[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:
megamage
2009-04-14 19:54:49 -05:00
parent 4f4c6aeaf5
commit 3a65800218
15 changed files with 289 additions and 294 deletions

View File

@@ -37,78 +37,78 @@ AggressorAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
AggressorAI::AggressorAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void AggressorAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim->isAlive() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking due to target out run him [guid=%u]", m_creature->GetGUIDLow());
//i_state = STATE_LOOK_AT_VICTIM;
//i_tracker.Reset(TIME_INTERVAL_LOOK);
}
if(!i_creature.GetCharmerOrOwner())
if(!m_creature->GetCharmerOrOwner())
{
i_creature.RemoveAllAuras();
m_creature->RemoveAllAuras();
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
i_creature.GetMotionMaster()->MoveTargetedHome();
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
else if (i_creature.GetOwner() && i_creature.GetOwner()->isAlive())
i_creature.GetMotionMaster()->MoveFollow(i_creature.GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
else if (m_creature->GetOwner() && m_creature->GetOwner()->isAlive())
m_creature->GetMotionMaster()->MoveFollow(m_creature->GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
i_creature.DeleteThreatList();
m_creature->DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.SetLootRecipient(NULL);
m_creature->CombatStop();
m_creature->SetLootRecipient(NULL);
}
void
AggressorAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
i_victimGuid = m_creature->getVictim()->GetGUID();
if( i_creature.isAttackReady() )
if( m_creature->isAttackReady() )
{
if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}

View File

@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
public:
AggressorAI(Creature *c);
explicit AggressorAI(Creature *c);
void EnterEvadeMode();
@@ -44,7 +44,6 @@ class TRINITY_DLL_DECL AggressorAI : public CreatureAI
static int Permissible(const Creature *);
private:
Creature &i_creature;
uint64 i_victimGuid;
AggressorState i_state;
TimeTracker i_tracker;

View File

@@ -75,7 +75,7 @@ class TRINITY_DLL_SPEC UnitAI
protected:
Unit *me;
public:
UnitAI(Unit *u) : me(u) {}
explicit UnitAI(Unit *u) : me(u) {}
virtual void AttackStart(Unit *);
virtual void UpdateAI(const uint32 diff) = 0;
@@ -97,7 +97,7 @@ class TRINITY_DLL_SPEC PlayerAI : public UnitAI
protected:
Player *me;
public:
PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
explicit PlayerAI(Player *p) : UnitAI((Unit*)p), me(p) {}
void OnCharmed(bool apply);
};
@@ -112,10 +112,11 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
{
protected:
Creature *me;
Creature *m_creature;
bool UpdateVictim();
public:
CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c) {}
explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
virtual ~CreatureAI() {}

