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-rw-r--r--src/game/GuardAI.cpp70
1 files changed, 35 insertions, 35 deletions
diff --git a/src/game/GuardAI.cpp b/src/game/GuardAI.cpp
index 07a5bd9f819..b7268758583 100644
--- a/src/game/GuardAI.cpp
+++ b/src/game/GuardAI.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 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
@@ -33,107 +33,107 @@ int GuardAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
-GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
+GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
- if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
+ if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
- if( !i_creature.getVictim() && i_creature.canAttack(u) &&
- ( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
- u->isInAccessiblePlaceFor(&i_creature))
+ if( !m_creature->getVictim() && m_creature->canAttack(u) &&
+ ( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
+ u->isInAccessiblePlaceFor(m_creature))
{
- float attackRadius = i_creature.GetAttackDistance(u);
- if(i_creature.IsWithinDistInMap(u,attackRadius))
+ float attackRadius = m_creature->GetAttackDistance(u);
+ if(m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
- //u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+ //u->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
}
}
}
void GuardAI::EnterEvadeMode()
{
- if( !i_creature.isAlive() )
+ if( !m_creature->isAlive() )
{
- DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
- i_creature.GetMotionMaster()->MoveIdle();
+ DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
+ m_creature->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
- i_creature.CombatStop();
- i_creature.DeleteThreatList();
+ m_creature->CombatStop(true);
+ m_creature->DeleteThreatList();
return;
}
- Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
+ Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
- DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
+ DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim ->isAlive() )
{
- DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow());
+ DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->HasStealthAura() )
{
- DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
+ DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->isInFlight() )
{
- DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
+ DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
- DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
+ DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
}
- i_creature.RemoveAllAuras();
- i_creature.DeleteThreatList();
+ m_creature->RemoveAllAuras();
+ m_creature->DeleteThreatList();
i_victimGuid = 0;
- i_creature.CombatStop();
+ m_creature->CombatStop(true);
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
- if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
- i_creature.GetMotionMaster()->MoveTargetedHome();
+ if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
+ m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
- // update i_victimGuid if i_creature.getVictim() !=0 and changed
+ // update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
- i_victimGuid = i_creature.getVictim()->GetGUID();
+ i_victimGuid = m_creature->getVictim()->GetGUID();
- if( i_creature.isAttackReady() )
+ if( m_creature->isAttackReady() )
{
- if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
+ if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
- i_creature.AttackerStateUpdate(i_creature.getVictim());
- i_creature.resetAttackTimer();
+ m_creature->AttackerStateUpdate(m_creature->getVictim());
+ m_creature->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
- return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
- && pl->isVisibleForOrDetect(&i_creature,true);
+ return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
+ && pl->isVisibleForOrDetect(m_creature,true);
}
void GuardAI::JustDied(Unit *killer)
{
if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
- i_creature.SendZoneUnderAttackMessage(pkiller);
+ m_creature->SendZoneUnderAttackMessage(pkiller);
}