diff options
| author | Shocker <shocker@freakz.ro> | 2012-02-03 19:02:17 +0200 |
|---|---|---|
| committer | Shocker <shocker@freakz.ro> | 2012-02-03 19:02:17 +0200 |
| commit | 08be716ef8a53a239ca4b2dc1df37dc9c65e8892 (patch) | |
| tree | 479616d7f08bb2998b242439979600b793a310c5 /src/server/game/Entities | |
| parent | e602619912654ef0b97f02fa97aa7dbb537c2f89 (diff) | |
Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
Diffstat (limited to 'src/server/game/Entities')
| -rwxr-xr-x | src/server/game/Entities/Creature/Creature.cpp | 6 | ||||
| -rwxr-xr-x | src/server/game/Entities/Creature/Creature.h | 2 | ||||
| -rwxr-xr-x | src/server/game/Entities/Object/Object.cpp | 2 | ||||
| -rwxr-xr-x | src/server/game/Entities/Player/Player.cpp | 8 | ||||
| -rwxr-xr-x | src/server/game/Entities/Player/Player.h | 2 | ||||
| -rwxr-xr-x | src/server/game/Entities/Unit/Unit.cpp | 110 | ||||
| -rwxr-xr-x | src/server/game/Entities/Unit/Unit.h | 88 | ||||
| -rwxr-xr-x | src/server/game/Entities/Vehicle/Vehicle.cpp | 8 |
8 files changed, 113 insertions, 113 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 23865dd9e41..d29fb5bdad6 100755 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -685,7 +685,7 @@ void Creature::DoFleeToGetAssistance() if (!creature) //SetFeared(true, getVictim()->GetGUID(), 0, sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_FLEE_DELAY)); //TODO: use 31365 - SetControlled(true, UNIT_STAT_FLEEING); + SetControlled(true, UNIT_STATE_FLEEING); else GetMotionMaster()->MoveSeekAssistance(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ()); } @@ -1536,7 +1536,7 @@ void Creature::setDeathState(DeathState s) if (GetCreatureInfo()->InhabitType & INHABIT_WATER) AddUnitMovementFlag(MOVEMENTFLAG_SWIMMING); SetUInt32Value(UNIT_NPC_FLAGS, cinfo->npcflag); - ClearUnitState(uint32(UNIT_STAT_ALL_STATE)); + ClearUnitState(uint32(UNIT_STATE_ALL_STATE)); SetMeleeDamageSchool(SpellSchools(cinfo->dmgschool)); LoadCreaturesAddon(true); Motion_Initialize(); @@ -1947,7 +1947,7 @@ bool Creature::_IsTargetAcceptable(const Unit* target) const || (m_vehicle && (IsOnVehicle(target) || m_vehicle->GetBase()->IsOnVehicle(target)))) return false; - if (target->HasUnitState(UNIT_STAT_DIED)) + if (target->HasUnitState(UNIT_STATE_DIED)) { // guards can detect fake death if (isGuard() && target->HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH)) diff --git a/src/server/game/Entities/Creature/Creature.h b/src/server/game/Entities/Creature/Creature.h index 05339f1da53..e622c48761c 100755 --- a/src/server/game/Entities/Creature/Creature.h +++ b/src/server/game/Entities/Creature/Creature.h @@ -512,7 +512,7 @@ class Creature : public Unit, public GridObject<Creature>, public MapCreature uint8 getLevelForTarget(WorldObject const* target) const; // overwrite Unit::getLevelForTarget for boss level support - bool IsInEvadeMode() const { return HasUnitState(UNIT_STAT_EVADE); } + bool IsInEvadeMode() const { return HasUnitState(UNIT_STATE_EVADE); } bool AIM_Initialize(CreatureAI* ai = NULL); void Motion_Initialize(); diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp index 732171da67a..1a8eb8f82e2 100755 --- a/src/server/game/Entities/Object/Object.cpp +++ b/src/server/game/Entities/Object/Object.cpp @@ -2458,7 +2458,7 @@ namespace Trinity float x, y, z; - if (!c->isAlive() || c->HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) || + if (!c->isAlive() || c->HasUnitState(UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) || !c->GetMotionMaster()->GetDestination(x, y, z)) { x = c->GetPositionX(); diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 83ea7f4ed03..697e225815a 100755 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -1589,7 +1589,7 @@ void Player::Update(uint32 p_time) GetAchievementMgr().UpdateTimedAchievements(p_time); - if (HasUnitState(UNIT_STAT_MELEE_ATTACKING) && !HasUnitState(UNIT_STAT_CASTING)) + if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING)) { if (Unit* pVictim = getVictim()) { @@ -11385,7 +11385,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. - if (HasUnitState(UNIT_STAT_STUNNED)) + if (HasUnitState(UNIT_STATE_STUNNED)) return EQUIP_ERR_YOU_ARE_STUNNED; // do not allow equipping gear except weapons, offhands, projectiles, relics in @@ -20265,7 +20265,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc return false; // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root - if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STAT_STUNNED) || HasUnitState(UNIT_STAT_ROOT)) + if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT)) { WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); data << uint32(ERR_TAXIPLAYERBUSY); @@ -21560,7 +21560,7 @@ void Player::SendInitialVisiblePackets(Unit* target) SendAurasForTarget(target); if (target->isAlive()) { - if (target->HasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) + if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->getVictim()) target->SendMeleeAttackStart(target->getVictim()); } } diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h index 2fa171cf3f9..489b4eacec5 100755 --- a/src/server/game/Entities/Player/Player.h +++ b/src/server/game/Entities/Player/Player.h @@ -1806,7 +1806,7 @@ class Player : public Unit, public GridObject<Player> void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;} void ResetContestedPvP() { - ClearUnitState(UNIT_STAT_ATTACK_PLAYER); + ClearUnitState(UNIT_STATE_ATTACK_PLAYER); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); m_contestedPvPTimer = 0; } diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 289a600e88a..a513c1dd929 100755 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -316,7 +316,7 @@ void Unit::Update(uint32 p_time) // update combat timer only for players and pets (only pets with PetAI) if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || (ToCreature()->isPet() && IsControlledByPlayer()))) { - // Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away + // Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away // targets without stopping half way there and running off. // These flags are reset after target dies or another command is given. if (m_HostileRefManager.isEmpty()) @@ -518,7 +518,7 @@ bool Unit::HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint void Unit::DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb) { - if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) + if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) { if (absorb) *absorb += damage; @@ -1046,7 +1046,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss) if (!victim) return; - if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) + if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) return; SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID); @@ -1263,7 +1263,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss) { Unit* victim = damageInfo->target; - if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) + if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())) return; // Hmmmm dont like this emotes client must by self do all animations @@ -1839,7 +1839,7 @@ void Unit::CalcHealAbsorb(Unit* victim, const SpellInfo* healSpell, uint32 &heal void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool extra) { - if (HasUnitState(UNIT_STAT_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) + if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)) return; if (!victim->isAlive()) @@ -2557,7 +2557,7 @@ uint32 Unit::GetDefenseSkillValue(Unit const* target) const float Unit::GetUnitDodgeChance() const { - if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED)) + if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED)) return 