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-rw-r--r--src/game/CreatureEventAI.cpp171
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;
}