/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 void PointMovementGenerator::Initialize(T &unit) { unit.StopMoving(); Traveller traveller(unit); // knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/); } template bool PointMovementGenerator::Update(T &unit, const uint32 &diff) { if(!&unit) return false; if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED)) { if(unit.hasUnitState(UNIT_STAT_CHARGING)) return false; else return true; } Traveller traveller(unit); i_destinationHolder.UpdateTraveller(traveller, diff); if(i_destinationHolder.HasArrived()) { unit.clearUnitState(UNIT_STAT_MOVE); arrived = true; return false; } return true; } template void PointMovementGenerator:: Finalize(T &unit) { if(unit.hasUnitState(UNIT_STAT_CHARGING)) unit.clearUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING); else if(arrived) MovementInform(unit); } template void PointMovementGenerator::MovementInform(T &unit) { } template <> void PointMovementGenerator::MovementInform(Creature &unit) { if(id == EVENT_FALL_GROUND) unit.setDeathState(JUST_DIED); unit.AI()->MovementInform(POINT_MOTION_TYPE, id); } template void PointMovementGenerator::Initialize(Player&); template bool PointMovementGenerator::Update(Player &, const uint32 &diff); template void PointMovementGenerator::MovementInform(Player&); template void PointMovementGenerator::Finalize(Player&); template void PointMovementGenerator::Initialize(Creature&); template bool PointMovementGenerator::Update(Creature&, const uint32 &diff); template void PointMovementGenerator::Finalize(Creature&); void AssistanceMovementGenerator::Finalize(Unit &unit) { ((Creature*)&unit)->SetNoCallAssistance(false); ((Creature*)&unit)->CallAssistance(); if (unit.isAlive()) unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY)); }