View File

@@ -39,9 +39,9 @@ int CreatureEventAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c), m_creature(*c), InCombat(false)
CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c), InCombat(false)
{
CreatureEventAI_Event_Map::iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature.GetEntry());
CreatureEventAI_Event_Map::iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
{
std::vector<CreatureEventAI_Event>::iterator i;
@@ -53,10 +53,10 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c), m_creature(*c), I
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if(((*i).event_flags & (EFLAG_HEROIC | EFLAG_NORMAL)) && m_creature.GetMap()->IsDungeon() )
if(((*i).event_flags & (EFLAG_HEROIC | EFLAG_NORMAL)) && m_creature->GetMap()->IsDungeon() )
{
if( (m_creature.GetMap()->IsHeroic() && (*i).event_flags & EFLAG_HEROIC) ||
(!m_creature.GetMap()->IsHeroic() && (*i).event_flags & EFLAG_NORMAL))
if( (m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_HEROIC) ||
(!m_creature->GetMap()->IsHeroic() && (*i).event_flags & EFLAG_NORMAL))
{
//event flagged for instance mode
CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
@@ -67,10 +67,10 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c), m_creature(*c), I
}
//EventMap had events but they were not added because they must be for instance
if (CreatureEventAIList.empty())
sLog.outError("CreatureEventAI: CreatureId has events but no events added to list because of instance flags.", m_creature.GetEntry());
sLog.outError("CreatureEventAI: CreatureId has events but no events added to list because of instance flags.", m_creature->GetEntry());
}
else
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature.GetEntry());
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
bEmptyList = CreatureEventAIList.empty();
Phase = 0;
@@ -152,7 +152,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
pHolder.Time = urand(param3, param4);
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -172,17 +172,17 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
break;
case EVENT_T_HP:
{
if (!InCombat || !m_creature.GetMaxHealth())
if (!InCombat || !m_creature->GetMaxHealth())
return false;
uint32 perc = (m_creature.GetHealth()*100) / m_creature.GetMaxHealth();
uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth();
if (perc > param1 || perc < param2)
return false;
@@ -197,17 +197,17 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
break;
case EVENT_T_MANA:
{
if (!InCombat || !m_creature.GetMaxPower(POWER_MANA))
if (!InCombat || !m_creature->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature.GetPower(POWER_MANA)*100) / m_creature.GetMaxPower(POWER_MANA);
uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA);
if (perc > param1 || perc < param2)
return false;
@@ -222,7 +222,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -243,7 +243,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -269,7 +269,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -286,7 +286,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -303,7 +303,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -314,10 +314,10 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
break;
case EVENT_T_TARGET_HP:
{
if (!InCombat || !m_creature.getVictim() || !m_creature.getVictim()->GetMaxHealth())
if (!InCombat || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
return false;
uint32 perc = (m_creature.getVictim()->GetHealth()*100) / m_creature.getVictim()->GetMaxHealth();
uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
if (perc > param1 || perc < param2)
return false;
@@ -332,14 +332,14 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
break;
case EVENT_T_TARGET_CASTING:
{
if (!InCombat || !m_creature.getVictim() || !m_creature.getVictim()->IsNonMeleeSpellCasted(false, false, true))
if (!InCombat || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
return false;
//Repeat Timers
@@ -352,7 +352,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -379,7 +379,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -408,7 +408,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
pHolder.Time = urand(param3, param4);
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -435,7 +435,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -460,7 +460,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
pHolder.Enabled = false;
}
}
@@ -475,7 +475,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
break;
default:
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature.GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
break;
}
@@ -532,7 +532,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
target = owner;
}
}
else if (target = m_creature.getVictim())
else if (target = m_creature->getVictim())
{
if (target->GetTypeId() != TYPEID_PLAYER)
{
@@ -544,21 +544,21 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
}
}
DoScriptText(temp, &m_creature, target);
DoScriptText(temp, m_creature, target);
}
}
break;
case ACTION_T_SET_FACTION:
{
if (param1)
m_creature.setFaction(param1);
m_creature->setFaction(param1);
else
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature.GetEntry()))
if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature->GetEntry()))
{
//if no id provided, assume reset and then use default
if (m_creature.getFaction() != ci->faction_A)
m_creature.setFaction(ci->faction_A);
if (m_creature->getFaction() != ci->faction_A)
m_creature->setFaction(ci->faction_A);
}
}
}
@@ -574,29 +574,29 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
{
//use default display
if (ci->Modelid1)
m_creature.SetDisplayId(ci->Modelid1);
m_creature->SetDisplayId(ci->Modelid1);
}
}
//if no param1, then use value from param2 (modelId)
else
m_creature.SetDisplayId(param2);
m_creature->SetDisplayId(param2);
}
else
m_creature.DeMorph();
m_creature->DeMorph();
}
break;
case ACTION_T_SOUND:
m_creature.PlayDirectSound(param1);
m_creature->PlayDirectSound(param1);
break;
case ACTION_T_EMOTE:
m_creature.HandleEmoteCommand(param1);
m_creature->HandleEmoteCommand(param1);
break;
case ACTION_T_RANDOM_SOUND:
{
uint32 temp = GetRandActionParam(rnd, param1, param2, param3);
if (temp != uint32(0xffffffff))
m_creature.PlayDirectSound( temp );
m_creature->PlayDirectSound( temp );
}
break;
case ACTION_T_RANDOM_EMOTE:
@@ -604,13 +604,13 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
uint32 temp = GetRandActionParam(rnd, param1, param2, param3);
if (temp != uint32(0xffffffff))
m_creature.HandleEmoteCommand(temp);
m_creature->HandleEmoteCommand(temp);
}
break;
case ACTION_T_CAST:
{
Unit* target = GetTargetByType(param2, pActionInvoker);
Unit* caster = &m_creature;
Unit* caster = m_creature;
if (!target)
return;
@@ -646,12 +646,12 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
//Melee current victim if flag not set
if (!(param3 & CAST_NO_MELEE_IF_OOM))
{
if (m_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
AttackDistance = 0;
AttackAngle = 0;
m_creature.GetMotionMaster()->MoveChase(m_creature.getVictim(), AttackDistance, AttackAngle);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
}
@@ -666,7 +666,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
}
}else
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature.GetEntry(), param1);
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature->GetEntry(), param1);
}
}
break;
@@ -677,14 +677,14 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Creature* pCreature = NULL;
if (param3)
pCreature = m_creature.SummonCreature(param1, 0, 0, 0, 0, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, param3);
pCreature = m_creature->SummonCreature(param1, 0, 0, 0, 0, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, param3);
