diff options
Diffstat (limited to 'src/game/PossessedAI.cpp')
-rw-r--r-- | src/game/PossessedAI.cpp | 254 |
1 files changed, 127 insertions, 127 deletions
diff --git a/src/game/PossessedAI.cpp b/src/game/PossessedAI.cpp index 6b803303185..17dd28f0b0f 100644 --- a/src/game/PossessedAI.cpp +++ b/src/game/PossessedAI.cpp @@ -1,127 +1,127 @@ -/*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
- *
- * Thanks to the original authors: MaNGOS <http://www.mangosproject.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 "PossessedAI.h"
-#include "Creature.h"
-#include "World.h"
-
-void PossessedAI::AttackStart(Unit *u)
-{
- if( !u )
- 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.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady())
- {
- i_pet.AttackerStateUpdate(i_pet.getVictim());
-
- i_pet.resetAttackTimer();
-
- if( _needToStop() )
- _stopAttack();
- }
- }
-}
-
-bool PossessedAI::_isVisible(Unit *u) const
-{
- return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER)
- && u->isVisibleForOrDetect(&i_pet,true);
-}
-
-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);
-}
+/* + * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> + * + * Thanks to the original authors: MaNGOS <http://www.mangosproject.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 "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.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY)) + { + i_pet.AttackerStateUpdate(i_pet.getVictim()); + + i_pet.resetAttackTimer(); + + if( _needToStop() ) + _stopAttack(); + } + } +} + +bool PossessedAI::_isVisible(Unit *u) const +{ + return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER) + && u->isVisibleForOrDetect(&i_pet,true); +} + +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); +} |