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-rw-r--r--src/game/PossessedAI.cpp102
1 files changed, 0 insertions, 102 deletions
diff --git a/src/game/PossessedAI.cpp b/src/game/PossessedAI.cpp
index 23ac5fae43e..bda0de88882 100644
--- a/src/game/PossessedAI.cpp
+++ b/src/game/PossessedAI.cpp
@@ -18,105 +18,3 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
-#include "PossessedAI.h"
-#include "Creature.h"
-#include "World.h"
-
-void PossessedAI::AttackStart(Unit *u)
-{
- if( !u || i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
- return;
-
- if (i_pet.getVictim() && u != i_pet.getVictim())
- i_pet.AttackStop();
-
- if(i_pet.Attack(u, true))
- i_victimGuid = u->GetGUID();
-
- // Do not autochase our target, and also make sure our current movement generator
- // is removed since the motion master is reset before this function is called
- i_pet.GetMotionMaster()->Clear(false);
- i_pet.GetMotionMaster()->MoveIdle();
-}
-
-bool PossessedAI::_needToStop() const
-{
- if(!i_pet.getVictim() || !i_pet.isAlive())
- return true;
-
- // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
- if(i_pet.getVictim() == i_pet.GetCharmer())
- return true;
-
- return !i_pet.canAttack(i_pet.getVictim());
-}
-
-void PossessedAI::_stopAttack()
-{
- if( !i_victimGuid )
- return;
-
- Unit* victim = Unit::GetUnit(i_pet, i_victimGuid );
-
- if ( !victim )
- return;
-
- assert(!i_pet.getVictim() || i_pet.getVictim() == victim);
-
- if( !i_pet.isAlive() )
- {
- i_pet.StopMoving();
- i_pet.GetMotionMaster()->Clear(false);
- i_pet.GetMotionMaster()->MoveIdle();
- i_victimGuid = 0;
- i_pet.CombatStop();
- i_pet.getHostilRefManager().deleteReferences();
-
- return;
- }
-
- i_pet.GetMotionMaster()->Clear(false);
- i_pet.GetMotionMaster()->MoveIdle();
- i_victimGuid = 0;
- i_pet.AttackStop();
-}
-
-void PossessedAI::UpdateAI(const uint32 diff)
-{
- // update i_victimGuid if i_pet.getVictim() !=0 and changed
- if(i_pet.getVictim())
- i_victimGuid = i_pet.getVictim()->GetGUID();
-
- // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
- if( i_victimGuid )
- {
- if( _needToStop() )
- {
- _stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
- return;
- }
- else if(i_pet.IsWithinMeleeRange(i_pet.getVictim()) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
- {
- i_pet.AttackerStateUpdate(i_pet.getVictim());
-
- i_pet.resetAttackTimer();
-
- if( _needToStop() )
- _stopAttack();
- }
- }
-}
-
-void PossessedAI::JustDied(Unit *u)
-{
- // We died while possessed, disable our loot
- i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
-}
-
-void PossessedAI::KilledUnit(Unit* victim)
-{
- // We killed a creature, disable victim's loot
- if (victim->GetTypeId() == TYPEID_UNIT)
- victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE);
-}
-