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* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists. * Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped. Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use. UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence And UNIT_STAT_CONFUSED_MOVE for check real move in this state
75 lines
1.8 KiB
C++
75 lines
1.8 KiB
C++
/*
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* Copyright (C) 2005-2010 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 "IdleMovementGenerator.h"
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#include "CreatureAI.h"
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#include "Creature.h"
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IdleMovementGenerator si_idleMovement;
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void
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IdleMovementGenerator::Reset(Unit& /*owner*/)
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{
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}
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void
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DistractMovementGenerator::Initialize(Unit& owner)
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{
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owner.addUnitState(UNIT_STAT_DISTRACTED);
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}
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void
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DistractMovementGenerator::Finalize(Unit& owner)
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{
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owner.clearUnitState(UNIT_STAT_DISTRACTED);
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}
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void
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DistractMovementGenerator::Reset(Unit& owner)
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{
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Initialize(owner);
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}
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void
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DistractMovementGenerator::Interrupt(Unit& owner)
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{
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}
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bool
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DistractMovementGenerator::Update(Unit& /*owner*/, const uint32& time_diff)
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{
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if(time_diff > m_timer)
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return false;
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m_timer -= time_diff;
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return true;
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}
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void
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AssistanceDistractMovementGenerator::Finalize(Unit &unit)
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{
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unit.clearUnitState(UNIT_STAT_DISTRACTED);
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if (Unit* victim = unit.getVictim())
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{
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if (unit.isAlive())
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{
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unit.AttackStop(true);
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((Creature*)&unit)->AI()->AttackStart(victim);
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}
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}
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}
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