Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*

This commit is contained in:
Shocker
2012-02-03 19:02:17 +02:00
parent e602619912
commit 08be716ef8
148 changed files with 483 additions and 483 deletions

View File

@@ -316,7 +316,7 @@ void Unit::Update(uint32 p_time)
// update combat timer only for players and pets (only pets with PetAI)
if (isInCombat() && (GetTypeId() == TYPEID_PLAYER || (ToCreature()->isPet() && IsControlledByPlayer())))
{
// Check UNIT_STAT_MELEE_ATTACKING or UNIT_STAT_CHASE (without UNIT_STAT_FOLLOW in this case) so pets can reach far away
// Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away
// targets without stopping half way there and running off.
// These flags are reset after target dies or another command is given.
if (m_HostileRefManager.isEmpty())
@@ -518,7 +518,7 @@ bool Unit::HasAuraTypeWithFamilyFlags(AuraType auraType, uint32 familyName, uint
void Unit::DealDamageMods(Unit* victim, uint32 &damage, uint32* absorb)
{
if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
if (!victim || !victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
{
if (absorb)
*absorb += damage;
@@ -1046,7 +1046,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
if (!victim)
return;
if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
return;
SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(damageInfo->SpellID);
@@ -1263,7 +1263,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
{
Unit* victim = damageInfo->target;
if (!victim->isAlive() || victim->HasUnitState(UNIT_STAT_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
if (!victim->isAlive() || victim->HasUnitState(UNIT_STATE_IN_FLIGHT) || (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode()))
return;
// Hmmmm dont like this emotes client must by self do all animations
@@ -1839,7 +1839,7 @@ void Unit::CalcHealAbsorb(Unit* victim, const SpellInfo* healSpell, uint32 &heal
void Unit::AttackerStateUpdate (Unit* victim, WeaponAttackType attType, bool extra)
{
if (HasUnitState(UNIT_STAT_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
return;
if (!victim->isAlive())
@@ -2557,7 +2557,7 @@ uint32 Unit::GetDefenseSkillValue(Unit const* target) const
float Unit::GetUnitDodgeChance() const
{
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
if (GetTypeId() == TYPEID_PLAYER)
@@ -2577,7 +2577,7 @@ float Unit::GetUnitDodgeChance() const
float Unit::GetUnitParryChance() const
{
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
float chance = 0.0f;
@@ -2623,7 +2623,7 @@ float Unit::GetUnitMissChance(WeaponAttackType attType) const
float Unit::GetUnitBlockChance() const
{
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STAT_CONTROLLED))
if (IsNonMeleeSpellCasted(false) || HasUnitState(UNIT_STATE_CONTROLLED))
return 0.0f;
if (Player const* player = ToPlayer())
@@ -2875,7 +2875,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
m_AutoRepeatFirstCast = true;
}
AddUnitState(UNIT_STAT_CASTING);
AddUnitState(UNIT_STATE_CASTING);
} break;
case CURRENT_CHANNELED_SPELL:
@@ -2888,7 +2888,7 @@ void Unit::SetCurrentCastedSpell(Spell* pSpell)
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL] &&
m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
AddUnitState(UNIT_STAT_CASTING);
AddUnitState(UNIT_STATE_CASTING);
} break;
case CURRENT_AUTOREPEAT_SPELL:
@@ -9347,16 +9347,16 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// switch to melee attack from ranged/magic
if (meleeAttack)
{
if (!HasUnitState(UNIT_STAT_MELEE_ATTACKING))
if (!HasUnitState(UNIT_STATE_MELEE_ATTACKING))
{
AddUnitState(UNIT_STAT_MELEE_ATTACKING);
AddUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStart(victim);
return true;
}
}
else if (HasUnitState(UNIT_STAT_MELEE_ATTACKING))
else if (HasUnitState(UNIT_STATE_MELEE_ATTACKING))
{
ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop(victim);
return true;
}
@@ -9366,7 +9366,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
// switch target
InterruptSpell(CURRENT_MELEE_SPELL);
if (!meleeAttack)
ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
}
if (m_attacking)
@@ -9379,7 +9379,7 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
SetTarget(victim->GetGUID());
if (meleeAttack)
AddUnitState(UNIT_STAT_MELEE_ATTACKING);
AddUnitState(UNIT_STATE_MELEE_ATTACKING);
// set position before any AI calls/assistance
//if (GetTypeId() == TYPEID_UNIT)
@@ -9420,7 +9420,7 @@ bool Unit::AttackStop()
