[7667] Add to CreatureAI field pointing to creature itself. Use it instead diff. fields in subclases. Author: VladimirMangos
Also send pointer to AI constructors ans mark constructors as explicit.
This changes allow move now some generic often used AI code to CreatureAI helper functions.
--HG--
branch : trunk
This commit is contained in:
+19
-18
@@ -38,8 +38,9 @@ TotemAI::Permissible(const Creature *creature)
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return PERMIT_BASE_NO;
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}
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TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
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TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_victimGuid(0)
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{
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assert(c->isTotem());
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}
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void
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@@ -49,20 +50,20 @@ TotemAI::MoveInLineOfSight(Unit *)
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void TotemAI::EnterEvadeMode()
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{
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i_totem.CombatStop();
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m_creature->CombatStop();
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}
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void
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TotemAI::UpdateAI(const uint32 /*diff*/)
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{
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if (i_totem.GetTotemType() != TOTEM_ACTIVE)
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if (((Totem*)m_creature)->GetTotemType() != TOTEM_ACTIVE)
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return;
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if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false))
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if (!m_creature->isAlive() || m_creature->IsNonMeleeSpellCasted(false))
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return;
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// Search spell
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell());
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(((Totem*)m_creature)->GetSpell());
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if (!spellInfo)
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return;
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@@ -73,17 +74,17 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
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// pointer to appropriate target if found any
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Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(i_totem, i_victimGuid) : NULL;
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Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*m_creature, i_victimGuid) : NULL;
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if( !victim ||
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!victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) ||
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i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) )
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!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
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m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,false) )
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{
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victim = NULL;
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Trinity::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
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Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(&i_totem, victim, u_check);
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i_totem.VisitNearbyObject(max_range, checker);
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Trinity::NearestAttackableUnitInObjectRangeCheck u_check(m_creature, m_creature, max_range);
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Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(m_creature, victim, u_check);
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m_creature->VisitNearbyObject(max_range, checker);
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}
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// If have target
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@@ -93,8 +94,8 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
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i_victimGuid = victim->GetGUID();
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// attack
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i_totem.SetInFront(victim); // client change orientation by self
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i_totem.CastSpell(victim, i_totem.GetSpell(), false);
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m_creature->SetInFront(victim); // client change orientation by self
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m_creature->CastSpell(victim, ((Totem*)m_creature)->GetSpell(), false);
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}
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else
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i_victimGuid = 0;
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@@ -110,13 +111,13 @@ void
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TotemAI::AttackStart(Unit *)
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{
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// Sentry totem sends ping on attack
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if (i_totem.GetEntry() == SENTRY_TOTEM_ENTRY && i_totem.GetOwner()->GetTypeId() == TYPEID_PLAYER)
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if (m_creature->GetEntry() == SENTRY_TOTEM_ENTRY && m_creature->GetOwner()->GetTypeId() == TYPEID_PLAYER)
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{
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WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
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data << i_totem.GetGUID();
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data << i_totem.GetPositionX();
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data << i_totem.GetPositionY();
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((Player*)i_totem.GetOwner())->GetSession()->SendPacket(&data);
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data << m_creature->GetGUID();
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data << m_creature->GetPositionX();
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data << m_creature->GetPositionY();
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((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
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}
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}
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