diff options
author | Neo2003 <none@none> | 2008-10-04 06:17:19 -0500 |
---|---|---|
committer | Neo2003 <none@none> | 2008-10-04 06:17:19 -0500 |
commit | 5651828bf74edb760d67700942fc65d51c816e0a (patch) | |
tree | 1631f319bbc293794109f990beaccfd5b6cee8fe /src/game/GuardAI.cpp | |
parent | ca7a4bf1a78a1ddc6eb21238cc2a1633194a11cc (diff) |
[svn] * Added ACE for Linux and Windows (Thanks Derex for Linux part and partial Windows part)
* Updated to 6721 and 676
* Fixed TrinityScript logo
* Version updated to 0.2.6721.676
--HG--
branch : trunk
rename : 6700-670 => 6721-676
Diffstat (limited to 'src/game/GuardAI.cpp')
-rw-r--r-- | src/game/GuardAI.cpp | 304 |
1 files changed, 154 insertions, 150 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp index fffbb7d4000..32598e8a3d3 100644 --- a/src/game/GuardAI.cpp +++ b/src/game/GuardAI.cpp @@ -1,150 +1,154 @@ -/* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "GuardAI.h" -#include "Errors.h" -#include "Creature.h" -#include "Player.h" -#include "ObjectAccessor.h" -#include "World.h" - -int GuardAI::Permissible(const Creature *creature) -{ - if( creature->isGuard()) - return PERMIT_BASE_SPECIAL; - - return PERMIT_BASE_NO; -} - -GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK) -{ -} - -void GuardAI::MoveInLineOfSight(Unit *u) -{ - if( !i_creature.getVictim() && u->isTargetableForAttack() && - ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) && - u->isInAccessablePlaceFor(&i_creature)) - { - float attackRadius = i_creature.GetAttackDistance(u); - if(i_creature.IsWithinDistInMap(u,attackRadius) && i_creature.GetDistanceZ(u) <= CREATURE_Z_ATTACK_RANGE) - { - //Need add code to let guard support player - AttackStart(u); - u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); - } - } -} - -void GuardAI::EnterEvadeMode() -{ - if( !i_creature.isAlive() ) - { - DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow()); - i_creature.StopMoving(); - i_creature.GetMotionMaster()->MoveIdle(); - - i_state = STATE_NORMAL; - - i_victimGuid = 0; - i_creature.CombatStop(); - i_creature.DeleteThreatList(); - return; - } - - Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid ); - - if( !victim ) - { - DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow()); - } - else if( !victim ->isAlive() ) - { - DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow()); - } - else if( victim ->HasStealthAura() ) - { - DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow()); - } - else if( victim ->isInFlight() ) - { - DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow()); - } - else - { - DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow()); - } - - i_creature.RemoveAllAuras(); - i_creature.DeleteThreatList(); - i_victimGuid = 0; - i_creature.CombatStop(); - i_state = STATE_NORMAL; - - // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead - if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE ) - i_creature.GetMotionMaster()->MoveTargetedHome(); -} - -void GuardAI::UpdateAI(const uint32 /*diff*/) -{ - // update i_victimGuid if i_creature.getVictim() !=0 and changed - if(!i_creature.SelectHostilTarget() || !i_creature.getVictim()) - return; - - i_victimGuid = i_creature.getVictim()->GetGUID(); - - if( i_creature.isAttackReady() ) - { - if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE)) - { - i_creature.AttackerStateUpdate(i_creature.getVictim()); - i_creature.resetAttackTimer(); - } - } -} - -bool GuardAI::IsVisible(Unit *pl) const -{ - return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER) - && pl->isVisibleForOrDetect(&i_creature,true); -} - -void GuardAI::AttackStart(Unit *u) -{ - if( !u ) - return; - - // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow()); - if(i_creature.Attack(u,true)) - { - i_creature.SetInCombatWith(u); - u->SetInCombatWith(&i_creature); - - i_creature.AddThreat(u, 0.0f); - i_victimGuid = u->GetGUID(); - i_creature.GetMotionMaster()->MoveChase(u); - } -} - -void GuardAI::JustDied(Unit *killer) -{ - if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself()) - i_creature.SendZoneUnderAttackMessage(pkiller); -} - +/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "GuardAI.h"
+#include "Errors.h"
+#include "Creature.h"
+#include "Player.h"
+#include "ObjectAccessor.h"
+#include "World.h"
+
+int GuardAI::Permissible(const Creature *creature)
+{
+ if( creature->isGuard())
+ return PERMIT_BASE_SPECIAL;
+
+ return PERMIT_BASE_NO;
+}
+
+GuardAI::GuardAI(Creature &c) : i_creature(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
+{
+}
+
+void GuardAI::MoveInLineOfSight(Unit *u)
+{
+ // Ignore Z for flying creatures
+ if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
+ return;
+
+ if( !i_creature.getVictim() && u->isTargetableForAttack() &&
+ ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
+ u->isInAccessablePlaceFor(&i_creature))
+ {
+ float attackRadius = i_creature.GetAttackDistance(u);
+ if(i_creature.IsWithinDistInMap(u,attackRadius))
+ {
+ //Need add code to let guard support player
+ AttackStart(u);
+ u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+ }
+ }
+}
+
+void GuardAI::EnterEvadeMode()
+{
+ if( !i_creature.isAlive() )
+ {
+ DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
+ i_creature.StopMoving();
+ i_creature.GetMotionMaster()->MoveIdle();
+
+ i_state = STATE_NORMAL;
+
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_creature.DeleteThreatList();
+ return;
+ }
+
+ Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
+
+ if( !victim )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( !victim ->isAlive() )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim ->HasStealthAura() )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else if( victim ->isInFlight() )
+ {
+ DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
+ }
+ else
+ {
+ DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
+ }
+
+ i_creature.RemoveAllAuras();
+ i_creature.DeleteThreatList();
+ i_victimGuid = 0;
+ i_creature.CombatStop();
+ i_state = STATE_NORMAL;
+
+ // Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
+ if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
+ i_creature.GetMotionMaster()->MoveTargetedHome();
+}
+
+void GuardAI::UpdateAI(const uint32 /*diff*/)
+{
+ // update i_victimGuid if i_creature.getVictim() !=0 and changed
+ if(!i_creature.SelectHostilTarget() || !i_creature.getVictim())
+ return;
+
+ i_victimGuid = i_creature.getVictim()->GetGUID();
+
+ if( i_creature.isAttackReady() )
+ {
+ if( i_creature.IsWithinDistInMap(i_creature.getVictim(), ATTACK_DISTANCE))
+ {
+ i_creature.AttackerStateUpdate(i_creature.getVictim());
+ i_creature.resetAttackTimer();
+ }
+ }
+}
+
+bool GuardAI::IsVisible(Unit *pl) const
+{
+ return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
+ && pl->isVisibleForOrDetect(&i_creature,true);
+}
+
+void GuardAI::AttackStart(Unit *u)
+{
+ if( !u )
+ return;
+
+ // DEBUG_LOG("Creature %s tagged a victim to kill [guid=%u]", i_creature.GetName(), u->GetGUIDLow());
+ if(i_creature.Attack(u,true))
+ {
+ i_creature.SetInCombatWith(u);
+ u->SetInCombatWith(&i_creature);
+
+ i_creature.AddThreat(u, 0.0f);
+ i_victimGuid = u->GetGUID();
+ i_creature.GetMotionMaster()->MoveChase(u);
+ }
+}
+
+void GuardAI::JustDied(Unit *killer)
+{
+ if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
+ i_creature.SendZoneUnderAttackMessage(pkiller);
+}
+
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