Core/Scripts: Moved HealReceived from CreatureAI to UnitAI and added HealDone and removed creature-only restriction

--HG--
branch : trunk
This commit is contained in:
Shauren
2010-10-25 11:12:47 +02:00
parent 4f5a60c487
commit 42065a236e
4 changed files with 18 additions and 9 deletions
+6
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@@ -74,6 +74,12 @@ class UnitAI
// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {} virtual void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
// Called when the creature receives heal
virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
// Called when the unit heals
virtual void HealDone(Unit* /*done_to*/, uint32& /*addhealth*/) {}
// Select the targets satifying the predicate. // Select the targets satifying the predicate.
// predicate shall extend std::unary_function<Unit *, bool> // predicate shall extend std::unary_function<Unit *, bool>
template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate) template<class PREDICATE> Unit* SelectTarget(SelectAggroTarget targetType, uint32 position, PREDICATE predicate)
-3
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@@ -93,9 +93,6 @@ class CreatureAI : public UnitAI
// Called for reaction at enter to combat if not in combat yet (enemy can be NULL) // Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
virtual void EnterCombat(Unit* /*enemy*/) {} virtual void EnterCombat(Unit* /*enemy*/) {}
// Called when the creature receives heal
virtual void HealReceived(Unit* /*done_by*/, uint32& /*addhealth*/) {}
// Called when the creature is killed // Called when the creature is killed
virtual void JustDied(Unit *) {} virtual void JustDied(Unit *) {}
+9 -6
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@@ -545,11 +545,11 @@ void Unit::DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb)
uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss) uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss)
{ {
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsAIEnabled) if (pVictim->IsAIEnabled)
pVictim->ToCreature()->AI()->DamageTaken(this, damage); pVictim->GetAI()->DamageTaken(this, damage);
if (GetTypeId() == TYPEID_UNIT && this->ToCreature()->IsAIEnabled) if (IsAIEnabled)
this->ToCreature()->AI()->DamageDealt(pVictim, damage, damagetype); GetAI()->DamageDealt(pVictim, damage, damagetype);
if (damagetype != NODAMAGE) if (damagetype != NODAMAGE)
{ {
@@ -9892,8 +9892,11 @@ int32 Unit::DealHeal(Unit *pVictim, uint32 addhealth)
{ {
int32 gain = 0; int32 gain = 0;
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsAIEnabled) if (pVictim->IsAIEnabled)
pVictim->ToCreature()->AI()->HealReceived(this, addhealth); pVictim->GetAI()->HealReceived(this, addhealth);
if (IsAIEnabled)
GetAI()->HealDone(pVictim, addhealth);
if (addhealth) if (addhealth)
gain = pVictim->ModifyHealth(int32(addhealth)); gain = pVictim->ModifyHealth(int32(addhealth));
+3
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@@ -1106,6 +1106,9 @@ class Unit : public WorldObject
virtual ~Unit (); virtual ~Unit ();
UnitAI* GetAI() { return i_AI; }
void SetAI(UnitAI* newAI) { i_AI = newAI; }
void AddToWorld(); void AddToWorld();
void RemoveFromWorld(); void RemoveFromWorld();