[174] | 1 | /* |
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| 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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| 3 | * |
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| 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/> |
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| 5 | * |
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| 6 | * This program is free software; you can redistribute it and/or modify |
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| 7 | * it under the terms of the GNU General Public License as published by |
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| 8 | * the Free Software Foundation; either version 2 of the License, or |
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| 9 | * (at your option) any later version. |
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| 10 | * |
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| 11 | * This program is distributed in the hope that it will be useful, |
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| 12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 14 | * GNU General Public License for more details. |
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| 15 | * |
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| 16 | * You should have received a copy of the GNU General Public License |
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| 17 | * along with this program; if not, write to the Free Software |
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| 18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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| 19 | */ |
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| 20 | |
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| 21 | #include "PossessedAI.h" |
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| 22 | #include "Creature.h" |
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| 23 | #include "World.h" |
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| 24 | |
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| 25 | void PossessedAI::AttackStart(Unit *u) |
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| 26 | { |
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| 27 | if( i_pet.getVictim() || !u ) |
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| 28 | return; |
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| 29 | |
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| 30 | if(i_pet.Attack(u, true)) |
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| 31 | i_victimGuid = u->GetGUID(); |
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| 32 | |
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| 33 | // Do not autochase our target, and also make sure our current movement generator |
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| 34 | // is removed since the motion master is reset before this function is called |
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| 35 | i_pet.GetMotionMaster()->Clear(false); |
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| 36 | i_pet.GetMotionMaster()->MoveIdle(); |
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| 37 | } |
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| 38 | |
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| 39 | bool PossessedAI::_needToStop() const |
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| 40 | { |
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| 41 | if(!i_pet.getVictim() || !i_pet.isAlive()) |
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| 42 | return true; |
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| 43 | |
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| 44 | // This is needed for charmed creatures, as once their target was reset other effects can trigger threat |
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| 45 | if(i_pet.getVictim() == i_pet.GetCharmer()) |
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| 46 | return true; |
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| 47 | |
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| 48 | return !i_pet.getVictim()->isTargetableForAttack(); |
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| 49 | } |
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| 50 | |
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| 51 | void PossessedAI::_stopAttack() |
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| 52 | { |
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| 53 | if( !i_victimGuid ) |
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| 54 | return; |
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| 55 | |
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| 56 | Unit* victim = Unit::GetUnit(i_pet, i_victimGuid ); |
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| 57 | |
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| 58 | if ( !victim ) |
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| 59 | return; |
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| 60 | |
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| 61 | assert(!i_pet.getVictim() || i_pet.getVictim() == victim); |
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| 62 | |
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| 63 | if( !i_pet.isAlive() ) |
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| 64 | { |
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| 65 | i_pet.StopMoving(); |
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| 66 | i_pet.GetMotionMaster()->Clear(false); |
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| 67 | i_pet.GetMotionMaster()->MoveIdle(); |
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| 68 | i_victimGuid = 0; |
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| 69 | i_pet.CombatStop(); |
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| 70 | i_pet.getHostilRefManager().deleteReferences(); |
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| 71 | |
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| 72 | return; |
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| 73 | } |
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| 74 | |
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| 75 | i_pet.GetMotionMaster()->Clear(false); |
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| 76 | i_pet.GetMotionMaster()->MoveIdle(); |
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| 77 | i_victimGuid = 0; |
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| 78 | i_pet.AttackStop(); |
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| 79 | } |
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| 80 | |
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| 81 | void PossessedAI::UpdateAI(const uint32 diff) |
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| 82 | { |
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| 83 | // update i_victimGuid if i_pet.getVictim() !=0 and changed |
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| 84 | if(i_pet.getVictim()) |
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| 85 | i_victimGuid = i_pet.getVictim()->GetGUID(); |
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| 86 | |
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| 87 | // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc. |
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| 88 | if( i_victimGuid ) |
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| 89 | { |
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| 90 | if( _needToStop() ) |
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| 91 | { |
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| 92 | _stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now |
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| 93 | return; |
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| 94 | } |
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| 95 | else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady()) |
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| 96 | { |
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| 97 | i_pet.AttackerStateUpdate(i_pet.getVictim()); |
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| 98 | |
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| 99 | i_pet.resetAttackTimer(); |
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| 100 | |
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| 101 | if( _needToStop() ) |
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| 102 | _stopAttack(); |
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| 103 | } |
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| 104 | } |
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| 105 | } |
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| 106 | |
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| 107 | bool PossessedAI::_isVisible(Unit *u) const |
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| 108 | { |
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| 109 | return i_pet.GetDistance(u) < sWorld.getConfig(CONFIG_SIGHT_MONSTER) |
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| 110 | && u->isVisibleForOrDetect(&i_pet,true); |
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| 111 | } |
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| 112 | |
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| 113 | void PossessedAI::JustDied(Unit *u) |
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| 114 | { |
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| 115 | // We died while possessed, disable our loot |
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| 116 | i_pet.RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); |
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| 117 | } |
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| 118 | |
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| 119 | void PossessedAI::KilledUnit(Unit* victim) |
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| 120 | { |
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| 121 | // We killed a creature, disable victim's loot |
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| 122 | if (victim->GetTypeId() == TYPEID_UNIT) |
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| 123 | victim->RemoveFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_LOOTABLE); |
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| 124 | } |
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