/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: MaNGOS * * 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( i_pet.getVictim() || !u ) return; 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); }