0.0f; if (GetTypeId() == TYPEID_PLAYER) @@ -2577,7 +2577,7 @@ float Unit::GetUnitDodgeChance() const float Unit::GetUnitParryChance() const { - if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED)) + if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED)) return 0.0f; float chance = 0.0f; @@ -2623,7 +2623,7 @@ float Unit::GetUnitMissChance(WeaponAttackType attType) const float Unit::GetUnitBlockChance() const { - if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED)) + if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED)) return 0.0f; if (Player const* player = ToPlayer()) @@ -2875,7 +2875,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); m_AutoRepeatFirstCast = true; } - AddUnitState(UNIT_STAT_CASTING); + AddUnitState(UNIT_STATE_CASTING); } break; case CURRENT_CHANNELED_SPELL: @@ -2888,7 +2888,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell) if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75) InterruptSpell(CURRENT_AUTOREPEAT_SPELL); - AddUnitState(UNIT_STAT_CASTING); + AddUnitState(UNIT_STATE_CASTING); } break; case CURRENT_AUTOREPEAT_SPELL: @@ -9347,16 +9347,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) // switch to melee attack from ranged/magic if (meleeAttack) { - if (!HasUnitState(UNIT_STAT_MELEE_ATTACKING)) + if (!HasUnitState(UNIT_STATE_MELEE_ATTACKING)) { - AddUnitState(UNIT_STAT_MELEE_ATTACKING); + AddUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStart(victim); return true; } } - else if (HasUnitState(UNIT_STAT_MELEE_ATTACKING)) + else if (HasUnitState(UNIT_STATE_MELEE_ATTACKING)) { - ClearUnitState(UNIT_STAT_MELEE_ATTACKING); + ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(victim); return true; } @@ -9366,7 +9366,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) // switch target InterruptSpell(CURRENT_MELEE_SPELL); if (!meleeAttack) - ClearUnitState(UNIT_STAT_MELEE_ATTACKING); + ClearUnitState(UNIT_STATE_MELEE_ATTACKING); } if (m_attacking) @@ -9379,7 +9379,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack) SetTarget(victim->GetGUID()); if (meleeAttack) - AddUnitState(UNIT_STAT_MELEE_ATTACKING); + AddUnitState(UNIT_STATE_MELEE_ATTACKING); // set position before any AI calls/assistance //if (GetTypeId() == TYPEID_UNIT) @@ -9420,7 +9420,7 @@ bool Unit::AttackStop() // Clear our target SetTarget(0); - ClearUnitState(UNIT_STAT_MELEE_ATTACKING); + ClearUnitState(UNIT_STATE_MELEE_ATTACKING); InterruptSpell(CURRENT_MELEE_SPELL); @@ -9463,7 +9463,7 @@ void Unit::CombatStopWithPets(bool includingCast) bool Unit::isAttackingPlayer() const { - if (HasUnitState(UNIT_STAT_ATTACK_PLAYER)) + if (HasUnitState(UNIT_STATE_ATTACK_PLAYER)) return true; for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) @@ -11899,7 +11899,7 @@ void Unit::Dismount() { if (Pet* pPet = player->GetPet()) { - if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STAT_STUNNED)) + if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STATE_STUNNED)) pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); } else @@ -11968,7 +11968,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy) if (PvP) m_CombatTimer = 5000; - if (isInCombat() || HasUnitState(UNIT_STAT_EVADE)) + if (isInCombat() || HasUnitState(UNIT_STATE_EVADE)) return; SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); @@ -12021,7 +12021,7 @@ void Unit::ClearInCombat() if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_OOC_NOT_ATTACKABLE) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode() - ClearUnitState(UNIT_STAT_ATTACK_PLAYER); + ClearUnitState(UNIT_STATE_ATTACK_PLAYER); if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED)) SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureInfo()->dynamicflags); @@ -12053,7 +12053,7 @@ bool Unit::isTargetableForAttack(bool