*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget --HG-- branch : trunk
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@@ -17,18 +17,14 @@
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_UNITAI_H
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#define TRINITY_UNITAI_H
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#include "Platform/Define.h"
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#include <list>
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#include "Unit.h"
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class Unit;
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class Player;
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struct AISpellInfoType;
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//Selection method used by SelectTarget
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enum SelectAggroTarget
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{
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@@ -38,7 +34,6 @@ enum SelectAggroTarget
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SELECT_TARGET_NEAREST,
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SELECT_TARGET_FARTHEST,
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};
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class TRINITY_DLL_SPEC UnitAI
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{
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protected:
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@@ -48,54 +43,40 @@ class TRINITY_DLL_SPEC UnitAI
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virtual bool CanAIAttack(const Unit *who) const { return true; }
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virtual void AttackStart(Unit *);
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virtual void UpdateAI(const uint32 diff) = 0;
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virtual void InitializeAI() { if(!me->isDead()) Reset(); }
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virtual void Reset() {};
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// Called when unit is charmed
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virtual void OnCharmed(bool apply) = 0;
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// Pass parameters between AI
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virtual void DoAction(const int32 param = 0) {}
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virtual uint32 GetData(uint32 id = 0) { return 0; }
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virtual void SetData(uint32 id, uint32 value) {}
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virtual void SetGUID(const uint64 &guid, int32 id = 0) {}
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virtual uint64 GetGUID(int32 id = 0) { return 0; }
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Unit* SelectTarget(SelectAggroTarget target, uint32 position = 0, float dist = 0, bool playerOnly = false, int32 aura = 0);
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void SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist = 0, bool playerOnly = false, int32 aura = 0);
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void AttackStartCaster(Unit *victim, float dist);
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void DoCast(uint32 spellId);
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void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
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void DoCastVictim(uint32 spellId, bool triggered = false);
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void DoCastAOE(uint32 spellId, bool triggered = false);
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float DoGetSpellMaxRange(uint32 spellId, bool positive = false);
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void DoMeleeAttackIfReady();
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bool DoSpellAttackIfReady(uint32 spell);
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static AISpellInfoType *AISpellInfo;
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static void FillAISpellInfo();
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};
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class TRINITY_DLL_SPEC PlayerAI : public UnitAI
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{
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protected:
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Player* const me;
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public:
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explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
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void OnCharmed(bool apply);
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};
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class TRINITY_DLL_SPEC SimpleCharmedAI : public PlayerAI
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{
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public:
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void UpdateAI(const uint32 diff);
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};
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#endif
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