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path: root/src/game/IdleMovementGenerator.cpp
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/*
 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
 *
 * Copyright (C) 2008-2009 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)
        ((Creature*)&unit)->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);
    ((Creature*)&unit)->SetReactState(REACT_AGGRESSIVE);
}