checkFakeDeath) const if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->isGameMaster()) return false; - return !HasUnitState(UNIT_STAT_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STAT_DIED)); + return !HasUnitState(UNIT_STATE_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STATE_DIED)); } bool Unit::IsValidAttackTarget(Unit const* target) const @@ -12071,7 +12071,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell) co return false; // can't attack unattackable units or GMs - if (target->HasUnitState(UNIT_STAT_UNATTACKABLE) + if (target->HasUnitState(UNIT_STATE_UNATTACKABLE) || (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster())) return false; @@ -12165,7 +12165,7 @@ bool Unit::_IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) co return true; // can't assist unattackable units or GMs - if (target->HasUnitState(UNIT_STAT_UNATTACKABLE) + if (target->HasUnitState(UNIT_STATE_UNATTACKABLE) || (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster())) return false; @@ -14596,7 +14596,7 @@ void Unit::SendPetAIReaction(uint64 guid) void Unit::StopMoving() { - ClearUnitState(UNIT_STAT_MOVING); + ClearUnitState(UNIT_STATE_MOVING); // not need send any packets if not in world if (!IsInWorld()) @@ -14978,16 +14978,16 @@ void Unit::SetContestedPvP(Player* attackedPlayer) return; player->SetContestedPvPTimer(30000); - if (!player->HasUnitState(UNIT_STAT_ATTACK_PLAYER)) + if (!player->HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { - player->AddUnitState(UNIT_STAT_ATTACK_PLAYER); + player->AddUnitState(UNIT_STATE_ATTACK_PLAYER); player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP); // call MoveInLineOfSight for nearby contested guards UpdateObjectVisibility(); } - if (!HasUnitState(UNIT_STAT_ATTACK_PLAYER)) + if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER)) { - AddUnitState(UNIT_STAT_ATTACK_PLAYER); + AddUnitState(UNIT_STATE_ATTACK_PLAYER); // call MoveInLineOfSight for nearby contested guards UpdateObjectVisibility(); } @@ -15555,28 +15555,28 @@ void Unit::SetControlled(bool apply, UnitState state) AddUnitState(state); switch (state) { - case UNIT_STAT_STUNNED: + case UNIT_STATE_STUNNED: SetStunned(true); CastStop(); break; - case UNIT_STAT_ROOT: - if (!HasUnitState(UNIT_STAT_STUNNED)) + case UNIT_STATE_ROOT: + if (!HasUnitState(UNIT_STATE_STUNNED)) SetRooted(true); break; - case UNIT_STAT_CONFUSED: - if (!HasUnitState(UNIT_STAT_STUNNED)) + case UNIT_STATE_CONFUSED: + if (!HasUnitState(UNIT_STATE_STUNNED)) { - ClearUnitState(UNIT_STAT_MELEE_ATTACKING); + ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(); // SendAutoRepeatCancel ? SetConfused(true); CastStop(); } break; - case UNIT_STAT_FLEEING: - if (!HasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED)) + case UNIT_STATE_FLEEING: + if (!HasUnitState(UNIT_STATE_STUNNED | UNIT_STATE_CONFUSED)) { - ClearUnitState(UNIT_STAT_MELEE_ATTACKING); + ClearUnitState(UNIT_STATE_MELEE_ATTACKING); SendMeleeAttackStop(); // SendAutoRepeatCancel ? SetFeared(true); @@ -15591,29 +15591,29 @@ void Unit::SetControlled(bool apply, UnitState state) { switch (state) { - case UNIT_STAT_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return; + case UNIT_STATE_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return; else SetStunned(false); break; - case UNIT_STAT_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return; + case UNIT_STATE_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return; else SetRooted(false); break; - case UNIT_STAT_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return; + case UNIT_STATE_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return; else SetConfused(false); break; - case UNIT_STAT_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return; + case