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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
110 lines
3.3 KiB
C++
110 lines
3.3 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 "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|UNIT_STAT_ROAMING_MOVE);
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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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void PointMovementGenerator<T>::Finalize(T &unit)
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{
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unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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}
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template<class T>
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void PointMovementGenerator<T>::Interrupt(T &unit)
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{
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unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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}
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template<class T>
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void PointMovementGenerator<T>::Reset(T &unit)
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{
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unit.StopMoving();
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unit.addUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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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_CAN_NOT_MOVE))
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{
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unit.clearUnitState(UNIT_STAT_ROAMING_MOVE);
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return true;
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}
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unit.addUnitState(UNIT_STAT_ROAMING_MOVE);
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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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unit.clearUnitState(UNIT_STAT_ROAMING|UNIT_STAT_ROAMING_MOVE);
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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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