else
pCreature = m_creature.SummonCreature(param1, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
pCreature = m_creature->SummonCreature(param1, 0, 0, 0, 0, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", param1, EventId, m_creature.GetEntry());
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", param1, EventId, m_creature->GetEntry());
}
else if (param2 != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
@@ -695,19 +695,19 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Unit* target = GetTargetByType(param2, pActionInvoker);
if (target)
m_creature.getThreatManager().modifyThreatPercent(target, param1);
m_creature->getThreatManager().modifyThreatPercent(target, param1);
}
break;
case ACTION_T_THREAT_ALL_PCT:
{
Unit* Temp = NULL;
std::list<HostilReference*>::iterator i = m_creature.getThreatManager().getThreatList().begin();
for (; i != m_creature.getThreatManager().getThreatList().end(); ++i)
std::list<HostilReference*>::iterator i = m_creature->getThreatManager().getThreatList().begin();
for (; i != m_creature->getThreatManager().getThreatList().end(); ++i)
{
Temp = Unit::GetUnit(m_creature,(*i)->getUnitGuid());
Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
if (Temp)
m_creature.getThreatManager().modifyThreatPercent(Temp, param1);
m_creature->getThreatManager().modifyThreatPercent(Temp, param1);
}
}
break;
@@ -724,7 +724,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Unit* target = GetTargetByType(param3, pActionInvoker);
if (target && target->GetTypeId() == TYPEID_PLAYER)
((Player*)target)->CastedCreatureOrGO(param1, m_creature.GetGUID(), param2);
((Player*)target)->CastedCreatureOrGO(param1, m_creature->GetGUID(), param2);
}
break;
case ACTION_T_SET_UNIT_FIELD:
@@ -768,11 +768,11 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
//Allow movement (create new targeted movement gen only if idle)
if (CombatMovementEnabled)
{
m_creature.GetMotionMaster()->MoveChase(m_creature.getVictim(), AttackDistance, AttackAngle);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
else
{
m_creature.GetMotionMaster()->MoveIdle();
m_creature->GetMotionMaster()->MoveIdle();
}
}
break;
@@ -787,7 +787,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
if (Phase > 31)
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above 31. Phase mask cannot be used with phases past 31. CreatureEntry = %d", EventId, m_creature.GetEntry());
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above 31. Phase mask cannot be used with phases past 31. CreatureEntry = %d", EventId, m_creature->GetEntry());
}
break;
case ACTION_T_EVADE:
@@ -797,10 +797,10 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
break;
case ACTION_T_FLEE:
{
if(m_creature.HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
if(m_creature->HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
break;
TimetoFleeLeft = 8000;
m_creature.DoFleeToGetAssistance();
m_creature->DoFleeToGetAssistance();
IsFleeing = true;
}
break;
@@ -809,9 +809,9 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Unit* Temp = NULL;
if( pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER )
{
Temp = Unit::GetUnit(m_creature,pActionInvoker->GetGUID());
Temp = Unit::GetUnit(*m_creature,pActionInvoker->GetGUID());
if( Temp )
((Player*)Temp)->GroupEventHappens(param1,&m_creature);
((Player*)Temp)->GroupEventHappens(param1,m_creature);
}
}
break;
@@ -819,12 +819,12 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
{
Unit* Temp = NULL;
std::list<HostilReference*>::iterator i = m_creature.getThreatManager().getThreatList().begin();
for (; i != m_creature.getThreatManager().getThreatList().end(); ++i)
std::list<HostilReference*>::iterator i = m_creature->getThreatManager().getThreatList().begin();
for (; i != m_creature->getThreatManager().getThreatList().end(); ++i)
{
Temp = Unit::GetUnit(m_creature,(*i)->getUnitGuid());
Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
if (Temp && Temp->GetTypeId() == TYPEID_PLAYER)
((Player*)Temp)->CastedCreatureOrGO(param1, m_creature.GetGUID(), param2);
((Player*)Temp)->CastedCreatureOrGO(param1, m_creature->GetGUID(), param2);
}
}
break;
@@ -843,7 +843,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
if (CombatMovementEnabled)
{
m_creature.GetMotionMaster()->MoveChase(m_creature.getVictim(), AttackDistance, AttackAngle);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
}
}
break;
@@ -861,7 +861,7 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Phase = param1 + (rnd % (param2 - param1));
}
else
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature.GetEntry());
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
}
break;
case ACTION_T_SUMMON_ID:
@@ -875,18 +875,18 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
if (i == CreatureEAI_Mgr.GetCreatureEventAISummonMap().end())
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", param1, param3, EventId, m_creature.GetEntry());
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", param1, param3, EventId, m_creature->GetEntry());
return;
}
if ((*i).second.SpawnTimeSecs)
pCreature = m_creature.SummonCreature(param1, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else pCreature = m_creature.SummonCreature(param1, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
pCreature = m_creature->SummonCreature(param1, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else pCreature = m_creature->SummonCreature(param1, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", param1, EventId, m_creature.GetEntry());
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", param1, EventId, m_creature->GetEntry());
}
else if (param2 != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
@@ -895,24 +895,24 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
case ACTION_T_KILLED_MONSTER:
{
//first attempt player who tapped creature
if (Player* pPlayer = m_creature.GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(param1, &m_creature);
if (Player* pPlayer = m_creature->GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(param1, m_creature);
else
{
//if not available, use pActionInvoker
Unit* pTarget = GetTargetByType(param2, pActionInvoker);
if (Player* pPlayer = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
pPlayer->RewardPlayerAndGroupAtEvent(param1, &m_creature);
pPlayer->RewardPlayerAndGroupAtEvent(param1, m_creature);
}
}
break;
case ACTION_T_SET_INST_DATA:
{
InstanceData* pInst = (InstanceData*)m_creature.GetInstanceData();
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
@@ -924,14 +924,14 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
Unit* target = GetTargetByType(param2, pActionInvoker);
if (!target)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
return;
}
InstanceData* pInst = (InstanceData*)m_creature.GetInstanceData();
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
@@ -940,37 +940,37 @@ void CreatureEventAI::ProcessAction(uint16 type, uint32 param1, uint32 param2, u
break;
case ACTION_T_UPDATE_TEMPLATE:
{
if (m_creature.GetEntry() == param1)
if (m_creature->GetEntry() == param1)
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature.UpdateEntry(param1, param2 ? HORDE : ALLIANCE);
m_creature->UpdateEntry(param1, param2 ? HORDE : ALLIANCE);
}
break;
case ACTION_T_DIE:
{
if (m_creature.isDead())
if (m_creature->isDead())
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature.DealDamage(&m_creature, m_creature.GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
}
break;
case ACTION_T_ZONE_COMBAT_PULSE:
{
if (!m_creature.isInCombat() || !m_creature.GetMap()->IsDungeon())
if (!m_creature->isInCombat() || !m_creature->GetMap()->IsDungeon())
