diff options
Diffstat (limited to 'src/game/CreatureEventAI.cpp')
-rw-r--r-- | src/game/CreatureEventAI.cpp | 171 |
1 files changed, 171 insertions, 0 deletions
diff --git a/src/game/CreatureEventAI.cpp b/src/game/CreatureEventAI.cpp index 9a6e907f33b..b2f5dc354d2 100644 --- a/src/game/CreatureEventAI.cpp +++ b/src/game/CreatureEventAI.cpp @@ -17,6 +17,7 @@ * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ + #include "Common.h" #include "CreatureEventAI.h" #include "CreatureEventAIMgr.h" @@ -31,6 +32,7 @@ #include "InstanceData.h" #include "SpellMgr.h" #include "CreatureAIImpl.h" + bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax ) { if (repeatMin == repeatMax) @@ -43,14 +45,17 @@ bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeat Enabled = false; return false; } + return true; } + int CreatureEventAI::Permissible(const Creature *creature) { if( creature->GetAIName() == "EventAI" ) return PERMIT_BASE_SPECIAL; return PERMIT_BASE_NO; } + CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) { // Need make copy for filter unneeded steps and safe in case table reload @@ -60,6 +65,7 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) std::vector<CreatureEventAI_Event>::const_iterator i; for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i) { + //Debug check #ifndef TRINITY_DEBUG if ((*i).event_flags & EFLAG_DEBUG_ONLY) @@ -83,13 +89,16 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) } else sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry()); + bEmptyList = CreatureEventAIList.empty(); Phase = 0; CombatMovementEnabled = true; MeleeEnabled = true; AttackDistance = 0.0f; AttackAngle = 0.0f; + InvinceabilityHpLevel = 0; + //Handle Spawned Events if (!bEmptyList) { @@ -98,26 +107,32 @@ CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c) ProcessEvent(*i); } } + bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker) { if (!pHolder.Enabled || pHolder.Time) return false; + //Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask) if (pHolder.Event.event_inverse_phase_mask & (1 << Phase)) return false; + CreatureEventAI_Event const& event = pHolder.Event; + //Check event conditions based on the event type, also reset events switch (event.event_type) { case EVENT_T_TIMER: if (!m_creature->isInCombat()) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax); break; case EVENT_T_TIMER_OOC: if (m_creature->isInCombat()) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax); break; @@ -125,9 +140,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat() || !m_creature->GetMaxHealth()) return false; + uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth(); + if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax); break; @@ -136,9 +154,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat() || !m_creature->GetMaxPower(POWER_MANA)) return false; + uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA); + if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax); break; @@ -154,6 +175,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction break; case EVENT_T_SPELLHIT: //Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.spell_hit.repeatMin,event.spell_hit.repeatMax); break; @@ -171,9 +193,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth()) return false; + uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth(); + if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax); break; @@ -181,6 +206,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction case EVENT_T_TARGET_CASTING: if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true)) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.target_casting.repeatMin,event.target_casting.repeatMax); break; @@ -188,10 +214,13 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat()) return false; + Unit* pUnit = DoSelectLowestHpFriendly(event.friendly_hp.radius, event.friendly_hp.hpDeficit); if (!pUnit) return false; + pActionInvoker = pUnit; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax); break; @@ -200,13 +229,17 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat()) return false; + std::list<Creature*> pList; DoFindFriendlyCC(pList, event.friendly_is_cc.radius); + //List is empty if (pList.empty()) return false; + //We don't really care about the whole list, just return first available pActionInvoker = *(pList.begin()); + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax); break; @@ -215,11 +248,14 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { std::list<Creature*> pList; DoFindFriendlyMissingBuff(pList, event.friendly_buff.radius, event.friendly_buff.spellId); + //List is empty if (pList.empty()) return false; + //We don't really care about the whole list, just return first available pActionInvoker = *(pList.begin()); + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax); break; @@ -229,9 +265,11 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction //Prevent event from occuring on no unit or non creatures if (!pActionInvoker || pActionInvoker->GetTypeId()!