1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
/*
* 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 "PointMovementGenerator.h"
#include "Errors.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"
//----- Point Movement Generator
template<class T>
void PointMovementGenerator<T>::Initialize(T &unit)
{
unit.StopMoving();
Traveller<T> 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<class T>
bool PointMovementGenerator<T>::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<T> traveller(unit);
i_destinationHolder.UpdateTraveller(traveller, diff);
if(i_destinationHolder.HasArrived())
{
unit.clearUnitState(UNIT_STAT_MOVE);
arrived = true;
return false;
}
return true;
}
template<class T>
void PointMovementGenerator<T>:: Finalize(T &unit)
{
if(unit.hasUnitState(UNIT_STAT_CHARGING))
unit.clearUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
if(arrived) // without this crash!
MovementInform(unit);
}
template<class T>
void PointMovementGenerator<T>::MovementInform(T &unit)
{
}
template <> void PointMovementGenerator<Creature>::MovementInform(Creature &unit)
{
if(id == EVENT_FALL_GROUND)
{
unit.setDeathState(JUST_DIED);
unit.SetFlying(true);
}
unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}
template void PointMovementGenerator<Player>::Initialize(Player&);
template bool PointMovementGenerator<Player>::Update(Player &, const uint32 &diff);
template void PointMovementGenerator<Player>::MovementInform(Player&);
template void PointMovementGenerator<Player>::Finalize(Player&);
template void PointMovementGenerator<Creature>::Initialize(Creature&);
template bool PointMovementGenerator<Creature>::Update(Creature&, const uint32 &diff);
template void PointMovementGenerator<Creature>::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));
}
|