraUntrackable(bool apply, bool Real)
{ {
if(apply) if(apply)
m_target->SetFlag(UNIT_FIELD_BYTES_1, PLAYER_STATE_FLAG_UNTRACKABLE); m_target->SetByteFlag(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_UNTRACKABLE);
else else
m_target->RemoveFlag(UNIT_FIELD_BYTES_1, PLAYER_STATE_FLAG_UNTRACKABLE); m_target->RemoveByteFlag(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_UNTRACKABLE);
} }
void Aura::HandleAuraModPacify(bool apply, bool Real) void Aura::HandleAuraModPacify(bool apply, bool Real)
@ -5451,7 +5451,7 @@ void Aura::HandleSpiritOfRedemption( bool apply, bool Real )
// set stand state (expected in this form) // set stand state (expected in this form)
if(!m_target->IsStandState()) if(!m_target->IsStandState())
m_target->SetStandState(PLAYER_STATE_NONE); m_target->SetStandState(UNIT_STAND_STATE_STAND);
} }
m_target->SetHealth(1); m_target->SetHealth(1);

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@ -412,7 +412,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY); RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY);
if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED)) if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED))
pVictim->SetStandState(PLAYER_STATE_NONE); pVictim->SetStandState(UNIT_STAND_STATE_STAND);
} }
//Script Event damage Deal //Script Event damage Deal
@ -10756,15 +10756,16 @@ void Unit::SetConfused(bool apply, uint64 casterGUID, uint32 spellID)
bool Unit::IsSitState() const bool Unit::IsSitState() const
{ {
uint8 s = getStandState(); uint8 s = getStandState();
return s == PLAYER_STATE_SIT_CHAIR || s == PLAYER_STATE_SIT_LOW_CHAIR || return
s == PLAYER_STATE_SIT_MEDIUM_CHAIR || s == PLAYER_STATE_SIT_HIGH_CHAIR || s == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR ||
s == PLAYER_STATE_SIT; s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR ||
s == UNIT_STAND_STATE_SIT;
} }
bool Unit::IsStandState() const bool Unit::IsStandState() const
{ {
uint8 s = getStandState(); uint8 s = getStandState();
return !IsSitState() && s != PLAYER_STATE_SLEEP && s != PLAYER_STATE_KNEEL; return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
} }
void Unit::SetStandState(uint8 state) void Unit::SetStandState(uint8 state)

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@ -125,6 +125,35 @@ enum SpellFacingFlags
#define BASE_MAXDAMAGE 2.0f #define BASE_MAXDAMAGE 2.0f
#define BASE_ATTACK_TIME 2000 #define BASE_ATTACK_TIME 2000
// byte value (UNIT_FIELD_BYTES_1,0)
enum UnitStandStateType
{
UNIT_STAND_STATE_STAND = 0,
UNIT_STAND_STATE_SIT = 1,
UNIT_STAND_STATE_SIT_CHAIR = 2,
UNIT_STAND_STATE_SLEEP = 3,
UNIT_STAND_STATE_SIT_LOW_CHAIR = 4,
UNIT_STAND_STATE_SIT_MEDIUM_CHAIR = 5,
UNIT_STAND_STATE_SIT_HIGH_CHAIR = 6,
UNIT_STAND_STATE_DEAD = 7,
UNIT_STAND_STATE_KNEEL = 8
};
// byte flag value (UNIT_FIELD_BYTES_1,2)
enum UnitStandFlags
{
UNIT_STAND_FLAGS_CREEP = 0x02,
UNIT_STAND_FLAGS_ALL = 0xFF
};
// byte flags value (UNIT_FIELD_BYTES_1,3)
enum UnitBytes1_Flags
{
UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
UNIT_BYTE1_FLAG_UNTRACKABLE = 0x04,
UNIT_BYTE1_FLAG_ALL = 0xFF
};
// high byte (3 from 0..3) of UNIT_FIELD_BYTES_2 // high byte (3 from 0..3) of UNIT_FIELD_BYTES_2
enum ShapeshiftForm enum ShapeshiftForm
{ {
@ -909,6 +938,9 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
bool IsStandState() const; bool IsStandState() const;
void SetStandState(uint8 state); void SetStandState(uint8 state);
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); } bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); }
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); } uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
void Mount(uint32 mount); void Mount(uint32 mount);