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-rw-r--r--src/server/game/IdleMovementGenerator.cpp114
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diff --git a/src/server/game/IdleMovementGenerator.cpp b/src/server/game/IdleMovementGenerator.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * 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 "IdleMovementGenerator.h"
+#include "CreatureAI.h"
+#include "Creature.h"
+
+IdleMovementGenerator si_idleMovement;
+
+// StopMoving is needed to make unit stop if its last movement generator expires
+// But it should not be sent otherwise there are many redundent packets
+void IdleMovementGenerator::Initialize(Unit &owner)
+{
+ if (owner.hasUnitState(UNIT_STAT_MOVE))
+ owner.StopMoving();
+}
+
+void
+IdleMovementGenerator::Reset(Unit& owner)
+{
+ if (owner.hasUnitState(UNIT_STAT_MOVE))
+ owner.StopMoving();
+}
+
+void RotateMovementGenerator::Initialize(Unit& owner)
+{
+ if (owner.hasUnitState(UNIT_STAT_MOVE))
+ owner.StopMoving();
+
+ if (owner.getVictim())
+ owner.SetInFront(owner.getVictim());
+
+ owner.addUnitState(UNIT_STAT_ROTATING);
+
+ owner.AttackStop();
+}
+
+bool RotateMovementGenerator::Update(Unit& owner, const uint32& diff)
+{
+ float angle = owner.GetOrientation();
+ if (m_direction == ROTATE_DIRECTION_LEFT)
+ {
+ angle += (float)diff * M_PI * 2 / m_maxDuration;
+ while (angle >= M_PI * 2) angle -= M_PI * 2;
+ }
+ else
+ {
+ angle -= (float)diff * M_PI * 2 / m_maxDuration;
+ while (angle < 0) angle += M_PI * 2;
+ }
+ owner.SetOrientation(angle);
+ owner.SendMovementFlagUpdate(); // this is a hack. we do not have anything correct to send in the beginning
+
+ if (m_duration > diff)
+ m_duration -= diff;
+ else
+ return false;
+
+ return true;
+}
+
+void RotateMovementGenerator::Finalize(Unit &unit)
+{
+ unit.clearUnitState(UNIT_STAT_ROTATING);
+ if (unit.GetTypeId() == TYPEID_UNIT)
+ unit.ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
+}
+
+void
+DistractMovementGenerator::Initialize(Unit& owner)
+{
+ owner.addUnitState(UNIT_STAT_DISTRACTED);
+}
+
+void
+DistractMovementGenerator::Finalize(Unit& owner)
+{
+ owner.clearUnitState(UNIT_STAT_DISTRACTED);
+}
+
+bool
+DistractMovementGenerator::Update(Unit& /*owner*/, const uint32& time_diff)
+{
+ if (time_diff > m_timer)
+ return false;
+
+ m_timer -= time_diff;
+ return true;
+}
+
+void
+AssistanceDistractMovementGenerator::Finalize(Unit &unit)
+{
+ unit.clearUnitState(UNIT_STAT_DISTRACTED);
+ unit.ToCreature()->SetReactState(REACT_AGGRESSIVE);
+}
+