Revert "refactor(Core/Movement): Naming convention (#13989)"
This reverts commit d2f440c3e8.
113 lines
3.2 KiB
C++
113 lines
3.2 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "IdleMovementGenerator.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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// StopMoving is needed to make unit stop if its last movement generator expires
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// But it should not be sent otherwise there are many redundent packets
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void IdleMovementGenerator::Initialize(Unit* owner)
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{
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Reset(owner);
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}
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void IdleMovementGenerator::Reset(Unit* owner)
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{
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if (!owner->IsStopped())
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owner->StopMoving();
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}
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void RotateMovementGenerator::Initialize(Unit* owner)
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{
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if (!owner->IsStopped())
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owner->StopMoving();
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if (owner->GetVictim())
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owner->SetInFront(owner->GetVictim());
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owner->AddUnitState(UNIT_STATE_ROTATING);
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owner->AttackStop();
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}
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bool RotateMovementGenerator::Update(Unit* owner, uint32 diff)
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{
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float angle = owner->GetOrientation();
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if (m_direction == ROTATE_DIRECTION_LEFT)
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{
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angle += (float)diff * static_cast<float>(M_PI * 2) / m_maxDuration;
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while (angle >= static_cast<float>(M_PI * 2)) angle -= static_cast<float>(M_PI * 2);
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}
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else
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{
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angle -= (float)diff * static_cast<float>(M_PI * 2) / m_maxDuration;
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while (angle < 0) angle += static_cast<float>(M_PI * 2);
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}
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owner->SetFacingTo(angle);
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if (m_duration > diff)
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m_duration -= diff;
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else
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return false;
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return true;
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}
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void RotateMovementGenerator::Finalize(Unit* unit)
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{
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unit->ClearUnitState(UNIT_STATE_ROTATING);
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if (unit->GetTypeId() == TYPEID_UNIT)
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unit->ToCreature()->AI()->MovementInform(ROTATE_MOTION_TYPE, 0);
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}
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void DistractMovementGenerator::Initialize(Unit* owner)
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{
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// Distracted creatures stand up if not standing
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if (!owner->IsStandState())
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owner->SetStandState(UNIT_STAND_STATE_STAND);
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owner->AddUnitState(UNIT_STATE_DISTRACTED);
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}
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void DistractMovementGenerator::Finalize(Unit* owner)
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{
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owner->ClearUnitState(UNIT_STATE_DISTRACTED);
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// If this is a creature, then return orientation to original position (for idle movement creatures)
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if (owner->GetTypeId() == TYPEID_UNIT && owner->ToCreature())
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{
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float angle = owner->ToCreature()->GetHomePosition().GetOrientation();
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owner->SetFacingTo(angle);
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}
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}
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bool DistractMovementGenerator::Update(Unit* owner, uint32 time_diff)
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{
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if (owner->IsInCombat() || time_diff > m_timer)
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return false;
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m_timer -= time_diff;
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return true;
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}
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void AssistanceDistractMovementGenerator::Finalize(Unit* unit)
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{
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unit->ClearUnitState(UNIT_STATE_DISTRACTED);
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unit->ToCreature()->SetReactState(REACT_AGGRESSIVE);
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}
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