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authorShauren <shauren.trinity@gmail.com>2013-06-07 16:05:39 +0200
committerShauren <shauren.trinity@gmail.com>2013-06-07 16:05:39 +0200
commit88bbff2236d105bd17d7bc67bd915159c3e9a054 (patch)
tree8c7736ed61296ff5948cefe0ffc42314bbaa5699 /src/server/game/Entities/Creature
parente21b94c25c90299517732fa4f2522adfc6e0cc38 (diff)
Core/Creatures
* Refactored setting movement flags into separate method * Falling creatures are no longer treated as flying for movement flag setting purposes
Diffstat (limited to 'src/server/game/Entities/Creature')
-rw-r--r--src/server/game/Entities/Creature/Creature.cpp100
-rw-r--r--src/server/game/Entities/Creature/Creature.h3
2 files changed, 33 insertions, 70 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp
index b3deb7ae7de..4a2408b7f0a 100644
--- a/src/server/game/Entities/Creature/Creature.cpp
+++ b/src/server/game/Entities/Creature/Creature.cpp
@@ -438,27 +438,7 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData* data)
ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
}
- // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
- float ground = GetPositionZ();
- GetMap()->GetWaterOrGroundLevel(GetPositionX(), GetPositionY(), GetPositionZ(), &ground);
-
- bool isInAir = G3D::fuzzyGt(GetPositionZ(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZ(), ground - 0.05f); // Can be underground too, prevent the falling
-
- if (cInfo->InhabitType & INHABIT_AIR && cInfo->InhabitType & INHABIT_GROUND && isInAir)
- SetCanFly(true);
- else if (cInfo->InhabitType & INHABIT_AIR && isInAir)
- SetDisableGravity(true);
- else
- {
- SetCanFly(false);
- SetDisableGravity(false);
- }
-
- if (cInfo->InhabitType & INHABIT_WATER && IsInWater())
- AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
- else
- RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
-
+ UpdateMovementFlags();
return true;
}
@@ -472,33 +452,7 @@ void Creature::Update(uint32 diff)
m_vehicleKit->Reset();
}
- if (IsInWater())
- {
- if (canSwim())
- AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
- }
- else
- {
- if (canWalk())
- RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
- }
-
- // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
- float ground = GetPositionZ();
- GetMap()->GetWaterOrGroundLevel(GetPositionX(), GetPositionY(), GetPositionZ(), &ground);
-
- bool isInAir = G3D::fuzzyGt(GetPositionZ(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZ(), ground - 0.05f); // Can be underground too, prevent the falling
- CreatureTemplate const* cinfo = GetCreatureTemplate();
-
- if (cinfo->InhabitType & INHABIT_AIR && cinfo->InhabitType & INHABIT_GROUND && isInAir)
- SetCanFly(true);
- else if (cinfo->InhabitType & INHABIT_AIR && isInAir)
- SetDisableGravity(true);
- else
- {
- SetCanFly(false);
- SetDisableGravity(false);
- }
+ UpdateMovementFlags();
switch (m_deathState)
{
@@ -1495,30 +1449,10 @@ void Creature::setDeathState(DeathState s)
SetFullHealth();
SetLootRecipient(NULL);
ResetPlayerDamageReq();
- CreatureTemplate const* cinfo = GetCreatureTemplate();
- SetWalk(true);
-
- // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
- float ground = GetPositionZ();
- GetMap()->GetWaterOrGroundLevel(GetPositionX(), GetPositionY(), GetPositionZ(), &ground);
- bool isInAir = G3D::fuzzyGt(GetPositionZ(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZ(), ground - 0.05f); // Can be underground too, prevent the falling
-
- if (cinfo->InhabitType & INHABIT_AIR && cinfo->InhabitType & INHABIT_GROUND && isInAir)
- SetCanFly(true);
- else if (cinfo->InhabitType & INHABIT_AIR && isInAir)
- SetDisableGravity(true);
- else
- {
- SetCanFly(false);
- SetDisableGravity(false);
- }
-
- if (cinfo->InhabitType & INHABIT_WATER && IsInWater())
- AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
- else
- RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ UpdateMovementFlags();
+ CreatureTemplate const* cinfo = GetCreatureTemplate();
SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag);
ClearUnitState(uint32(UNIT_STATE_ALL_STATE));
SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool));
@@ -2588,3 +2522,29 @@ Unit* Creature::SelectNearestHostileUnitInAggroRange(bool useLOS) const
return target;
}
+
+void Creature::UpdateMovementFlags()
+{
+ // Set the movement flags if the creature is in that mode. (Only fly if actually in air, only swim if in water, etc)
+ float ground = GetMap()->GetHeight(GetPositionX(), GetPositionY(), GetPositionZMinusOffset());
+
+ bool isInAir = !IsFalling() && (G3D::fuzzyGt(GetPositionZMinusOffset(), ground + 0.05f) || G3D::fuzzyLt(GetPositionZMinusOffset(), ground - 0.05f)); // Can be underground too, prevent the falling
+
+ if (GetCreatureTemplate()->InhabitType & INHABIT_AIR && isInAir)
+ {
+ if (GetCreatureTemplate()->InhabitType & INHABIT_GROUND)
+ SetCanFly(true);
+ else
+ SetDisableGravity(true);
+ }
+ else
+ {
+ SetCanFly(false);
+ SetDisableGravity(false);
+ }
+
+ if (GetCreatureTemplate()->InhabitType & INHABIT_WATER && IsInWater())
+ AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+ else
+ RemoveUnitMovementFlag(MOVEMENTFLAG_SWIMMING);
+}
diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h
index 6459b80a063..6b6edd7454f 100644
--- a/src/server/game/Entities/Creature/Creature.h
+++ b/src/server/game/Entities/Creature/Creature.h
@@ -520,6 +520,9 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature
bool HasSpell(uint32 spellID) const;
bool UpdateEntry(uint32 entry, uint32 team=ALLIANCE, const CreatureData* data=NULL);
+
+ void UpdateMovementFlags();
+
bool UpdateStats(Stats stat);
bool UpdateAllStats();
void UpdateResistances(uint32 school);