bool PVState::validate(uint32 &reply1, uint32 &reply2, uint64 targetId, uint32 opcode, ObjectControllerCmdProperties*& cmdProperties) { CreatureObject* creature = dynamic_cast<CreatureObject*>(mController->getObject()); // if this command doesn't require state checks skip it, otherwise check our states if(creature && cmdProperties && (cmdProperties->mStates != 0) && (creature->GetStateBitmask() & cmdProperties->mStates) != 0) { if(creature->states.checkStates(cmdProperties->mStates)) { reply1 = kCannotDoWhileState; reply2 = mController->getLowestCommonBit(creature->GetStateBitmask(), cmdProperties->mStates); return false; } if (cmdProperties->mPostureMask !=0 && ((cmdProperties->mPostureMask & creature->GetPosture()) != 0)) { reply1 = kCannotDoWhileLocomotion; reply2 = mController->getPostureValidator(creature->states.getLocomotion()); return false; } } return true; }
bool EVState::validate(uint32 &reply1, uint32 &reply2, uint64 targetId, uint32 opcode, ObjectControllerCmdProperties*& cmdProperties) { CreatureObject* creature = dynamic_cast<CreatureObject*>(mController->getObject()); if(creature && cmdProperties) { //gLogger->log(LogManager::DEBUG, "locomotionMask(%u) & creature->getLocomotion (%u) ==%u", //cmdProperties->mLocomotionMask,mController->getLocoValidator(creature->states.getLocomotion()), cmdProperties->mLocomotionMask & creature->states.getLocomotion()); // skip over commands with no state requirement and check the rest if((cmdProperties->mStates != 0) && creature->states.checkStates(cmdProperties->mStates)) { reply1 = kCannotDoWhileState; reply2 = this->mController->getLowestCommonBit(creature->states.getAction(), cmdProperties->mStates); return false; } if (cmdProperties->mLocomotionMask !=0 && ((cmdProperties->mLocomotionMask & creature->GetPosture()) != 0)) { reply1 = kCannotDoWhileLocomotion; reply2 = mController->getPostureValidator(creature->states.getLocomotion()); return false; } } return true; }