// Clear our target
SetTarget(0);
ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
InterruptSpell(CURRENT_MELEE_SPELL);
@@ -9463,7 +9463,7 @@ void Unit::CombatStopWithPets(bool includingCast)
bool Unit::isAttackingPlayer() const
{
if (HasUnitState(UNIT_STAT_ATTACK_PLAYER))
if (HasUnitState(UNIT_STATE_ATTACK_PLAYER))
return true;
for (ControlList::const_iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
@@ -11899,7 +11899,7 @@ void Unit::Dismount()
{
if (Pet* pPet = player->GetPet())
{
if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STAT_STUNNED))
if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STATE_STUNNED))
pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
}
else
@@ -11968,7 +11968,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
if (PvP)
m_CombatTimer = 5000;
if (isInCombat() || HasUnitState(UNIT_STAT_EVADE))
if (isInCombat() || HasUnitState(UNIT_STATE_EVADE))
return;
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IN_COMBAT);
@@ -12021,7 +12021,7 @@ void Unit::ClearInCombat()
if (creature->GetCreatureInfo() && creature->GetCreatureInfo()->unit_flags & UNIT_FLAG_OOC_NOT_ATTACKABLE)
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE); // re-apply Out of Combat Non Attackable flag if we leave combat, can be overriden in scripts in EnterEvadeMode()
ClearUnitState(UNIT_STAT_ATTACK_PLAYER);
ClearUnitState(UNIT_STATE_ATTACK_PLAYER);
if (HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_TAPPED))
SetUInt32Value(UNIT_DYNAMIC_FLAGS, creature->GetCreatureInfo()->dynamicflags);
@@ -12053,7 +12053,7 @@ bool Unit::isTargetableForAttack(bool checkFakeDeath) const
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->isGameMaster())
return false;
return !HasUnitState(UNIT_STAT_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STAT_DIED));
return !HasUnitState(UNIT_STATE_UNATTACKABLE) && (!checkFakeDeath || !HasUnitState(UNIT_STATE_DIED));
}
bool Unit::IsValidAttackTarget(Unit const* target) const
@@ -12071,7 +12071,7 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell) co
return false;
// can't attack unattackable units or GMs
if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
return false;
@@ -12165,7 +12165,7 @@ bool Unit::_IsValidAssistTarget(Unit const* target, SpellInfo const* bySpell) co
return true;
// can't assist unattackable units or GMs
if (target->HasUnitState(UNIT_STAT_UNATTACKABLE)
if (target->HasUnitState(UNIT_STATE_UNATTACKABLE)
|| (target->GetTypeId() == TYPEID_PLAYER && target->ToPlayer()->isGameMaster()))
return false;
@@ -14596,7 +14596,7 @@ void Unit::SendPetAIReaction(uint64 guid)
void Unit::StopMoving()
{
ClearUnitState(UNIT_STAT_MOVING);
ClearUnitState(UNIT_STATE_MOVING);
// not need send any packets if not in world
if (!IsInWorld())
@@ -14978,16 +14978,16 @@ void Unit::SetContestedPvP(Player* attackedPlayer)
return;
player->SetContestedPvPTimer(30000);
if (!player->HasUnitState(UNIT_STAT_ATTACK_PLAYER))
if (!player->HasUnitState(UNIT_STATE_ATTACK_PLAYER))
{
player->AddUnitState(UNIT_STAT_ATTACK_PLAYER);
player->AddUnitState(UNIT_STATE_ATTACK_PLAYER);
player->SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
// call MoveInLineOfSight for nearby contested guards
UpdateObjectVisibility();
}
if (!HasUnitState(UNIT_STAT_ATTACK_PLAYER))
if (!HasUnitState(UNIT_STATE_ATTACK_PLAYER))
{
AddUnitState(UNIT_STAT_ATTACK_PLAYER);
AddUnitState(UNIT_STATE_ATTACK_PLAYER);
// call MoveInLineOfSight for nearby contested guards
UpdateObjectVisibility();
}
@@ -15555,28 +15555,28 @@ void Unit::SetControlled(bool apply, UnitState state)
AddUnitState(state);
switch (state)
{
case UNIT_STAT_STUNNED:
case UNIT_STATE_STUNNED:
SetStunned(true);
CastStop();
break;
case UNIT_STAT_ROOT:
if (!HasUnitState(UNIT_STAT_STUNNED))
case UNIT_STATE_ROOT:
if (!HasUnitState(UNIT_STATE_STUNNED))
SetRooted(true);
break;
case UNIT_STAT_CONFUSED:
if (!HasUnitState(UNIT_STAT_STUNNED))
case UNIT_STATE_CONFUSED:
if (!HasUnitState(UNIT_STATE_STUNNED))
{
ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetConfused(true);
CastStop();
}
break;
case UNIT_STAT_FLEEING:
if (!HasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
case UNIT_STATE_FLEEING:
if (!HasUnitState(UNIT_STATE_STUNNED | UNIT_STATE_CONFUSED))
{
ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
ClearUnitState(UNIT_STATE_MELEE_ATTACKING);
SendMeleeAttackStop();
// SendAutoRepeatCancel ?
