void HostileReference::updateOnlineStatus()
{
    bool online = false;
    bool accessible = false;

    if (!isValid())
        if (Unit* target = ObjectAccessor::GetUnit(*getSourceUnit(), getUnitGuid()))
            link(target, getSource());

    // only check for online status if
    // ref is valid
    // target is no player or not gamemaster
    // target is not in flight
    if (isValid()
        && (getTarget()->GetTypeId() != TYPEID_PLAYER || !getTarget()->ToPlayer()->isGameMaster())
        && !getTarget()->HasUnitState(UNIT_STATE_IN_FLIGHT)
        && getTarget()->IsInMap(getSourceUnit())
        && getTarget()->InSamePhase(getSourceUnit())
        )
    {
        Creature* creature = getSourceUnit()->ToCreature();
        online = getTarget()->isInAccessiblePlaceFor(creature);
        if (!online)
        {
            if (creature->IsWithinCombatRange(getTarget(), creature->m_CombatDistance))
                online = true;                              // not accessible but stays online
        }
        else
            accessible = true;

    }
    setAccessibleState(accessible);
    setOnlineOfflineState(online);
}
Example #2
0
void HostileReference::updateOnlineStatus()
{
    bool online = false;
    bool accessible = false;

    if (!isValid())
    {
        if (Unit* target = ObjectAccessor::GetUnit(*getSourceUnit(), getUnitGuid()))
            link(target, getSource());
    }
    // only check for online status if
    // ref is valid
    // target is no player or not gamemaster
    // target is not in flight
    if (isValid() &&
            ((getTarget()->GetTypeId() != TYPEID_PLAYER || !((Player*)getTarget())->isGameMaster()) ||
             !getTarget()->IsTaxiFlying()))
    {
        Creature* creature = (Creature*) getSourceUnit();
        online = getTarget()->isInAccessablePlaceFor(creature);
        if (!online)
        {
            if (creature->AI()->canReachByRangeAttack(getTarget()))
                online = true;                              // not accessable but stays online
        }
        else
            accessible = true;
    }
    setAccessibleState(accessible);
    setOnlineOfflineState(online);
}
Example #3
0
void HostilReference::updateOnlineStatus()
{
    bool online = false;
    bool accessible = false;

    if(!isValid())
    {
        Unit* target = ObjectAccessor::GetUnit(*getSourceUnit(), getUnitGuid());
        if(target)
            link(target, getSource());
    }
    // only check for online status if
    // ref is valid
    // target is no player or not gamemaster
    // target is not in flight
    if(isValid() &&
        ((getTarget()->GetTypeId() != TYPEID_PLAYER || !((Player*)getTarget())->isGameMaster()) ||
        !getTarget()->hasUnitState(UNIT_STAT_IN_FLIGHT)))
    {
        Creature* creature = (Creature* ) getSourceUnit();
        online = getTarget()->isInAccessiblePlaceFor(creature);
        if(!online)
        {
            if(creature->IsWithinCombatRange(getTarget(),MELEE_RANGE))
                online = true;                              // not accessible but stays online
        }
        else
            accessible = true;

    }
    setAccessibleState(accessible);
    setOnlineOfflineState(online);
}
Example #4
0
void HostileReference::sourceObjectDestroyLink()
{
    setOnlineOfflineState(false);
}