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_ZONE_COMBAT_PULSE on creature out of combat or in non-dungeon map. Creature %d", EventId, m_creature.GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_ZONE_COMBAT_PULSE on creature out of combat or in non-dungeon map. Creature %d", EventId, m_creature->GetEntry());
return;
}
DoZoneInCombat(&m_creature);
DoZoneInCombat(m_creature);
}
break;
@@ -1034,7 +1034,7 @@ void CreatureEventAI::Reset()
(*i).Enabled = true;
}
else
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has InitialMax < InitialMin. Event disabled.", m_creature.GetEntry(), (*i).Event.event_id, (*i).Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has InitialMax < InitialMin. Event disabled.", m_creature->GetEntry(), (*i).Event.event_id, (*i).Event.event_type);
}
break;
//default:
@@ -1048,7 +1048,7 @@ void CreatureEventAI::Reset()
void CreatureEventAI::JustReachedHome()
{
m_creature.LoadCreaturesAddon();
m_creature->LoadCreaturesAddon();
if (!bEmptyList)
{
@@ -1064,15 +1064,15 @@ void CreatureEventAI::JustReachedHome()
void CreatureEventAI::EnterEvadeMode()
{
m_creature.InterruptNonMeleeSpells(true);
m_creature.RemoveAllAuras();
m_creature.DeleteThreatList();
m_creature.CombatStop();
m_creature->InterruptNonMeleeSpells(true);
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop();
if (m_creature.isAlive())
m_creature.GetMotionMaster()->MoveTargetedHome();
if (m_creature->isAlive())
m_creature->GetMotionMaster()->MoveTargetedHome();
m_creature.SetLootRecipient(NULL);
m_creature->SetLootRecipient(NULL);
InCombat = false;
@@ -1154,7 +1154,7 @@ void CreatureEventAI::Aggro(Unit *who)
(*i).Enabled = true;
}
else
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has InitialMax < InitialMin. Event disabled.", m_creature.GetEntry(), (*i).Event.event_id, (*i).Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has InitialMax < InitialMin. Event disabled.", m_creature->GetEntry(), (*i).Event.event_id, (*i).Event.event_type);
break;
//All normal events need to be re-enabled and their time set to 0
default:
@@ -1174,7 +1174,7 @@ void CreatureEventAI::AttackStart(Unit *who)
if (!who)
return;
if (m_creature.Attack(who, MeleeEnabled))
if (m_creature->Attack(who, MeleeEnabled))
{
if (!InCombat)
{
@@ -1184,11 +1184,11 @@ void CreatureEventAI::AttackStart(Unit *who)
if (CombatMovementEnabled)
{
m_creature.GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
m_creature->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
}
else
{
m_creature.GetMotionMaster()->MoveIdle();
m_creature->GetMotionMaster()->MoveIdle();
}
}
}
@@ -1199,7 +1199,7 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
return;
//Check for OOC LOS Event
if (!bEmptyList && !m_creature.getVictim())
if (!bEmptyList && !m_creature->getVictim())
{
for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
{
@@ -1209,18 +1209,18 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
float fMaxAllowedRange = (*itr).Event.event_param2;
//if range is ok and we are actually in LOS
if (m_creature.IsWithinDistInMap(who, fMaxAllowedRange) && m_creature.IsWithinLOSInMap(who))
if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.event_param1 && !m_creature.IsHostileTo(who)) ||
((!(*itr).Event.event_param1) && m_creature.IsHostileTo(who)))
if (((*itr).Event.event_param1 && !m_creature->IsHostileTo(who)) ||
((!(*itr).Event.event_param1) && m_creature->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
}
}
//if (m_creature.isCivilian() && m_creature.IsNeutralToAll())
//if (m_creature->isCivilian() && m_creature->IsNeutralToAll())
// return;
if(me->canStartAttack(who))
@@ -1253,7 +1253,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
bool Combat = InCombat ? UpdateVictim() : false;
//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
if (!m_creature.isAlive())
if (!m_creature->isAlive())
return;
if (IsFleeing)
@@ -1316,9 +1316,9 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
case EVENT_T_RANGE:
if (Combat)
{
if (m_creature.IsWithinDistInMap(m_creature.getVictim(),(float)(*i).Event.event_param2))
if (m_creature->IsWithinDistInMap(m_creature->getVictim(),(float)(*i).Event.event_param2))
{
if (m_creature.GetDistance(m_creature.getVictim()) >= (float)(*i).Event.event_param1)
if (m_creature->GetDistance(m_creature->getVictim()) >= (float)(*i).Event.event_param1)
ProcessEvent(*i);
}
}
@@ -1344,7 +1344,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position)
{
//ThreatList m_threatlist;
std::list<HostilReference*>& m_threatlist = m_creature.getThreatManager().getThreatList();
std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostilReference*>::iterator i = m_threatlist.begin();
std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin();
@@ -1356,17 +1356,17 @@ inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position
case ATTACKING_TARGET_RANDOM:
{
advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
return Unit::GetUnit(m_creature,(*i)->getUnitGuid());
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
}
case ATTACKING_TARGET_TOPAGGRO:
{
advance ( i , position);
return Unit::GetUnit(m_creature,(*i)->getUnitGuid());
return Unit::GetUnit(*m_creature,(*i)->getUnitGuid());
}
case ATTACKING_TARGET_BOTTOMAGGRO:
{
advance ( r , position);
return Unit::GetUnit(m_creature,(*r)->getUnitGuid());
return Unit::GetUnit(*m_creature,(*r)->getUnitGuid());
}
}
return NULL;
@@ -1394,10 +1394,10 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoke
switch (Target)
{
case TARGET_T_SELF:
return &m_creature;
return m_creature;
break;
case TARGET_T_HOSTILE:
return m_creature.getVictim();
return m_creature->getVictim();
break;
case TARGET_T_HOSTILE_SECOND_AGGRO:
return SelectUnit(ATTACKING_TARGET_TOPAGGRO,1);
@@ -1422,15 +1422,15 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoke
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature.GetPositionX(), m_creature.GetPositionY()));
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Unit* pUnit = NULL;
MaNGOS::MostHPMissingInRange u_check(&m_creature, range, MinHPDiff);
MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange> searcher(&m_creature, pUnit, u_check);
MaNGOS::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);
/*
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
@@ -1439,40 +1439,40 @@ Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_unit_searcher, *m_creature.GetMap());
cell_lock->Visit(cell_lock, grid_unit_searcher, *m_creature->GetMap());
return pUnit;
}
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature.GetPositionX(), m_creature.GetPositionY()));
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::FriendlyCCedInRange u_check(&m_creature, range);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange> searcher(&m_creature, _list, u_check);
MaNGOS::FriendlyCCedInRange u_check(m_creature, range);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange> searcher(m_creature, _list, u_check);
TypeContainerVisitor<MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature.GetMap());
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
}
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
CellPair p(MaNGOS::ComputeCellPair(m_creature.GetPositionX(), m_creature.GetPositionY()));
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::FriendlyMissingBuffInRange u_check(&m_creature, range, spellid);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange> searcher(&m_creature, _list, u_check);
MaNGOS::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange> searcher(m_creature, _list, u_check);
TypeContainerVisitor<MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature.GetMap());
cell_lock->Visit(cell_lock, grid_creature_searcher, *m_creature->GetMap());
}
//*********************************

