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authorRat <none@none>2010-06-05 23:40:08 +0200
committerRat <none@none>2010-06-05 23:40:08 +0200
commit75b80d9f5b02a643c983b2fb1ededed79fd5d133 (patch)
treeebd1c2cc12a2715909dd04c1ed147a260c6ceb14 /src/server/game/AI/CreatureAI.cpp
parent6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff)
rearranged core files
--HG-- branch : trunk
Diffstat (limited to 'src/server/game/AI/CreatureAI.cpp')
-rw-r--r--src/server/game/AI/CreatureAI.cpp162
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);
+}*/