=TYPEID_UNIT) return false; + //Creature id doesn't match up if (((Creature*)pActionInvoker)->GetEntry() != event.summon_unit.creatureId) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.summon_unit.repeatMin,event.summon_unit.repeatMax); break; @@ -240,9 +278,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction { if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA)) return false; + uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA)*100) / m_creature->getVictim()->GetMaxPower(POWER_MANA); + if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax); break; @@ -257,6 +298,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction Aura* aura = m_creature->GetAura(event.buffed.spellId,0); if(!aura || aura->GetStackAmount() < event.buffed.amount) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax); break; @@ -266,11 +308,13 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction //Prevent event from occuring on no unit if (!pActionInvoker) return false; + //Note: checked only aura for effect 0, if need check aura for effect 1/2 then // possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx) Aura* aura = pActionInvoker->GetAura(event.buffed.spellId,0); if(!aura || aura->GetStackAmount() < event.buffed.amount) return false; + //Repeat Timers pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax); break; @@ -279,19 +323,25 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction 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; } + //Disable non-repeatable events if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE)) pHolder.Enabled = false; + //Store random here so that all random actions match up uint32 rnd = rand(); + //Return if chance for event is not met if (pHolder.Event.event_chance <= rnd % 100) return false; + //Process actions for (uint32 j = 0; j < MAX_ACTIONS; j++) ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker); + return true; } + void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker) { switch (action.type) @@ -300,16 +350,20 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 { if (!action.text.TextId1) return; + int32 temp = 0; + if (action.text.TextId2 && action.text.TextId3) temp = RAND(action.text.TextId1,action.text.TextId2,action.text.TextId3); else if (action.text.TextId2 && urand(0,1)) temp = action.text.TextId2; else temp = action.text.TextId1; + if (temp) { Unit* target = NULL; + if (pActionInvoker) { if (pActionInvoker->GetTypeId() == TYPEID_PLAYER) @@ -327,6 +381,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 if (owner->GetTypeId() == TYPEID_PLAYER) target = owner; } + DoScriptText(temp, m_creature, target); } break; @@ -391,21 +446,27 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 { Unit* target = GetTargetByType(action.cast.target, pActionInvoker); Unit* caster = m_creature; + if (!target) return; + if (action.cast.castFlags & CAST_FORCE_TARGET_SELF) caster = target; + //Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTURRUPT_PREVIOUS)); + // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them if(action.cast.castFlags & CAST_AURA_NOT_PRESENT) { if(target->HasAura(action.cast.spellId)) return; } + if (canCast) { const SpellEntry* tSpell = GetSpellStore()->LookupEntry(action.cast.spellId); + //Verify that spell exists if (tSpell) { @@ -420,17 +481,21 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 { AttackDistance = 0.0f; AttackAngle = 0.0f; + m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle); } } + } else { //Interrupt any previous spell if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTURRUPT_PREVIOUS) caster->InterruptNonMeleeSpells(false); + caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED)); } + } else sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature->GetEntry(), action.cast.spellId); @@ -440,11 +505,14 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 case ACTION_T_SUMMON: { Unit* target = GetTargetByType(action.summon.target, pActionInvoker); + Creature* pCreature = NULL; + if (action.summon.duration) pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration); else pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0); + if (!pCreature) sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry()); else if (action.summon.target != TARGET_T_SELF && target) @@ -476,11 +544,14 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 case ACTION_T_SET_UNIT_FIELD: { Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker); + // not allow modify important for integrity object fields if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END) return; + if (target) target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value); + break; } case ACTION_T_SET_UNIT_FLAG: @@ -498,13 +569,16 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 // ignore no affect case if(CombatMovementEnabled==(action.combat_movement.state!=0)) return; + CombatMovementEnabled = action.combat_movement.state != 0; + //Allow movement (create new targeted movement gen only if idle) if (CombatMovementEnabled) { if(action.combat_movement.melee && m_creature->isInCombat()) if(Unit* victim = m_creature->getVictim()) m_creature->SendMeleeAttackStart(victim); + m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle); } else @@ -512,6 +586,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 if(action.combat_movement.melee && m_creature->isInCombat()) if(Unit* victim = m_creature->getVictim()) m_creature->SendMeleeAttackStop(victim); + m_creature->GetMotionMaster()->MoveIdle(); } break; @@ -533,6 +608,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 } else Phase = new_phase; + break; } case ACTION_T_EVADE: @@ -565,6 +641,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 case ACTION_T_RANGED_MOVEMENT: AttackDistance = (float)action.ranged_movement.distance; AttackAngle = action.ranged_movement.angle/180.0f*M_PI; + if (CombatMovementEnabled) { m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle); @@ -582,21 +659,25 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 case ACTION_T_SUMMON_ID: { Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker); + CreatureEventAI_Summon_Map::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId); 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", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry()); return; } + Creature* pCreature = NULL; if ((*i).second.SpawnTimeSecs) pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*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(action.summon_id.creatureId, (*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", action.summon_id.creatureId, EventId, m_creature->GetEntry()); else if (action.summon_id.target != TARGET_T_SELF && target) pCreature->AI()->AttackStart(target); + break; } case ACTION_T_KILLED_MONSTER: @@ -619,6 +700,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry()); return; } + pInst->SetData(action.set_inst_data.field, action.set_inst_data.value); break; } @@ -630,26 +712,31 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 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(); if (!pInst) { sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry()); return; } + pInst->SetData64(action.set_inst_data64.field, target->GetGUID()); break; } case ACTION_T_UPDATE_TEMPLATE: if (m_creature->GetEntry() == action.update_template.creatureId) { + sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry()); return; } + m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE); break; case ACTION_T_DIE: if (m_creature->isDead()) { + sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry()); return; } @@ -666,6 +753,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 break; } break; + // TRINITY ONLY case ACTION_T_SET_ACTIVE: me->setActive(action.raw.param1 ? true : false); @@ -679,6 +767,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 case ACTION_T_SUMMON_GO: { GameObject* pObject = NULL; + float x,y,z; m_creature->GetPosition(x,y,z); pObject = m_creature->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2); @@ -688,6 +777,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 } break; } + case ACTION_T_SET_SHEATH: { m_creature->SetSheath(SheathState(action.set_sheath.sheath)); @@ -708,22 +798,28 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 } } } + void CreatureEventAI::JustRespawned() { Reset(); + if (bEmptyList) return; + //Handle Spawned Events for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) if (SpawnedEventConditionsCheck((*i).Event)) ProcessEvent(*i); } + void CreatureEventAI::Reset() { EventUpdateTime = EVENT_UPDATE_TIME; EventDiff = 0; + if (bEmptyList) return; + //Reset all events to enabled for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { @@ -745,9 +841,11 @@ void CreatureEventAI::Reset() } } } + void CreatureEventAI::JustReachedHome() { m_creature->LoadCreaturesAddon(); + if (!bEmptyList) { for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) @@ -756,13 +854,17 @@ void CreatureEventAI::JustReachedHome() ProcessEvent(*i); } } + Reset(); } + void CreatureEventAI::EnterEvadeMode() { CreatureAI::EnterEvadeMode(); + if (bEmptyList) return; + //Handle Evade events for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { @@ -770,40 +872,49 @@ void CreatureEventAI::EnterEvadeMode() ProcessEvent(*i); } } + void CreatureEventAI::JustDied(Unit* killer) { Reset(); + if (bEmptyList) return; + //Handle Evade events for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { if ((*i).Event.event_type == EVENT_T_DEATH) ProcessEvent(*i, killer); } + // reset phase after any death state events Phase = 0; } + void CreatureEventAI::KilledUnit(Unit* victim) { if (bEmptyList || victim->GetTypeId() != TYPEID_PLAYER) return; + for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { if ((*i).Event.event_type == EVENT_T_KILL) ProcessEvent(*i, victim); } } + void CreatureEventAI::JustSummoned(Creature* pUnit) { if (bEmptyList || !pUnit) return; + for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT) ProcessEvent(*i, pUnit); } } + void CreatureEventAI::EnterCombat(Unit *enemy) { //Check for on combat start events @@ -831,13 +942,16 @@ void CreatureEventAI::EnterCombat(Unit *enemy) } } } + EventUpdateTime = EVENT_UPDATE_TIME; EventDiff = 0; } + void CreatureEventAI::AttackStart(Unit *who) { if (!who) return; + if (m_creature->Attack(who, MeleeEnabled)) { if (CombatMovementEnabled) @@ -850,10 +964,12 @@ void CreatureEventAI::AttackStart(Unit *who) } } } + void CreatureEventAI::MoveInLineOfSight(Unit *who) { if(me->getVictim()) return; + //Check for OOC LOS Event if (!bEmptyList) { @@ -863,6 +979,7 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who) { //can trigger if closer than fMaxAllowedRange float fMaxAllowedRange = (*itr).Event.ooc_los.maxRange; + //if range is ok and we are actually in LOS if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who)) { @@ -874,12 +991,16 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who) } } } + CreatureAI::MoveInLineOfSight(who); } + void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell) { + if (bEmptyList) return; + for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) if ((*i).Event.event_type == EVENT_T_SPELLHIT) //If spell id matches (or no spell id) & if spell school matches (or no spell school) @@ -887,16 +1008,19 @@ void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell) if (pSpell->SchoolMask & (*i).Event.spell_hit.schoolMask) ProcessEvent(*i, pUnit); } + void CreatureEventAI::UpdateAI(const uint32 diff) { //Check if we are in combat (also updates calls threat update code) bool Combat = UpdateVictim(); + if (!bEmptyList) { //Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events if (EventUpdateTime < diff) { EventDiff += diff; + //Check for time based events for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) { @@ -908,11 +1032,13 @@ void CreatureEventAI::UpdateAI(const uint32 diff) //Do not decrement timers if event cannot trigger in this phase if (!