View File

@@ -251,7 +251,7 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
{
public:
CreatureEventAI(Creature *c);
explicit CreatureEventAI(Creature *c);
~CreatureEventAI()
{
CreatureEventAIList.clear();
@@ -284,12 +284,8 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid);
void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
//Pointer to creature we are manipulating
Creature& m_creature;
//Bool for if we are in combat or not
bool InCombat;
//Holder for events (stores enabled, time, and eventid)
std::list<CreatureEventAIHolder> CreatureEventAIList;
uint32 EventUpdateTime; //Time between event updates

View File

@@ -33,22 +33,22 @@ int GuardAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NORMAL), i_tracker(TIME_INTERVAL_LOOK)
{
}
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if ( !i_creature.canFly() && i_creature.GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
if ( !m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE )
return;
if( !i_creature.getVictim() && i_creature.canAttack(u) &&
( u->IsHostileToPlayers() || i_creature.IsHostileTo(u) /*|| u->getVictim() && i_creature.IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessiblePlaceFor(&i_creature))
if( !m_creature->getVictim() && m_creature->canAttack(u) &&
( u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/ ) &&
u->isInAccessiblePlaceFor(m_creature))
{
float attackRadius = i_creature.GetAttackDistance(u);
if(i_creature.IsWithinDistInMap(u,attackRadius))
float attackRadius = m_creature->GetAttackDistance(u);
if(m_creature->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,81 +59,81 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", i_creature.GetGUIDLow());
i_creature.GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( !victim ->isAlive() )
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim ->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
}
i_creature.RemoveAllAuras();
i_creature.DeleteThreatList();
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
m_creature->CombatStop();
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
i_creature.GetMotionMaster()->MoveTargetedHome();
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
i_victimGuid = m_creature->getVictim()->GetGUID();
if( i_creature.isAttackReady() )
if( m_creature->isAttackReady() )
{
if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
return i_creature.GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
&& pl->isVisibleForOrDetect(&i_creature,true);
return m_creature->GetDistance(pl) < sWorld.getConfig(CONFIG_SIGHT_GUARDER)
&& pl->isVisibleForOrDetect(m_creature,true);
}
void GuardAI::JustDied(Unit *killer)
{
if(Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
i_creature.SendZoneUnderAttackMessage(pkiller);
m_creature->SendZoneUnderAttackMessage(pkiller);
}

