mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-18 16:38:42 +01:00
*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
This commit is contained in:
@@ -17,31 +17,26 @@
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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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#include "UnitAI.h"
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#include "Player.h"
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#include "Creature.h"
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#include "SpellAuras.h"
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#include "SpellMgr.h"
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#include "CreatureAIImpl.h"
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void UnitAI::AttackStart(Unit *victim)
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{
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if(victim && me->Attack(victim, true))
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me->GetMotionMaster()->MoveChase(victim);
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}
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void UnitAI::AttackStartCaster(Unit *victim, float dist)
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{
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if(victim && me->Attack(victim, false))
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me->GetMotionMaster()->MoveChase(victim, dist);
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}
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void UnitAI::DoMeleeAttackIfReady()
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{
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if(me->hasUnitState(UNIT_STAT_CASTING))
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return;
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me->isAttackReady())
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{
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@@ -62,12 +57,10 @@ void UnitAI::DoMeleeAttackIfReady()
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}
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}
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}
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bool UnitAI::DoSpellAttackIfReady(uint32 spell)
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{
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if(me->hasUnitState(UNIT_STAT_CASTING))
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return true;
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if(me->isAttackReady())
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{
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if(me->IsWithinCombatRange(me->getVictim(), GetSpellMaxRange(spell, false)))
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@@ -80,15 +73,12 @@ bool UnitAI::DoSpellAttackIfReady(uint32 spell)
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}
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return true;
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}
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inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool &playerOnly, const float &dist, const int32 &aura)
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{
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if(playerOnly && (!target || target->GetTypeId() != TYPEID_PLAYER))
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return false;
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if(dist && (!me || !target || !me->IsWithinCombatRange(target, dist)))
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return false;
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if(aura)
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{
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if(aura > 0)
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@@ -102,10 +92,8 @@ inline bool SelectTargetHelper(const Unit * me, const Unit * target, const bool
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return false;
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}
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}
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return true;
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}
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struct TargetDistanceOrder : public std::binary_function<const Unit *, const Unit *, bool>
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{
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const Unit * me;
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@@ -116,7 +104,6 @@ struct TargetDistanceOrder : public std::binary_function<const Unit *, const Uni
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return (me->GetExactDistSq(_Left) < me->GetExactDistSq(_Right));
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}
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};
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Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float dist, bool playerOnly, int32 aura)
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{
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if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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@@ -124,17 +111,13 @@ Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float
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std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
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if(position >= m_threatlist.size())
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return NULL;
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std::list<Unit*> targetList;
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for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
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if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
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targetList.push_back((*itr)->getTarget());
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if(position >= targetList.size())
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return NULL;
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targetList.sort(TargetDistanceOrder(me));
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if(targetType == SELECT_TARGET_NEAREST)
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{
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std::list<Unit*>::iterator i = targetList.begin();
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@@ -176,17 +159,14 @@ Unit* UnitAI::SelectTarget(SelectAggroTarget targetType, uint32 position, float
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}
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}
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}
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if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
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return (*i)->getTarget();
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else
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m_threatlist.erase(i);
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}
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}
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return NULL;
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}
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void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget targetType, float dist, bool playerOnly, int32 aura)
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{
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if(targetType == SELECT_TARGET_NEAREST || targetType == SELECT_TARGET_FARTHEST)
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@@ -194,11 +174,9 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
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std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList();
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if(m_threatlist.empty())
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return;
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for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)
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if(SelectTargetHelper(me, (*itr)->getTarget(), playerOnly, dist, aura))
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targetList.push_back((*itr)->getTarget());
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targetList.sort(TargetDistanceOrder(me));
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targetList.resize(num);
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if(targetType == SELECT_TARGET_FARTHEST)
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@@ -221,7 +199,6 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
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if(targetType == SELECT_TARGET_RANDOM)
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advance(i, rand()%m_threatlist.size());
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}
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if(SelectTargetHelper(me, (*i)->getTarget(), playerOnly, dist, aura))
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{
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targetList.push_back((*i)->getTarget());
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@@ -231,12 +208,10 @@ void UnitAI::SelectTargetList(std::list<Unit*> &targetList, uint32 num, SelectAg
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}
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}
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}
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float UnitAI::DoGetSpellMaxRange(uint32 spellId, bool positive)
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{
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return GetSpellMaxRange(spellId, positive);
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}
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void UnitAI::DoCast(uint32 spellId)
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{
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Unit *target = NULL;
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@@ -270,36 +245,28 @@ void UnitAI::DoCast(uint32 spellId)
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break;
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}
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}
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if(target)
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me->CastSpell(target, spellId, false);
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}
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#define UPDATE_TARGET(a) {if(AIInfo->target<a) AIInfo->target=a;}
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void UnitAI::FillAISpellInfo()
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{
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AISpellInfo = new AISpellInfoType[GetSpellStore()->GetNumRows()];
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AISpellInfoType *AIInfo = AISpellInfo;
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const SpellEntry * spellInfo;
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for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i, ++AIInfo)
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{
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spellInfo = GetSpellStore()->LookupEntry(i);
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if(!spellInfo)
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continue;
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if(spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD)
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AIInfo->condition = AICOND_DIE;
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else if(IsPassiveSpell(i) || GetSpellDuration(spellInfo) == -1)
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AIInfo->condition = AICOND_AGGRO;
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else
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AIInfo->condition = AICOND_COMBAT;
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if(AIInfo->cooldown < spellInfo->RecoveryTime)
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AIInfo->cooldown = spellInfo->RecoveryTime;
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if(!GetSpellMaxRange(spellInfo, false))
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UPDATE_TARGET(AITARGET_SELF)
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else
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@@ -307,13 +274,11 @@ void UnitAI::FillAISpellInfo()
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for(uint32 j = 0; j < 3; ++j)
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{
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uint32 targetType = spellInfo->EffectImplicitTargetA[j];
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if(targetType == TARGET_UNIT_TARGET_ENEMY
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|| targetType == TARGET_DST_TARGET_ENEMY)
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UPDATE_TARGET(AITARGET_VICTIM)
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else if(targetType == TARGET_UNIT_AREA_ENEMY_DST)
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UPDATE_TARGET(AITARGET_ENEMY)
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if(spellInfo->Effect[j] == SPELL_EFFECT_APPLY_AURA)
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{
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if(targetType == TARGET_UNIT_TARGET_ENEMY)
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@@ -329,14 +294,11 @@ void UnitAI::FillAISpellInfo()
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AIInfo->maxRange = srange->maxRangeHostile * 3 / 4;
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}
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}
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//Enable PlayerAI when charmed
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void PlayerAI::OnCharmed(bool apply) { me->IsAIEnabled = apply; }
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void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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{
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Creature *charmer = (Creature*)me->GetCharmer();
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//kill self if charm aura has infinite duration
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if(charmer->IsInEvadeMode())
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{
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@@ -348,10 +310,8 @@ void SimpleCharmedAI::UpdateAI(const uint32 /*diff*/)
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return;
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}
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}
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if(!charmer->isInCombat())
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me->GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, me->GetFollowAngle());
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Unit *target = me->getVictim();
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if(!target || !charmer->canAttack(target))
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AttackStart(charmer->SelectNearestTarget());
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