[10695] Cleanup some death state enums usage.

This commit is contained in:
VladimirMangos 2010-11-08 02:09:08 +03:00
parent bb3663d94f
commit d2b3981631
5 changed files with 20 additions and 18 deletions

View file

@ -557,7 +557,7 @@ void Creature::Update(uint32 update_diff, uint32 tick_diff)
m_regenTimer = REGEN_TIME_FULL;
break;
}
case DEAD_FALLING:
case CORPSE_FALLING:
{
SetDeathState(CORPSE);
}
@ -1396,7 +1396,7 @@ void Creature::SetDeathState(DeathState s)
UpdateSpeed(MOVE_RUN, false);
}
// return, since we promote to DEAD_FALLING. DEAD_FALLING is promoted to CORPSE at next update.
// return, since we promote to CORPSE_FALLING. CORPSE_FALLING is promoted to CORPSE at next update.
if (CanFly() && FallGround())
return;
@ -1422,7 +1422,7 @@ void Creature::SetDeathState(DeathState s)
bool Creature::FallGround()
{
// Only if state is JUST_DIED. DEAD_FALLING is set below and promoted to CORPSE later
// Only if state is JUST_DIED. CORPSE_FALLING is set below and promoted to CORPSE later
if (getDeathState() != JUST_DIED)
return false;
@ -1439,7 +1439,7 @@ bool Creature::FallGround()
if (fabs(GetPositionZ() - tz) < 0.1f)
return false;
Unit::SetDeathState(DEAD_FALLING);
Unit::SetDeathState(CORPSE_FALLING);
float dz = tz - GetPositionZ();
float distance = sqrt(dz*dz);
@ -1474,7 +1474,7 @@ void Creature::Respawn()
SetVisibility(currentVis); // restore visibility state
UpdateObjectVisibility();
if(getDeathState() == DEAD)
if (IsDespawned())
{
if (m_DBTableGuid)
sObjectMgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(), 0);

View file

@ -412,6 +412,8 @@ class MANGOS_DLL_SPEC Creature : public Unit
bool IsTotem() const { return m_subtype == CREATURE_SUBTYPE_TOTEM; }
bool IsTemporarySummon() const { return m_subtype == CREATURE_SUBTYPE_TEMPORARY_SUMMON; }
bool IsCorpse() const { return getDeathState() == CORPSE; }
bool IsDespawned() const { return getDeathState() == DEAD; }
void SetCorpseDelay(uint32 delay) { m_corpseDelay = delay; }
bool IsRacialLeader() const { return GetCreatureInfo()->RacialLeader; }
bool IsCivilian() const { return GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_CIVILIAN; }

View file

@ -63,7 +63,7 @@ void TemporarySummon::Update(uint32 update_diff, uint32 tick_diff)
case TEMPSUMMON_CORPSE_TIMED_DESPAWN:
{
if (m_deathState == CORPSE)
if (IsCorpse())
{
if (m_timer <= update_diff)
{
@ -78,7 +78,7 @@ void TemporarySummon::Update(uint32 update_diff, uint32 tick_diff)
case TEMPSUMMON_CORPSE_DESPAWN:
{
// if m_deathState is DEAD, CORPSE was skipped
if (m_deathState == CORPSE || m_deathState == DEAD)
if (isDead())
{
UnSummon();
return;
@ -88,7 +88,7 @@ void TemporarySummon::Update(uint32 update_diff, uint32 tick_diff)
}
case TEMPSUMMON_DEAD_DESPAWN:
{
if (m_deathState == DEAD)
if (IsDespawned())
{
UnSummon();
return;
@ -98,7 +98,7 @@ void TemporarySummon::Update(uint32 update_diff, uint32 tick_diff)
case TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN:
{
// if m_deathState is DEAD, CORPSE was skipped
if (m_deathState == CORPSE || m_deathState == DEAD)
if (isDead())
{
UnSummon();
return;
@ -121,7 +121,7 @@ void TemporarySummon::Update(uint32 update_diff, uint32 tick_diff)
case TEMPSUMMON_TIMED_OR_DEAD_DESPAWN:
{
// if m_deathState is DEAD, CORPSE was skipped
if (m_deathState == DEAD)
if (IsDespawned())
{
UnSummon();
return;

View file

@ -403,12 +403,12 @@ enum BaseModType
enum DeathState
{
ALIVE = 0,
JUST_DIED = 1,
CORPSE = 2,
DEAD = 3,
JUST_ALIVED = 4,
DEAD_FALLING= 5
ALIVE = 0, // show as alive
JUST_DIED = 1, // temporary state at die, for creature auto converted to CORPSE, for player at next update call
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
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.
@ -1478,7 +1478,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
bool isAlive() const { return (m_deathState == ALIVE); };
bool isDead() const { return ( m_deathState == DEAD || m_deathState == CORPSE ); };
DeathState getDeathState() { return m_deathState; };
DeathState getDeathState() const { return m_deathState; };
virtual void SetDeathState(DeathState s); // overwritten in Creature/Player/Pet
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(UNIT_FIELD_SUMMONEDBY); }

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10694"
#define REVISION_NR "10695"
#endif // __REVISION_NR_H__