View File

@@ -36,7 +36,7 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
public:
GuardAI(Creature *c);
explicit GuardAI(Creature *c);
void MoveInLineOfSight(Unit *);
void EnterEvadeMode();
@@ -47,7 +47,6 @@ class TRINITY_DLL_DECL GuardAI : public CreatureAI
static int Permissible(const Creature *);
private:
Creature &i_creature;
uint64 i_victimGuid;
GuardState i_state;
TimeTracker i_tracker;

View File

@@ -26,7 +26,7 @@
class TRINITY_DLL_DECL PassiveAI : public CreatureAI
{
public:
PassiveAI(Creature *c) : CreatureAI(c) {}
explicit PassiveAI(Creature *c) : CreatureAI(c) {}
~PassiveAI() {}
void MoveInLineOfSight(Unit *) {}
@@ -39,7 +39,7 @@ class TRINITY_DLL_DECL PassiveAI : public CreatureAI
class TRINITY_DLL_DECL PossessedAI : public PassiveAI
{
public:
PossessedAI(Creature *c) : PassiveAI(c) {}
explicit PossessedAI(Creature *c) : PassiveAI(c) {}
void AttackStart(Unit *target);
void UpdateAI(const uint32);
@@ -52,7 +52,7 @@ class TRINITY_DLL_DECL PossessedAI : public PassiveAI
class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
{
public:
NullCreatureAI(Creature *c) : PassiveAI(c) {}
explicit NullCreatureAI(Creature *c) : PassiveAI(c) {}
void UpdateAI(const uint32) {}
void EnterEvadeMode() {}
@@ -61,7 +61,7 @@ class TRINITY_DLL_DECL NullCreatureAI : public PassiveAI
class TRINITY_DLL_DECL CritterAI : public PassiveAI
{
public:
CritterAI(Creature *c) : PassiveAI(c) {}
explicit CritterAI(Creature *c) : PassiveAI(c) {}
void DamageTaken(Unit *done_by, uint32 & /*damage*/);
void EnterEvadeMode();

View File

@@ -26,7 +26,7 @@ class Creature;
class TRINITY_DLL_DECL OutdoorPvPObjectiveAI : public NullCreatureAI
{
public:
OutdoorPvPObjectiveAI(Creature *c);
explicit OutdoorPvPObjectiveAI(Creature *c);
void MoveInLineOfSight(Unit *);

