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Diffstat (limited to 'src/game/CreatureAI.cpp')
| -rw-r--r-- | src/game/CreatureAI.cpp | 162 |
1 files changed, 0 insertions, 162 deletions
diff --git a/src/game/CreatureAI.cpp b/src/game/CreatureAI.cpp deleted file mode 100644 index fb8f37ae492..00000000000 --- a/src/game/CreatureAI.cpp +++ /dev/null @@ -1,162 +0,0 @@ -/* - * 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); -}*/ |
