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use an extra function for setfeigndeath() like it's done with setfeared already.. allow to apply feigndeath on creatures too avoid moving of creatures with feign death applied and start attacking last victim when feigndeath disappears
85 lines
2.7 KiB
C++
85 lines
2.7 KiB
C++
/*
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* Copyright (C) 2005-2009 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 "PointMovementGenerator.h"
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#include "Errors.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "DestinationHolderImp.h"
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#include "World.h"
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//----- Point Movement Generator
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template<class T>
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void PointMovementGenerator<T>::Initialize(T &unit)
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{
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_ROAMING);
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Traveller<T> traveller(unit);
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i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z);
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if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
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((Creature&)unit).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
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}
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template<class T>
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bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
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{
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if(!&unit)
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return false;
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if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED))
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return true;
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Traveller<T> traveller(unit);
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i_destinationHolder.UpdateTraveller(traveller, diff, false);
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if(i_destinationHolder.HasArrived())
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{
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unit.StopMoving();
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MovementInform(unit);
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return false;
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}
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return true;
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}
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template<class T>
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void PointMovementGenerator<T>::MovementInform(T& /*unit*/)
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{
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}
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template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit)
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{
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unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
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}
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template void PointMovementGenerator<Player>::Initialize(Player&);
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template bool PointMovementGenerator<Player>::Update(Player &, const uint32 &diff);
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template void PointMovementGenerator<Player>::MovementInform(Player&);
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template void PointMovementGenerator<Creature>::Initialize(Creature&);
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template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &diff);
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void AssistanceMovementGenerator::Finalize(Unit &unit)
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{
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((Creature*)&unit)->SetNoCallAssistance(false);
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((Creature*)&unit)->CallAssistance();
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if (unit.isAlive())
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unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
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}
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