View File

@@ -38,7 +38,7 @@ int PetAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
PetAI::PetAI(Creature *c) : CreatureAI(c), i_pet(*c), i_tracker(TIME_INTERVAL_LOOK)
PetAI::PetAI(Creature *c) : CreatureAI(c), i_tracker(TIME_INTERVAL_LOOK)
{
m_AllySet.clear();
UpdateAllies();
@@ -51,46 +51,46 @@ void PetAI::EnterEvadeMode()
bool PetAI::_needToStop() const
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if(i_pet.isCharmed() && i_pet.getVictim() == i_pet.GetCharmer())
if(m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
return true;
return !i_pet.canAttack(i_pet.getVictim());
return !m_creature->canAttack(m_creature->getVictim());
}
void PetAI::_stopAttack()
{
if( !i_pet.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_pet.GetGUIDLow());
i_pet.GetMotionMaster()->Clear();
i_pet.GetMotionMaster()->MoveIdle();
i_pet.CombatStop();
i_pet.getHostilRefManager().deleteReferences();
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
m_creature->CombatStop();
m_creature->getHostilRefManager().deleteReferences();
return;
}
Unit* owner = i_pet.GetCharmerOrOwner();
Unit* owner = m_creature->GetCharmerOrOwner();
if(owner && i_pet.GetCharmInfo() && i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
if(owner && m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
{
i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
else
{
i_pet.clearUnitState(UNIT_STAT_FOLLOW);
i_pet.GetMotionMaster()->Clear();
i_pet.GetMotionMaster()->MoveIdle();
m_creature->clearUnitState(UNIT_STAT_FOLLOW);
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
}
i_pet.AttackStop();
m_creature->AttackStop();
}
void PetAI::UpdateAI(const uint32 diff)
{
if (!i_pet.isAlive())
if (!m_creature->isAlive())
return;
Unit* owner = i_pet.GetCharmerOrOwner();
Unit* owner = m_creature->GetCharmerOrOwner();
if(m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
@@ -98,12 +98,12 @@ void PetAI::UpdateAI(const uint32 diff)
else
m_updateAlliesTimer -= diff;
// i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
if( i_pet.getVictim() )
// m_creature->getVictim() can't be used for check in case stop fighting, m_creature->getVictim() clear at Unit death etc.
if( m_creature->getVictim() )
{
if( _needToStop() )
{
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", i_pet.GetGUIDLow());
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", m_creature->GetGUIDLow());
_stopAttack();
return;
}
@@ -114,26 +114,26 @@ void PetAI::UpdateAI(const uint32 diff)
{
if(me->isInCombat())
_stopAttack();
else if(owner && i_pet.GetCharmInfo()) //no victim
else if(owner && m_creature->GetCharmInfo()) //no victim
{
if(owner->isInCombat() && !(i_pet.HasReactState(REACT_PASSIVE) || i_pet.GetCharmInfo()->HasCommandState(COMMAND_STAY)))
if(owner->isInCombat() && !(m_creature->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
AttackStart(owner->getAttackerForHelper());
else if(i_pet.GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !i_pet.hasUnitState(UNIT_STAT_FOLLOW))
i_pet.GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
else if(m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW) && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}
}
if(!me->GetCharmInfo())
return;
if (i_pet.GetGlobalCooldown() == 0 && !i_pet.hasUnitState(UNIT_STAT_CASTING))
if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
bool inCombat = me->getVictim();
//Autocast
for (uint8 i = 0; i < i_pet.GetPetAutoSpellSize(); i++)
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); i++)
{
uint32 spellID = i_pet.GetPetAutoSpellOnPos(i);
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
@@ -153,11 +153,11 @@ void PetAI::UpdateAI(const uint32 diff)
continue;
}
Spell *spell = new Spell(&i_pet, spellInfo, false, 0);
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
if(inCombat && !i_pet.hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(i_pet.getVictim()))
if(inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
{
m_targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(i_pet.getVictim(), spell));
m_targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
continue;
}
else
@@ -165,7 +165,7 @@ void PetAI::UpdateAI(const uint32 diff)
bool spellUsed = false;
for(std::set<uint64>::iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = ObjectAccessor::GetUnit(i_pet,*tar);
Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if(!Target)
@@ -196,19 +196,19 @@ void PetAI::UpdateAI(const uint32 diff)
SpellCastTargets targets;
targets.setUnitTarget( target );
if( !i_pet.HasInArc(M_PI, target) )
if( !m_creature->HasInArc(M_PI, target) )
{
i_pet.SetInFront(target);
m_creature->SetInFront(target);
if( target->GetTypeId() == TYPEID_PLAYER )
i_pet.SendUpdateToPlayer( (Player*)target );
m_creature->SendUpdateToPlayer( (Player*)target );
if(owner && owner->GetTypeId() == TYPEID_PLAYER)
i_pet.SendUpdateToPlayer( (Player*)owner );
m_creature->SendUpdateToPlayer( (Player*)owner );
}
i_pet.AddCreatureSpellCooldown(spell->m_spellInfo->Id);
if(i_pet.isPet())
((Pet*)&i_pet)->CheckLearning(spell->m_spellInfo->Id);
m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
if(m_creature->isPet())
((Pet*)m_creature)->CheckLearning(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
@@ -222,7 +222,7 @@ void PetAI::UpdateAI(const uint32 diff)
void PetAI::UpdateAllies()
{
Unit* owner = i_pet.GetCharmerOrOwner();
Unit* owner = m_creature->GetCharmerOrOwner();
Group *pGroup = NULL;
m_updateAlliesTimer = 10*IN_MILISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
@@ -240,7 +240,7 @@ void PetAI::UpdateAllies()
return;
m_AllySet.clear();
m_AllySet.insert(i_pet.GetGUID());
m_AllySet.insert(m_creature->GetGUID());
if(pGroup) //add group
{
for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())

View File

@@ -31,7 +31,7 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
{
public:
PetAI(Creature *c);
explicit PetAI(Creature *c);
void EnterEvadeMode();
void JustDied(Unit* who) { _stopAttack(); }
@@ -46,7 +46,6 @@ class TRINITY_DLL_DECL PetAI : public CreatureAI
void UpdateAllies();
Creature &i_pet;
TimeTracker i_tracker;
std::set<uint64> m_AllySet;
uint32 m_updateAlliesTimer;