UNIT_STATE_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return; else SetFeared(false); break; default: return; } ClearUnitState(state); - if (HasUnitState(UNIT_STAT_STUNNED)) + if (HasUnitState(UNIT_STATE_STUNNED)) SetStunned(true); else { - if (HasUnitState(UNIT_STAT_ROOT)) + if (HasUnitState(UNIT_STATE_ROOT)) SetRooted(true); - if (HasUnitState(UNIT_STAT_CONFUSED)) + if (HasUnitState(UNIT_STATE_CONFUSED)) SetConfused(true); - else if (HasUnitState(UNIT_STAT_FLEEING)) + else if (HasUnitState(UNIT_STATE_FLEEING)) SetFeared(true); } } @@ -15655,7 +15655,7 @@ void Unit::SetStunned(bool apply) if (!owner || (owner->GetTypeId() == TYPEID_PLAYER && !owner->ToPlayer()->IsMounted())) RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED); - if (!HasUnitState(UNIT_STAT_ROOT)) // prevent moving if it also has root effect + if (!HasUnitState(UNIT_STATE_ROOT)) // prevent moving if it also has root effect { WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 8+4); data.append(GetPackGUID()); @@ -15697,7 +15697,7 @@ void Unit::SetRooted(bool apply) } else { - if (!HasUnitState(UNIT_STAT_STUNNED)) // prevent moving if it also has stun effect + if (!HasUnitState(UNIT_STATE_STUNNED)) // prevent moving if it also has stun effect { if (GetTypeId() == TYPEID_PLAYER) { @@ -15789,7 +15789,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au return false; } - //if (HasUnitState(UNIT_STAT_UNATTACKABLE)) + //if (HasUnitState(UNIT_STATE_UNATTACKABLE)) // return false; if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetTransport()) @@ -15882,7 +15882,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au charmer->ToPlayer()->VehicleSpellInitialize(); break; case CHARM_TYPE_POSSESS: - AddUnitState(UNIT_STAT_POSSESSED); + AddUnitState(UNIT_STATE_POSSESSED); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE); charmer->ToPlayer()->SetClientControl(this, 1); @@ -15933,7 +15933,7 @@ void Unit::RemoveCharmedBy(Unit* charmer) } CharmType type; - if (HasUnitState(UNIT_STAT_POSSESSED)) + if (HasUnitState(UNIT_STATE_POSSESSED)) type = CHARM_TYPE_POSSESS; else if (charmer && charmer->IsOnVehicle(this)) type = CHARM_TYPE_VEHICLE; @@ -15951,7 +15951,7 @@ void Unit::RemoveCharmedBy(Unit* charmer) if (type == CHARM_TYPE_POSSESS) { - ClearUnitState(UNIT_STAT_POSSESSED); + ClearUnitState(UNIT_STATE_POSSESSED); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED); } @@ -16990,7 +16990,7 @@ void Unit::_ExitVehicle(Position const* exitPosition) Vehicle* vehicle = m_vehicle; m_vehicle = NULL; - SetControlled(false, UNIT_STAT_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT + SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT Position pos; if (!exitPosition) // Exit position not specified @@ -16998,7 +16998,7 @@ void Unit::_ExitVehicle(Position const* exitPosition) else pos = *exitPosition; - AddUnitState(UNIT_STAT_MOVE); + AddUnitState(UNIT_STATE_MOVE); if (GetTypeId() == TYPEID_PLAYER) ToPlayer()->SetFallInformation(0, GetPositionZ()); @@ -17390,7 +17390,7 @@ bool CharmInfo::IsReturning() void Unit::SetInFront(Unit const* target) { - if (!HasUnitState(UNIT_STAT_CANNOT_TURN)) + if (!HasUnitState(UNIT_STATE_CANNOT_TURN)) SetOrientation(GetAngle(target)); } diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h index b64a2e210bc..bb2ab7b9e2d 100755 --- a/src/server/game/Entities/Unit/Unit.h +++ b/src/server/game/Entities/Unit/Unit.h @@ -469,46 +469,46 @@ enum DeathState enum UnitState { - UNIT_STAT_DIED = 0x00000001, // player has fake death aura - UNIT_STAT_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone - //UNIT_STAT_MELEE_ATTACK_BY = 0x00000004, // player is melee attack by someone - UNIT_STAT_STUNNED = 0x00000008, - UNIT_STAT_ROAMING = 0x00000010, - UNIT_STAT_CHASE = 0x00000020, - //UNIT_STAT_SEARCHING = 0x00000040, - UNIT_STAT_FLEEING = 0x00000080, - UNIT_STAT_IN_FLIGHT = 0x00000100, // player is in flight mode - UNIT_STAT_FOLLOW = 0x00000200, - UNIT_STAT_ROOT = 0x00000400, - UNIT_STAT_CONFUSED = 0x00000800, - UNIT_STAT_DISTRACTED = 0x00001000, - UNIT_STAT_ISOLATED = 0x00002000, // area auras do not affect other players - UNIT_STAT_ATTACK_PLAYER = 0x00004000, - UNIT_STAT_CASTING = 0x00008000, - UNIT_STAT_POSSESSED = 0x00010000, - UNIT_STAT_CHARGING = 0x00020000, - UNIT_STAT_JUMPING = 0x00040000, - UNIT_STAT_ONVEHICLE = 0x00080000, - UNIT_STAT_MOVE = 0x00100000, - UNIT_STAT_ROTATING = 0x00200000, - UNIT_STAT_EVADE = 0x00400000, - UNIT_STAT_ROAMING_MOVE = 0x00800000, - UNIT_STAT_CONFUSED_MOVE = 0x01000000, - UNIT_STAT_FLEEING_MOVE = 0x02000000, - UNIT_STAT_CHASE_MOVE = 0x04000000, - UNIT_STAT_FOLLOW_MOVE = 0x08000000, - UNIT_STAT_UNATTACKABLE = (UNIT_STAT_IN_FLIGHT | UNIT_STAT_ONVEHICLE), - //UNIT_STAT_MOVING = (UNIT_STAT_ROAMING | UNIT_STAT_CHASE), + UNIT_STATE_DIED = 0x00000001, // player has fake death aura + UNIT_STATE_MELEE_ATTACKING = 0x00000002, // player is melee attacking someone + //UNIT_STATE_MELEE_ATTACK_BY = 0x00000004, // player is melee attack by someone + UNIT_STATE_STUNNED = 0x00000008, + UNIT_STATE_ROAMING = 0x00000010, + UNIT_STATE_CHASE = 0x00000020, + //UNIT_STATE_SEARCHING = 0x00000040, + UNIT_STATE_FLEEING = 0x00000080, + UNIT_STATE_IN_FLIGHT = 0x00000100, // player is in flight mode + UNIT_STATE_FOLLOW = 0x00000200, + UNIT_STATE_ROOT = 0x00000400, + UNIT_STATE_CONFUSED = 0x00000800, + UNIT_STATE_DISTRACTED = 0x00001000, + UNIT_STATE_ISOLATED = 0x00002000, // area auras do not affect other players + UNIT_STATE_ATTACK_PLAYER = 0x00004000, + UNIT_STATE_CASTING = 0x00008000, + UNIT_STATE_POSSESSED = 0x00010000, + UNIT_STATE_CHARGING = 0x00020000, + UNIT_STATE_JUMPING = 0x00040000, + UNIT_STATE_ONVEHICLE = 0x00080000, + UNIT_STATE_MOVE = 0x00100000, + UNIT_STATE_ROTATING = 0x00200000, + UNIT_STATE_EVADE = 0x00400000, + UNIT_STATE_ROAMING_MOVE = 0x00800000, + UNIT_STATE_CONFUSED_MOVE = 0x01000000, + UNIT_STATE_FLEEING_MOVE = 0x02000000, + UNIT_STATE_CHASE_MOVE = 0x04000000, + UNIT_STATE_FOLLOW_MOVE = 0x08000000, + UNIT_STATE_UNATTACKABLE = (UNIT_STATE_IN_FLIGHT | UNIT_STATE_ONVEHICLE), + //UNIT_STATE_MOVING = (UNIT_STATE_ROAMING | UNIT_STATE_CHASE), // for real move using movegen check and stop (except unstoppable flight) - UNIT_STAT_MOVING = UNIT_STAT_ROAMING_MOVE | UNIT_STAT_CONFUSED_MOVE | UNIT_STAT_FLEEING_MOVE| UNIT_STAT_CHASE_MOVE | UNIT_STAT_FOLLOW_MOVE , - UNIT_STAT_CONTROLLED = (UNIT_STAT_CONFUSED | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING), - UNIT_STAT_LOST_CONTROL = (UNIT_STAT_CONTROLLED | UNIT_STAT_JUMPING | UNIT_STAT_CHARGING), - UNIT_STAT_SIGHTLESS = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_EVADE), - UNIT_STAT_CANNOT_AUTOATTACK = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_CASTING), - UNIT_STAT_CANNOT_TURN = (UNIT_STAT_LOST_CONTROL | UNIT_STAT_ROTATING), + UNIT_STATE_MOVING = UNIT_STATE_ROAMING_MOVE | UNIT_STATE_CONFUSED_MOVE | UNIT_STATE_FLEEING_MOVE| UNIT_STATE_CHASE_MOVE | UNIT_STATE_FOLLOW_MOVE , + UNIT_STATE_CONTROLLED = (UNIT_STATE_CONFUSED | UNIT_STATE_STUNNED | UNIT_STATE_FLEEING), + UNIT_STATE_LOST_CONTROL = (UNIT_STATE_CONTROLLED | UNIT_STATE_JUMPING | UNIT_STATE_CHARGING), + UNIT_STATE_SIGHTLESS = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_EVADE), + UNIT_STATE_CANNOT_AUTOATTACK = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_CASTING), + UNIT_STATE_CANNOT_TURN = (UNIT_STATE_LOST_CONTROL | UNIT_STATE_ROTATING), // stay by different reasons - UNIT_STAT_NOT_MOVE = UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DIED | UNIT_STAT_DISTRACTED, - UNIT_STAT_ALL_STATE = 0xffffffff //(UNIT_STAT_STOPPED | UNIT_STAT_MOVING | UNIT_STAT_IN_COMBAT | UNIT_STAT_IN_FLIGHT) + UNIT_STATE_NOT_MOVE = UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DIED | UNIT_STATE_DISTRACTED, + UNIT_STATE_ALL_STATE = 0xffffffff //(UNIT_STATE_STOPPED | UNIT_STATE_MOVING | UNIT_STATE_IN_COMBAT | UNIT_STATE_IN_FLIGHT) }; enum UnitMoveType @@ -1289,8 +1289,8 @@ class Unit : public WorldObject void ClearUnitState(uint32 f) { m_state &= ~f; } bool CanFreeMove() const { - return !HasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_IN_FLIGHT | - UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) && GetOwnerGUID() == 0; + return !HasUnitState(UNIT_STATE_CONFUSED | UNIT_STATE_FLEEING | UNIT_STATE_IN_FLIGHT | + UNIT_STATE_ROOT | UNIT_STATE_STUNNED | UNIT_STATE_DISTRACTED) && GetOwnerGUID() == 0; } uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; } @@ -1525,7 +1525,7 @@ class Unit : public WorldObject } bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); } - bool isInFlight() const { return HasUnitState(UNIT_STAT_IN_FLIGHT); } + bool isInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); } bool isInCombat() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT); } void CombatStart(Unit* target, bool initialAggro = true); @@ -1682,8 +1682,8 @@ class Unit : public WorldObject void RemoveAllControlled(); bool isCharmed() const { return GetCharmerGUID() != 0; } - bool isPossessed() const { return HasUnitState(UNIT_STAT_POSSESSED); } - bool isPossessedByPlayer() const { return HasUnitState(UNIT_STAT_POSSESSED) && IS_PLAYER_GUID(GetCharmerGUID()); } + bool isPossessed() const { return HasUnitState(UNIT_STATE_POSSESSED); } + bool isPossessedByPlayer() const { return HasUnitState(UNIT_STATE_POSSESSED) && IS_PLAYER_GUID(GetCharmerGUID()); } bool isPossessing() const { if (Unit* u = GetCharm()) @@ -2048,7 +2048,7 @@ class Unit : public WorldObject MotionMaster* GetMotionMaster() { return &i_motionMaster; } const MotionMaster* GetMotionMaster() const { return &i_motionMaster; } - bool IsStopped() const { return !(HasUnitState(UNIT_STAT_MOVING)); } + bool IsStopped() const { return !(HasUnitState(UNIT_STATE_MOVING)); } void StopMoving(); void AddUnitMovementFlag(uint32 f) { m_movementInfo.flags |= f; } diff --git a/src/server/game/Entities/Vehicle/Vehicle.cpp b/src/server/game/Entities/Vehicle/Vehicle.cpp index 7e4bebaab95..fc6c6cb063e 100755 --- a/src/server/game/Entities/Vehicle/Vehicle.cpp +++ b/src/server/game/Entities/Vehicle/Vehicle.cpp @@ -176,7 +176,7 @@ void Vehicle::ApplyAllImmunities() case 160: // Strand of the Ancients case 244: // Wintergrasp case 510: // Isle of Conquest - _me->SetControlled(true, UNIT_STAT_ROOT); + _me->SetControlled(true, UNIT_STATE_ROOT); // why we need to apply this? we can simple add immunities to slow mechanic in DB _me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true); break; @@ -342,7 +342,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId) } if (seat->second.SeatInfo->m_flags && !(seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_UNK1)) - unit->AddUnitState(UNIT_STAT_ONVEHICLE); + unit->AddUnitState(UNIT_STATE_ONVEHICLE); unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); VehicleSeatEntry const* veSeat = seat->second.SeatInfo; @@ -364,7 +364,7 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId) if (_me->IsInWorld()) { unit->SendClearTarget(); // SMSG_BREAK_TARGET - unit->SetControlled(true, UNIT_STAT_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures) + unit->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures) // also adds MOVEMENTFLAG_ROOT unit->SendMonsterMoveTransport(_me); // SMSG_MONSTER_MOVE_TRANSPORT @@ -407,7 +407,7 @@ void Vehicle::RemovePassenger(Unit* unit) ++_usableSeatNum; } - unit->ClearUnitState(UNIT_STAT_ONVEHICLE); + unit->ClearUnitState(UNIT_STATE_ONVEHICLE); if (_me->GetTypeId() == TYPEID_UNIT && unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL) _me->RemoveCharmedBy(unit); |
