/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 "NullCreatureAI.h" #include "Creature.h" #include "TemporarySummon.h" PassiveAI::PassiveAI(Creature *c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } PossessedAI::PossessedAI(Creature *c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } NullCreatureAI::NullCreatureAI(Creature *c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); } void PassiveAI::UpdateAI(const uint32) { if(me->isInCombat() && me->getAttackers().empty()) EnterEvadeMode(); } void PossessedAI::AttackStart(Unit *target) { me->Attack(target, true); } void PossessedAI::UpdateAI(const uint32 diff) { if(me->getVictim()) { if(!me->canAttack(me->getVictim())) me->AttackStop(); else DoMeleeAttackIfReady(); } } void PossessedAI::JustDied(Unit *u) { // We died while possessed, disable our loot me->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); } void CritterAI::DamageTaken(Unit *done_by, uint32 &) { if(!me->hasUnitState(UNIT_STAT_FLEEING)) me->SetControlled(true, UNIT_STAT_FLEEING); } void CritterAI::EnterEvadeMode() { if(me->hasUnitState(UNIT_STAT_FLEEING)) me->SetControlled(false, UNIT_STAT_FLEEING); CreatureAI::EnterEvadeMode(); } void TriggerAI::IsSummonedBy(Unit *summoner) { if(me->m_spells[0]) me->CastSpell(me, me->m_spells[0], false, 0, 0, summoner->GetGUID()); }