View File

@@ -50,18 +50,18 @@ ReactorAI::IsVisible(Unit *) const
void
ReactorAI::UpdateAI(const uint32 /*time_diff*/)
{
// update i_victimGuid if i_creature.getVictim() !=0 and changed
// update i_victimGuid if m_creature->getVictim() !=0 and changed
if(!UpdateVictim())
return;
i_victimGuid = i_creature.getVictim()->GetGUID();
i_victimGuid = m_creature->getVictim()->GetGUID();
if( i_creature.isAttackReady() )
if( m_creature->isAttackReady() )
{
if( i_creature.IsWithinMeleeRange(i_creature.getVictim()))
if( m_creature->IsWithinMeleeRange(m_creature->getVictim()))
{
i_creature.AttackerStateUpdate(i_creature.getVictim());
i_creature.resetAttackTimer();
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
@@ -69,49 +69,49 @@ ReactorAI::UpdateAI(const uint32 /*time_diff*/)
void
ReactorAI::EnterEvadeMode()
{
if( !i_creature.isAlive() )
if( !m_creature->isAlive() )
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", i_creature.GetGUIDLow());
i_creature.GetMotionMaster()->MovementExpired();
i_creature.GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MoveIdle();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.DeleteThreatList();
m_creature->CombatStop();
m_creature->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(i_creature, i_victimGuid );
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid );
if( !victim )
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->HasStealthAura() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is stealth [guid=%u]", m_creature->GetGUIDLow());
}
else if( victim->isInFlight() )
{
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking cuz his victim is fly away [guid=%u]", m_creature->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", i_creature.GetGUIDLow());
DEBUG_LOG("Creature stopped attacking due to target %s [guid=%u]", victim->isAlive() ? "out run him" : "is dead", m_creature->GetGUIDLow());
}
i_creature.RemoveAllAuras();
i_creature.DeleteThreatList();
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
i_victimGuid = 0;
i_creature.CombatStop();
i_creature.SetLootRecipient(NULL);
m_creature->CombatStop();
m_creature->SetLootRecipient(NULL);
if(!i_creature.GetCharmerOrOwner())
if(!m_creature->GetCharmerOrOwner())
{
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if( i_creature.GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
i_creature.GetMotionMaster()->MoveTargetedHome();
if( m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE )
m_creature->GetMotionMaster()->MoveTargetedHome();
}
else if (i_creature.GetOwner() && i_creature.GetOwner()->isAlive())
i_creature.GetMotionMaster()->MoveFollow(i_creature.GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
else if (m_creature->GetOwner() && m_creature->GetOwner()->isAlive())
m_creature->GetMotionMaster()->MoveFollow(m_creature->GetOwner(),PET_FOLLOW_DIST,PET_FOLLOW_ANGLE);
}

View File

@@ -29,7 +29,7 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
{
public:
ReactorAI(Creature *c) : CreatureAI(c), i_creature(*c), i_victimGuid(0) {}
explicit ReactorAI(Creature *c) : CreatureAI(c), i_victimGuid(0) {}
void MoveInLineOfSight(Unit *);
void EnterEvadeMode();
@@ -39,7 +39,6 @@ class TRINITY_DLL_DECL ReactorAI : public CreatureAI
static int Permissible(const Creature *);
private:
Creature &i_creature;
uint64 i_victimGuid;
};
#endif

View File

@@ -38,8 +38,9 @@ TotemAI::Permissible(const Creature *creature)
return PERMIT_BASE_NO;
}
TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_victimGuid(0)
{
assert(c->isTotem());
}
void
@@ -49,20 +50,20 @@ TotemAI::MoveInLineOfSight(Unit *)
void TotemAI::EnterEvadeMode()
{
i_totem.CombatStop();
m_creature->CombatStop();
}
void
TotemAI::UpdateAI(const uint32 /*diff*/)
{
if (i_totem.GetTotemType() != TOTEM_ACTIVE)
if (((Totem*)m_creature)->GetTotemType() != TOTEM_ACTIVE)
return;
if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false))
if (!m_creature->isAlive() || m_creature->IsNonMeleeSpellCasted(false))
return;
// Search spell
SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell());
SpellEntry const *spellInfo = sSpellStore.LookupEntry(((Totem*)m_creature)->GetSpell());
if (!spellInfo)
return;
@@ -73,17 +74,17 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
// pointer to appropriate target if found any
Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(i_totem, i_victimGuid) : NULL;
Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*m_creature, i_victimGuid) : NULL;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if( !victim ||
!victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) ||
i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) )
!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,false) )
{
victim = NULL;
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(&i_totem, victim, u_check);
i_totem.VisitNearbyObject(max_range, checker);
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(m_creature, m_creature, max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(m_creature, victim, u_check);
m_creature->VisitNearbyObject(max_range, checker);
}
// If have target
@@ -93,8 +94,8 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = victim->GetGUID();
// attack
i_totem.SetInFront(victim); // client change orientation by self
i_totem.CastSpell(victim, i_totem.GetSpell(), false);
m_creature->SetInFront(victim); // client change orientation by self
m_creature->CastSpell(victim, ((Totem*)m_creature)->GetSpell(), false);
}
else
i_victimGuid = 0;
@@ -110,13 +111,13 @@ void
TotemAI::AttackStart(Unit *)
{
// Sentry totem sends ping on attack
if (i_totem.GetEntry() == SENTRY_TOTEM_ENTRY && i_totem.GetOwner()->GetTypeId() == TYPEID_PLAYER)
if (m_creature->GetEntry() == SENTRY_TOTEM_ENTRY && m_creature->GetOwner()->GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
data << i_totem.GetGUID();
data << i_totem.GetPositionX();
data << i_totem.GetPositionY();
((Player*)i_totem.GetOwner())->GetSession()->SendPacket(&data);
data << m_creature->GetGUID();
data << m_creature->GetPositionX();
data << m_creature->GetPositionY();
((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
}
}

View File

@@ -31,7 +31,7 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
{
public:
TotemAI(Creature *c);
explicit TotemAI(Creature *c);
void MoveInLineOfSight(Unit *);
void AttackStart(Unit *);
@@ -40,9 +40,10 @@ class TRINITY_DLL_DECL TotemAI : public CreatureAI
void UpdateAI(const uint32);
static int Permissible(const Creature *);
protected:
Totem& getTotem();
private:
Totem &i_totem;
uint64 i_victimGuid;
};
#endif