((*i).Event.event_inverse_phase_mask & (1 << Phase))) (*i).Time -= EventDiff; + //Skip processing of events that have time remaining continue; } else (*i).Time = 0; } + //Events that are updated every EVENT_UPDATE_TIME switch ((*i).Event.event_type) { @@ -936,6 +1062,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff) break; } } + EventDiff = 0; EventUpdateTime = EVENT_UPDATE_TIME; } @@ -945,18 +1072,22 @@ void CreatureEventAI::UpdateAI(const uint32 diff) EventUpdateTime -= diff; } } + //Melee Auto-Attack if (Combat && MeleeEnabled) DoMeleeAttackIfReady(); } + inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position) { //ThreatList m_threatlist; 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(); + if (position >= m_threatlist.size() || !m_threatlist.size()) return NULL; + switch (target) { case ATTACKING_TARGET_RANDOM: @@ -977,6 +1108,7 @@ inline Unit* CreatureEventAI::SelectUnit(AttackingTarget target, uint32 position } return NULL; } + inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3) { switch (rnd % 3) @@ -987,6 +1119,7 @@ inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uin } return 0; } + inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3) { switch (rnd % 3) @@ -997,6 +1130,7 @@ inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 } return 0; } + inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker) { switch (Target) @@ -1019,50 +1153,65 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoke return NULL; }; } + Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff) { 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); + /* typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes; This means that if we only search grid then we cannot possibly return pets or players so this is safe */ 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(), *m_creature, range); return pUnit; } + void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range) { 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); + 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()); } + void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid) { 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); + 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()); } + //********************************* //*** Functions used globally *** + void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target) { if (!pSource) @@ -1070,18 +1219,23 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.",textEntry); return; } + if (textEntry >= 0) { sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry); return; } + CreatureEventAI_TextMap::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAITextMap().find(textEntry); + if (i == CreatureEAI_Mgr.GetCreatureEventAITextMap().end()) { sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry); return; } + sLog.outDebug("CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote); + if((*i).second.SoundId) { if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId)) @@ -1089,6 +1243,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.",textEntry,(*i).second.SoundId); } + if((*i).second.Emote) { if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER) @@ -1098,6 +1253,7 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId()); } + switch((*i).second.Type) { case CHAT_TYPE_SAY: @@ -1129,37 +1285,48 @@ void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* break; } } + bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered) { //No target so we can't cast if (!Target || !Spell) return false; + //Silenced so we can't cast if (!Triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; + //Check for power if (!Triggered && me->GetPower((Powers)Spell->powerType) < CalculatePowerCost(Spell, me, GetSpellSchoolMask(Spell))) return false; + SpellRangeEntry const *TempRange = NULL; + TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex); + //Spell has invalid range store so we can't use it if (!TempRange) return false; + //Unit is out of range of this spell if (!m_creature->IsInRange(Target,TempRange->minRangeHostile,TempRange->maxRangeHostile)) return false; + return true; } + void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote) { if (bEmptyList) return; + for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr) { if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE) { if ((*itr).Event.receive_emote.emoteId != text_emote) return; + PlayerCondition pcon((*itr).Event.receive_emote.condition,(*itr).Event.receive_emote.conditionValue1,(*itr).Event.receive_emote.conditionValue2); if (pcon.Meets(pPlayer)) { @@ -1169,6 +1336,7 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote) } } } + void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage ) { if(InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage) @@ -1179,10 +1347,12 @@ void CreatureEventAI::DamageTaken( Unit* done_by, uint32& damage ) damage = m_creature->GetHealth() - InvinceabilityHpLevel; } } + bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event) { if(event.event_type != EVENT_T_SPAWNED) return false; + switch (event.spawned.condition) { case SPAWNED_EVENT_ALWAY: @@ -1201,5 +1371,6 @@ bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& e default: break; } + return false; } |