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authormegamage <none@none>2009-07-30 10:53:16 +0800
committermegamage <none@none>2009-07-30 10:53:16 +0800
commit3926cb174b7a5ff98a69705092831a7111333377 (patch)
treef34f9ac23333d2bb5e91cdda898b02264328a65b /src
parentdd94fb12d68677c01b906ab05ef8c8eb676554b3 (diff)
[8233] Implement new EventAI action ACTION_T_SET_INVINCEABILITY_HP_LEVEL. Author: VladimirMangos
Action set min. health value that can be set for creature in result damage apply. It can be used in duel like events with creatures to prevent killing creature and other cases when creature must avoid damage at some health level while it used. --HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/CreatureEventAI.cpp21
-rw-r--r--src/game/CreatureEventAI.h18
-rw-r--r--src/game/CreatureEventAIMgr.cpp10
3 files changed, 44 insertions, 5 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp
index 6e8ac6a4909..6f7a8a89958 100644
--- a/src/game/CreatureEventAI.cpp
+++ b/src/game/CreatureEventAI.cpp
@@ -96,6 +96,8 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
AttackDistance = 0.0f;
AttackAngle = 0.0f;
+ InvinceabilityHpLevel = 0;
+
//Handle Spawned Events
if (!bEmptyList)
{
@@ -792,6 +794,14 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
m_creature->ForcedDespawn();
break;
}
+ case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
+ {
+ if(action.invinceability_hp_level.is_percent)
+ InvinceabilityHpLevel = m_creature->GetMaxHealth()*100/action.invinceability_hp_level.hp_level;
+ else
+ InvinceabilityHpLevel = action.invinceability_hp_level.hp_level;
+ break;
+ }
}
}
@@ -1338,6 +1348,17 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
}
}
+void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage )
+{
+ if(InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage)
+ {
+ if(m_creature->GetHealth() <= InvinceabilityHpLevel)
+ damage = 0;
+ else
+ damage = m_creature->GetHealth() - InvinceabilityHpLevel;
+ }
+}
+
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if(event.event_type != EVENT_T_SPAWNED)
diff --git a/src/game/CreatureEventAI.h b/src/game/CreatureEventAI.h
index ad3827ef75d..de46fee3eae 100644
--- a/src/game/CreatureEventAI.h
+++ b/src/game/CreatureEventAI.h
@@ -113,6 +113,7 @@ enum EventAI_ActionType
ACTION_T_FORCE_DESPAWN = 41, // No Params
ACTION_T_END = 105,
+ ACTION_T_SET_INVINCEABILITY_HP_LEVEL= 42, // MinHpValue, format(0-flat,1-percent from max health)
};
enum Target
@@ -379,6 +380,11 @@ struct CreatureEventAI_Action
{
uint32 sheath;
} set_sheath;
+ struct
+ {
+ uint32 hp_level;
+ uint32 is_percent;
+ } invinceability_hp_level;
// RAW
struct
{
@@ -581,6 +587,7 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
void AttackStart(Unit *who);
void MoveInLineOfSight(Unit *who);
void SpellHit(Unit* pUnit, const SpellEntry* pSpell);
+ void DamageTaken(Unit* done_by, uint32& damage);
void UpdateAI(const uint32 diff);
void ReceiveEmote(Player* pPlayer, uint32 text_emote);
static int Permissible(const Creature *);
@@ -608,10 +615,11 @@ class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI
bool bEmptyList;
//Variables used by Events themselves
- uint8 Phase; //Current phase, max 32 phases
- bool CombatMovementEnabled; //If we allow targeted movment gen (movement twoards top threat)
- bool MeleeEnabled; //If we allow melee auto attack
- float AttackDistance; //Distance to attack from
- float AttackAngle; //Angle of attack
+ uint8 Phase; // Current phase, max 32 phases
+ bool CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
+ bool MeleeEnabled; // If we allow melee auto attack
+ float AttackDistance; // Distance to attack from
+ float AttackAngle; // Angle of attack
+ uint32 InvinceabilityHpLevel; // Minimal health level allowed at damage apply
};
#endif
diff --git a/src/game/CreatureEventAIMgr.cpp b/src/game/CreatureEventAIMgr.cpp
index 18db935536b..94f83296536 100644
--- a/src/game/CreatureEventAIMgr.cpp
+++ b/src/game/CreatureEventAIMgr.cpp
@@ -661,6 +661,16 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
action.set_sheath.sheath = SHEATH_STATE_UNARMED;
}
break;
+ case ACTION_T_SET_INVINCEABILITY_HP_LEVEL:
+ if(action.invinceability_hp_level.is_percent)
+ {
+ if(action.invinceability_hp_level.hp_level > 100)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invinceability_hp_level.hp_level);
+ action.invinceability_hp_level.hp_level = 100;
+ }
+ }
+ break;
case ACTION_T_EVADE: //No Params
case ACTION_T_FLEE_FOR_ASSIST: //No Params
case ACTION_T_DIE: //No Params