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-rw-r--r--src/game/CreatureAI.cpp162
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);
-}*/