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[svn] Implemented player on player and player on creature possession:
* Implemented packet and vision forwarding through possessed units * Added new OnPossess script call alerting scripts on when possession is applied/removed * Moved fall damage and fall under map calculations into the Player class * Added new PossessedAI that is applied only while possession on creature is active * Implemented summon possessed spell effect * Fixed Eyes of the Beast --HG-- branch : trunk
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124
src/game/PossessedAI.cpp
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124
src/game/PossessedAI.cpp
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/*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "PossessedAI.h"
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#include "Creature.h"
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#include "World.h"
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void PossessedAI::AttackStart(Unit *u)
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{
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if( i_pet.getVictim() || !u )
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return;
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if(i_pet.Attack(u, true))
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i_victimGuid = u->GetGUID();
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// Do not autochase our target, and also make sure our current movement generator
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// is removed since the motion master is reset before this function is called
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i_pet.GetMotionMaster()->Clear(false);
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i_pet.GetMotionMaster()->MoveIdle();
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}
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bool PossessedAI::_needToStop() const
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{
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if(!i_pet.getVictim() || !i_pet.isAlive())
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return true;
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// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
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if(i_pet.getVictim() == i_pet.GetCharmer())
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return true;
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return !i_pet.getVictim()->isTargetableForAttack();
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}
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void PossessedAI::_stopAttack()
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{
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if( !i_victimGuid )
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return;
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Unit* victim = Unit::GetUnit(i_pet, i_victimGuid );
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if ( !victim )
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return;
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assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
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if( !i_pet.isAlive() )
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{
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i_pet.StopMoving();
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i_pet.GetMotionMaster()->Clear(false);
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i_pet.GetMotionMaster()->MoveIdle();
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i_victimGuid = 0;
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i_pet.CombatStop();
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i_pet.getHostilRefManager().deleteReferences();
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return;
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}
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i_pet.GetMotionMaster()->Clear(false);
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i_pet.GetMotionMaster()->MoveIdle();
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i_victimGuid = 0;
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i_pet.AttackStop();
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}
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void PossessedAI::UpdateAI(const uint32 diff)
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{
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// update i_victimGuid if i_pet.getVictim() !=0 and changed
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if(i_pet.getVictim())
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i_victimGuid = i_pet.getVictim()->GetGUID();
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// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
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if( i_victimGuid )
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{
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if( _needToStop() )
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{
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_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
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return;
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}
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else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady())
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{
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i_pet.AttackerStateUpdate(i_pet.getVictim());
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i_pet.resetAttackTimer();
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if( _needToStop() )
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_stopAttack();
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}
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}
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}
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bool PossessedAI::_isVisible(Unit *u) const
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{
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return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
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&& u->isVisibleForOrDetect(&i_pet,true);
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}
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void PossessedAI::JustDied(Unit *u)
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{
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// We died while possessed, disable our loot
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i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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}
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void PossessedAI::KilledUnit(Unit* victim)
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{
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// We killed a creature, disable victim's loot
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if (victim->GetTypeId() == TYPEID_UNIT)
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victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
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}
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