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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);
}
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