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authorgvcoman <none@none>2008-11-05 20:51:05 -0600
committergvcoman <none@none>2008-11-05 20:51:05 -0600
commit44bdb135f4ed5bb834795cfb928ccbb0504cf834 (patch)
tree7995df4957fb2e0e6cde895fbe3e85b7efde5fa7 /src/game/PossessedAI.cpp
parent8d331f2b10cff29ee0571f7056ad353df6a3eabd (diff)
[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
Diffstat (limited to 'src/game/PossessedAI.cpp')
-rw-r--r--src/game/PossessedAI.cpp124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/game/PossessedAI.cpp b/src/game/PossessedAI.cpp
new file mode 100644
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+++ b/src/game/PossessedAI.cpp
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+/*
+ * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ *
+ * Thanks to the original authors: 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 "PossessedAI.h"
+#include "Creature.h"
+#include "World.h"
+
+void PossessedAI::AttackStart(Unit *u)
+{
+ if( i_pet.getVictim() || !u )
+ return;
+
+ if(i_pet.Attack(u, true))
+ i_victimGuid = u->GetGUID();
+
+ // Do not autochase our target, and also make sure our current movement generator
+ // is removed since the motion master is reset before this function is called
+ i_pet.GetMotionMaster()->Clear(false);
+ i_pet.GetMotionMaster()->MoveIdle();
+}
+
+bool PossessedAI::_needToStop() const
+{
+ if(!i_pet.getVictim() || !i_pet.isAlive())
+ return true;
+
+ // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
+ if(i_pet.getVictim() == i_pet.GetCharmer())
+ return true;
+
+ return !i_pet.getVictim()->isTargetableForAttack();
+}
+
+void PossessedAI::_stopAttack()
+{
+ if( !i_victimGuid )
+ return;
+
+ Unit* victim = Unit::GetUnit(i_pet, i_victimGuid );
+
+ if ( !victim )
+ return;
+
+ assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
+
+ if( !i_pet.isAlive() )
+ {
+ i_pet.StopMoving();
+ i_pet.GetMotionMaster()->Clear(false);
+ i_pet.GetMotionMaster()->MoveIdle();
+ i_victimGuid = 0;
+ i_pet.CombatStop();
+ i_pet.getHostilRefManager().deleteReferences();
+
+ return;
+ }
+
+ i_pet.GetMotionMaster()->Clear(false);
+ i_pet.GetMotionMaster()->MoveIdle();
+ i_victimGuid = 0;
+ i_pet.AttackStop();
+}
+
+void PossessedAI::UpdateAI(const uint32 diff)
+{
+ // update i_victimGuid if i_pet.getVictim() !=0 and changed
+ if(i_pet.getVictim())
+ i_victimGuid = i_pet.getVictim()->GetGUID();
+
+ // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
+ if( i_victimGuid )
+ {
+ if( _needToStop() )
+ {
+ _stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
+ return;
+ }
+ else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady())
+ {
+ i_pet.AttackerStateUpdate(i_pet.getVictim());
+
+ i_pet.resetAttackTimer();
+
+ if( _needToStop() )
+ _stopAttack();
+ }
+ }
+}
+
+bool PossessedAI::_isVisible(Unit *u) const
+{
+ return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
+ && u->isVisibleForOrDetect(&i_pet,true);
+}
+
+void PossessedAI::JustDied(Unit *u)
+{
+ // We died while possessed, disable our loot
+ i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
+}
+
+void PossessedAI::KilledUnit(Unit* victim)
+{
+ // We killed a creature, disable victim's loot
+ if (victim->GetTypeId() == TYPEID_UNIT)
+ victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
+}