diff options
author | megamage <none@none> | 2009-04-14 21:07:52 -0500 |
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committer | megamage <none@none> | 2009-04-14 21:07:52 -0500 |
commit | ceae9b8e0f48f3961884fa40be71915f3b8df851 (patch) | |
tree | 7c76e30e6cddf4624d4b5aae6714f47c5a473a0c /src/game/Unit.cpp | |
parent | 3a658002180e30de4e7037a14e2b4fc0788b5d40 (diff) |
[7668] Cleanup In CreatureAI function descriptions and AttackStart/AttackedBy use. Author: VladimirMangos
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 66 |
1 files changed, 26 insertions, 40 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index bddd8c14fc5..0ee053745aa 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -574,30 +574,27 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa return 0; } - if(pVictim->GetTypeId() != TYPEID_PLAYER) + // no xp,health if type 8 /critters/ + if(pVictim->GetTypeId() != TYPEID_PLAYER && pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) { - // no xp,health if type 8 /critters/ - if ( pVictim->GetCreatureType() == CREATURE_TYPE_CRITTER) + // allow loot only if has loot_id in creature_template + if(damage >= pVictim->GetHealth()) { - // allow loot only if has loot_id in creature_template - if(damage >= pVictim->GetHealth()) - { - pVictim->setDeathState(JUST_DIED); - pVictim->SetHealth(0); + pVictim->setDeathState(JUST_DIED); + pVictim->SetHealth(0); - CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo(); - if(cInfo && cInfo->lootid) - pVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); + CreatureInfo const* cInfo = ((Creature*)pVictim)->GetCreatureInfo(); + if(cInfo && cInfo->lootid) + pVictim->SetFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); - // some critters required for quests - if(GetTypeId() == TYPEID_PLAYER) - ((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID()); - } - else - pVictim->ModifyHealth(- (int32)damage); - - return damage; + // some critters required for quests + if(GetTypeId() == TYPEID_PLAYER) + ((Player*)this)->KilledMonster(pVictim->GetEntry(),pVictim->GetGUID()); } + else + pVictim->ModifyHealth(- (int32)damage); + + return damage; } DEBUG_LOG("DealDamageStart"); @@ -835,22 +832,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa pVictim->ModifyHealth(- (int32)damage); - if(damagetype != DOT) - { - if(!getVictim()) - /*{ - // if have target and damage pVictim just call AI reaction - if(pVictim != getVictim() && pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->IsAIEnabled) - ((Creature*)pVictim)->AI()->AttackedBy(this); - } - else*/ - { - // if not have main target then attack state with target (including AI call) - //start melee attacks only after melee hit - Attack(pVictim,(damagetype == DIRECT_DAMAGE)); - } - } - if(damagetype == DIRECT_DAMAGE || damagetype == SPELL_DIRECT_DAMAGE) { //TODO: This is from procflag, I do not know which spell needs this @@ -2268,6 +2249,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex } } + // if damage pVictim call AI reaction + //if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) + // ((Creature*)pVictim)->AI()->AttackedBy(this); + return; } @@ -2295,6 +2280,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex --m_extraAttacks; } } + + // if damage pVictim call AI reaction + //if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI()) + // ((Creature*)pVictim)->AI()->AttackedBy(this); } MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const @@ -7817,9 +7806,6 @@ bool Unit::Attack(Unit *victim, bool meleeAttack) //if(GetTypeId()==TYPEID_UNIT) // ((Creature*)this)->SetCombatStartPosition(GetPositionX(), GetPositionY(), GetPositionZ()); - //if(m_attacking->GetTypeId()==TYPEID_UNIT && ((Creature*)m_attacking)->IsAIEnabled) - // ((Creature*)m_attacking)->AI()->AttackedBy(this); - if(GetTypeId()==TYPEID_UNIT) { // should not let player enter combat by right clicking target @@ -11835,8 +11821,8 @@ void Unit::SetFeared(bool apply, uint64 casterGUID, uint32 spellID) // attack caster if can Unit* caster = ObjectAccessor::GetObjectInWorld(casterGUID, (Unit*)NULL); - if(caster && caster != getVictim() && ((Creature*)this)->IsAIEnabled) - ((Creature*)this)->AI()->AttackStart(caster); + if(caster && ((Creature*)this)->AI()) + ((Creature*)this)->AI()->AttackedBy(caster); } } |