server/src/game/PointMovementGenerator.cpp
VladimirMangos 6a2e8064f1 [9208] Big cleanup in UNIT_STAT_* use
* 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
2010-01-18 11:59:10 +03:00

110 lines
3.3 KiB
C++

/*
* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "PointMovementGenerator.h"
#include "Errors.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"
//----- Point Movement Generator
template<class T>
void PointMovementGenerator<T>::Initialize(T &unit)
{
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
Traveller<T> traveller(unit);
i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z);
if (unit.GetTypeId() == TYPEID_UNIT && ((Creature*)&unit)->canFly())
((Creature&)unit).AddMonsterMoveFlag(MONSTER_MOVE_FLY);
}
template<class T>
void PointMovementGenerator<T>::Finalize(T &unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
template<class T>
void PointMovementGenerator<T>::Interrupt(T &unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
template<class T>
void PointMovementGenerator<T>::Reset(T &unit)
{
unit.StopMoving();
unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
}
template<class T>
bool PointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
if(!&unit)
return false;
if(unit.hasUnitState(UNIT_STAT_CAN_NOT_MOVE))
{
unit.clearUnitState(UNIT_STAT_ROAMING_MOVE);
return true;
}
unit.addUnitState(UNIT_STAT_ROAMING_MOVE);
Traveller<T> traveller(unit);
i_destinationHolder.UpdateTraveller(traveller, diff, false);
if(i_destinationHolder.HasArrived())
{
unit.StopMoving();
MovementInform(unit);
return false;
}
return true;
}
template<class T>
void PointMovementGenerator<T>::MovementInform(T& /*unit*/)
{
}
template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit)
{
unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}
template void PointMovementGenerator<Player>::Initialize(Player&);
template bool PointMovementGenerator<Player>::Update(Player &, const uint32 &diff);
template void PointMovementGenerator<Player>::MovementInform(Player&);
template void PointMovementGenerator<Creature>::Initialize(Creature&);
template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &diff);
void AssistanceMovementGenerator::Finalize(Unit &unit)
{
unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
((Creature*)&unit)->SetNoCallAssistance(false);
((Creature*)&unit)->CallAssistance();
if (unit.isAlive())
unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
}