SetFeared(true);
@@ -15591,29 +15591,29 @@ void Unit::SetControlled(bool apply, UnitState state)
{
switch (state)
{
case UNIT_STAT_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
case UNIT_STATE_STUNNED: if (HasAuraType(SPELL_AURA_MOD_STUN)) return;
else SetStunned(false); break;
case UNIT_STAT_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
case UNIT_STATE_ROOT: if (HasAuraType(SPELL_AURA_MOD_ROOT) || GetVehicle()) return;
else SetRooted(false); break;
case UNIT_STAT_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
case UNIT_STATE_CONFUSED:if (HasAuraType(SPELL_AURA_MOD_CONFUSE)) return;
else SetConfused(false); break;
case UNIT_STAT_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
case UNIT_STATE_FLEEING: if (HasAuraType(SPELL_AURA_MOD_FEAR)) return;
else SetFeared(false); break;
default: return;
}
ClearUnitState(state);
if (HasUnitState(UNIT_STAT_STUNNED))
if (HasUnitState(UNIT_STATE_STUNNED))
SetStunned(true);
else
{
if (HasUnitState(UNIT_STAT_ROOT))
if (HasUnitState(UNIT_STATE_ROOT))
SetRooted(true);
if (HasUnitState(UNIT_STAT_CONFUSED))
if (HasUnitState(UNIT_STATE_CONFUSED))
SetConfused(true);
else if (HasUnitState(UNIT_STAT_FLEEING))
else if (HasUnitState(UNIT_STATE_FLEEING))
SetFeared(true);
}
}
@@ -15655,7 +15655,7 @@ void Unit::SetStunned(bool apply)
if (!owner || (owner->GetTypeId() == TYPEID_PLAYER && !owner->ToPlayer()->IsMounted()))
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
if (!HasUnitState(UNIT_STAT_ROOT)) // prevent moving if it also has root effect
if (!HasUnitState(UNIT_STATE_ROOT)) // prevent moving if it also has root effect
{
WorldPacket data(SMSG_FORCE_MOVE_UNROOT, 8+4);
data.append(GetPackGUID());
@@ -15697,7 +15697,7 @@ void Unit::SetRooted(bool apply)
}
else
{
if (!HasUnitState(UNIT_STAT_STUNNED)) // prevent moving if it also has stun effect
if (!HasUnitState(UNIT_STATE_STUNNED)) // prevent moving if it also has stun effect
{
if (GetTypeId() == TYPEID_PLAYER)
{
@@ -15789,7 +15789,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
return false;
}
//if (HasUnitState(UNIT_STAT_UNATTACKABLE))
//if (HasUnitState(UNIT_STATE_UNATTACKABLE))
// return false;
if (GetTypeId() == TYPEID_PLAYER && ToPlayer()->GetTransport())
@@ -15882,7 +15882,7 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
charmer->ToPlayer()->VehicleSpellInitialize();
break;
case CHARM_TYPE_POSSESS:
AddUnitState(UNIT_STAT_POSSESSED);
AddUnitState(UNIT_STATE_POSSESSED);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
charmer->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE);
charmer->ToPlayer()->SetClientControl(this, 1);
@@ -15933,7 +15933,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
}
CharmType type;
if (HasUnitState(UNIT_STAT_POSSESSED))
if (HasUnitState(UNIT_STATE_POSSESSED))
type = CHARM_TYPE_POSSESS;
else if (charmer && charmer->IsOnVehicle(this))
type = CHARM_TYPE_VEHICLE;
@@ -15951,7 +15951,7 @@ void Unit::RemoveCharmedBy(Unit* charmer)
if (type == CHARM_TYPE_POSSESS)
{
ClearUnitState(UNIT_STAT_POSSESSED);
ClearUnitState(UNIT_STATE_POSSESSED);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED);
}
@@ -16990,7 +16990,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
Vehicle* vehicle = m_vehicle;
m_vehicle = NULL;
SetControlled(false, UNIT_STAT_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
SetControlled(false, UNIT_STATE_ROOT); // SMSG_MOVE_FORCE_UNROOT, ~MOVEMENTFLAG_ROOT
Position pos;
if (!exitPosition) // Exit position not specified
@@ -16998,7 +16998,7 @@ void Unit::_ExitVehicle(Position const* exitPosition)
else
pos = *exitPosition;
AddUnitState(UNIT_STAT_MOVE);
AddUnitState(UNIT_STATE_MOVE);
if (GetTypeId() == TYPEID_PLAYER)
ToPlayer()->SetFallInformation(0, GetPositionZ());
@@ -17390,7 +17390,7 @@ bool CharmInfo::IsReturning()
void Unit::SetInFront(Unit const* target)
{
if (!HasUnitState(UNIT_STAT_CANNOT_TURN))
if (!HasUnitState(UNIT_STATE_CANNOT_TURN))
SetOrientation(GetAngle(target));
}