Core/SmartAI:

- Drop useless actions SMART_ACTION_ENTER_VEHICLE, SMART_ACTION_LEAVE_VEHICLE and SMART_ACTION_REMOVE_PASSENGERS.
(Vehicles are aura-driven, just remove or add the proper aura to achieve the same as these actions did)
- Fixed possible crash in SMART_ACTION_SEND_GOSSIP_MENU
- Areatriggers should not be triggered by dead players
This commit is contained in:
kaelima
2011-10-31 02:01:17 +01:00
parent e16e18da23
commit 3d4d147196
4 changed files with 10 additions and 81 deletions

View File

@@ -917,13 +917,13 @@ class SmartTrigger : public AreaTriggerScript
{
public:
SmartTrigger()
: AreaTriggerScript("SmartTrigger")
{
}
SmartTrigger() : AreaTriggerScript("SmartTrigger") {}
bool OnTrigger(Player* player, AreaTriggerEntry const* trigger)
{
if (!player->isAlive())
return false;
sLog->outDebug(LOG_FILTER_DATABASE_AI, "AreaTrigger %u is using SmartTrigger script", trigger->id);
SmartScript script;
script.OnInitialize(NULL, trigger);

View File

@@ -1472,75 +1472,6 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
case SMART_ACTION_CALL_SCRIPT_RESET:
OnReset();
break;
case SMART_ACTION_ENTER_VEHICLE:
{
if (!me)
return;
ObjectList* targets = GetTargets(e, unit);
if (!targets)
return;
for (ObjectList::iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Unit* target = (*itr)->ToUnit())
{
if (target->GetVehicleKit())
{
me->EnterVehicle(target, e.action.enterVehicle.seat);
delete targets;
return;
}
}
}
delete targets;
break;
}
case SMART_ACTION_LEAVE_VEHICLE:
{
ObjectList* targets = GetTargets(e, unit);
if (!targets)
return;
for (ObjectList::iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (Unit* target = (*itr)->ToUnit())
{
if (!target->GetVehicle())
continue;
target->ExitVehicle();
delete targets;
return;
}
}
delete targets;
break;
}
case SMART_ACTION_REMOVE_PASSENGERS:
{
ObjectList* targets = GetTargets(e, unit);
if (!targets)
return;
for (ObjectList::iterator itr = targets->begin(); itr != targets->end(); ++itr)
{
if (!IsUnit(*itr))
continue;
if (Vehicle* veh = (*itr)->ToUnit()->GetVehicle())
{
veh->RemoveAllPassengers();
delete targets;
return;
}
}
delete targets;
break;
}
case SMART_ACTION_CALL_TIMED_ACTIONLIST:
{
if (e.GetTargetType() == SMART_TARGET_NONE)
@@ -1852,6 +1783,9 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
}
case SMART_ACTION_SEND_GOSSIP_MENU:
{
if (!GetBaseObject())
return;
sLog->outDebug(LOG_FILTER_DATABASE_AI, "SmartScript::ProcessAction:: SMART_ACTION_SEND_GOSSIP_MENU: gossipMenuId %d, gossip_option_id %d",
e.action.sendGossipMenu.gossipMenuId, e.action.sendGossipMenu.gossipOptionId);

View File

@@ -767,9 +767,6 @@ bool SmartAIMgr::IsEventValid(SmartScriptHolder& e)
case SMART_ACTION_RESET_SCRIPT_BASE_OBJECT:
case SMART_ACTION_ACTIVATE_GOBJECT:
case SMART_ACTION_CALL_SCRIPT_RESET:
case SMART_ACTION_ENTER_VEHICLE:
case SMART_ACTION_LEAVE_VEHICLE:
case SMART_ACTION_REMOVE_PASSENGERS:
case SMART_ACTION_NONE:
case SMART_ACTION_CALL_TIMED_ACTIONLIST:
case SMART_ACTION_SET_NPC_FLAG:

View File

@@ -439,7 +439,7 @@ enum SMART_ACTION
SMART_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT = 76, // WARNING: CAN CRASH CORE, do not use if you dont know what you are doing
SMART_ACTION_RESET_SCRIPT_BASE_OBJECT = 77, // none
SMART_ACTION_CALL_SCRIPT_RESET = 78, // none
SMART_ACTION_ENTER_VEHICLE = 79, // seatID
// Unused = 79,
SMART_ACTION_CALL_TIMED_ACTIONLIST = 80, // ID (overwrites already running actionlist), stop after combat?(0/1), timer update type(0-OOC, 1-IC, 2-ALWAYS)
SMART_ACTION_SET_NPC_FLAG = 81, // Flags
SMART_ACTION_ADD_NPC_FLAG = 82, // Flags
@@ -459,10 +459,8 @@ enum SMART_ACTION
SMART_ACTION_REMOVE_DYNAMIC_FLAG = 96, // Flags
SMART_ACTION_JUMP_TO_POS = 97, // speedXY, speedZ, targetX, targetY, targetZ
SMART_ACTION_SEND_GOSSIP_MENU = 98, // menuId, optionId
SMART_ACTION_LEAVE_VEHICLE = 99,
SMART_ACTION_REMOVE_PASSENGERS = 100,
SMART_ACTION_END = 101,
SMART_ACTION_END = 99,
};
struct SmartAction
@@ -1129,7 +1127,7 @@ const uint32 SmartAIEventMask[SMART_EVENT_END][2] =
{SMART_EVENT_JUST_CREATED, SMART_SCRIPT_TYPE_MASK_CREATURE + SMART_SCRIPT_TYPE_MASK_GAMEOBJECT },
{SMART_EVENT_GOSSIP_HELLO, SMART_SCRIPT_TYPE_MASK_CREATURE + SMART_SCRIPT_TYPE_MASK_GAMEOBJECT },
{SMART_EVENT_FOLLOW_COMPLETED, SMART_SCRIPT_TYPE_MASK_CREATURE },
{SMART_EVENT_DUMMY_EFFECT, SMART_SCRIPT_TYPE_MASK_CREATURE },
{SMART_EVENT_DUMMY_EFFECT, SMART_SCRIPT_TYPE_MASK_SPELL },
{SMART_EVENT_IS_BEHIND_TARGET, SMART_SCRIPT_TYPE_MASK_CREATURE }
};