[svn] Implemented player on player and player on creature possession:

* Implemented packet and vision forwarding through possessed units
* Added new OnPossess script call alerting scripts on when possession is applied/removed
* Moved fall damage and fall under map calculations into the Player class
* Added new PossessedAI that is applied only while possession on creature is active
* Implemented summon possessed spell effect
* Fixed Eyes of the Beast

--HG--
branch : trunk
This commit is contained in:
gvcoman
2008-11-05 20:51:05 -06:00
parent 8d331f2b10
commit 44bdb135f4
41 changed files with 1105 additions and 374 deletions
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/*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
*
* 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
*/
#ifndef MANGOS_POSSESSEDAI_H
#define MANGOS_POSSESSEDAI_H
#include "CreatureAI.h"
class Creature;
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
{
public:
PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {}
// Possessed creatures shouldn't aggro by themselves
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
void AttackedBy(Unit*) {}
bool IsVisible(Unit * u) const { return _isVisible(u); }
void UpdateAI(const uint32);
// Never permit this to be used, it must always be initialized with Creature::InitPossessedAI()
static int Permissible(const Creature *) { return PERMIT_BASE_NO; }
private:
bool _isVisible(Unit *) const;
bool _needToStop(void) const;
void _stopAttack(void);
Creature &i_pet;
uint64 i_victimGuid;
};
#endif