diff options
author | Rat <none@none> | 2010-06-05 23:40:08 +0200 |
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committer | Rat <none@none> | 2010-06-05 23:40:08 +0200 |
commit | 75b80d9f5b02a643c983b2fb1ededed79fd5d133 (patch) | |
tree | ebd1c2cc12a2715909dd04c1ed147a260c6ceb14 /src/server/game/AI/CreatureAI.cpp | |
parent | 6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff) |
rearranged core files
--HG--
branch : trunk
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r-- | src/server/game/AI/CreatureAI.cpp | 162 |
1 files changed, 162 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp new file mode 100644 index 00000000000..fb8f37ae492 --- /dev/null +++ b/src/server/game/AI/CreatureAI.cpp @@ -0,0 +1,162 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 "CreatureAI.h" +#include "CreatureAIImpl.h" +#include "Creature.h" +#include "World.h" +#include "SpellMgr.h" +#include "Vehicle.h" + +//Disable CreatureAI when charmed +void CreatureAI::OnCharmed(bool /*apply*/) +{ + //me->IsAIEnabled = !apply;*/ + me->NeedChangeAI = true; + me->IsAIEnabled = false; +} + +AISpellInfoType * UnitAI::AISpellInfo; + AISpellInfoType * GetAISpellInfo(uint32 i) { return &CreatureAI::AISpellInfo[i]; } + +void CreatureAI::DoZoneInCombat(Creature* creature) +{ + if (!creature) + creature = me; + + if (!creature->CanHaveThreatList()) + return; + + Map *map = creature->GetMap(); + if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated + { + sLog.outError("DoZoneInCombat call for map that isn't an instance (creature entry = %d)", creature->GetTypeId() == TYPEID_UNIT ? creature->ToCreature()->GetEntry() : 0); + return; + } + + if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) + { + if (Unit *target = creature->SelectNearestTarget(50)) + creature->AI()->AttackStart(target); + else if (creature->isSummon()) + { + if (Unit *summoner = creature->ToTempSummon()->GetSummoner()) + { + Unit *target = summoner->getAttackerForHelper(); + if (!target && summoner->CanHaveThreatList() && !summoner->getThreatManager().isThreatListEmpty()) + target = summoner->getThreatManager().getHostilTarget(); + if (target && (creature->IsFriendlyTo(summoner) || creature->IsHostileTo(target))) + creature->AI()->AttackStart(target); + } + } + } + + if (!creature->HasReactState(REACT_PASSIVE) && !creature->getVictim()) + { + sLog.outError("DoZoneInCombat called for creature that has empty threat list (creature entry = %u)", creature->GetEntry()); + return; + } + + Map::PlayerList const &PlList = map->GetPlayers(); + + if (PlList.isEmpty()) + return; + + for (Map::PlayerList::const_iterator i = PlList.begin(); i != PlList.end(); ++i) + { + if (Player* pPlayer = i->getSource()) + { + if (pPlayer->isGameMaster()) + continue; + + if (pPlayer->isAlive()) + { + creature->SetInCombatWith(pPlayer); + pPlayer->SetInCombatWith(creature); + creature->AddThreat(pPlayer, 0.0f); + } + + /* Causes certain things to never leave the threat list (Priest Lightwell, etc): + for (Unit::ControlList::const_iterator itr = pPlayer->m_Controlled.begin(); itr != pPlayer->m_Controlled.end(); ++itr) + { + creature->SetInCombatWith(*itr); + (*itr)->SetInCombatWith(creature); + creature->AddThreat(*itr, 0.0f); + }*/ + } + } +} + +// scripts does not take care about MoveInLineOfSight loops +// MoveInLineOfSight can be called inside another MoveInLineOfSight and cause stack overflow +void CreatureAI::MoveInLineOfSight_Safe(Unit *who) +{ + if (m_MoveInLineOfSight_locked == true) + return; + m_MoveInLineOfSight_locked = true; + MoveInLineOfSight(who); + m_MoveInLineOfSight_locked = false; +} + +void CreatureAI::MoveInLineOfSight(Unit *who) +{ + if (me->getVictim()) + return; + + if (me->GetCreatureType() == CREATURE_TYPE_NON_COMBAT_PET) // non-combat pets should just stand there and look good;) + return; + + if (me->canStartAttack(who, false)) + AttackStart(who); + //else if (who->getVictim() && me->IsFriendlyTo(who) + // && me->IsWithinDistInMap(who, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)) + // && me->canStartAttack(who->getVictim(), true)) // TODO: if we use true, it will not attack it when it arrives + // me->GetMotionMaster()->MoveChase(who->getVictim()); +} + +void CreatureAI::EnterEvadeMode() +{ + if (!_EnterEvadeMode()) + return; + + sLog.outDebug("Creature %u enters evade mode.", me->GetEntry()); + + if (!me->GetVehicle()) // otherwise me will be in evade mode forever + { + if (Unit *owner = me->GetCharmerOrOwner()) + { + me->GetMotionMaster()->Clear(false); + me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE); + } + else + me->GetMotionMaster()->MoveTargetedHome(); + } + + Reset(); + + if (me->IsVehicle()) // use the same sequence of addtoworld, aireset may remove all summons! + me->GetVehicleKit()->Reset(); +} + +/*void CreatureAI::AttackedBy(Unit* attacker) +{ + if (!me->getVictim()) + AttackStart(attacker); +}*/ |