aboutsummaryrefslogtreecommitdiff
path: root/src/game/ScriptedGuardAI.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/ScriptedGuardAI.cpp')
-rw-r--r--src/game/ScriptedGuardAI.cpp68
1 files changed, 34 insertions, 34 deletions
diff --git a/src/game/ScriptedGuardAI.cpp b/src/game/ScriptedGuardAI.cpp
index 83cc8c20479..2fbf8bff1cb 100644
--- a/src/game/ScriptedGuardAI.cpp
+++ b/src/game/ScriptedGuardAI.cpp
@@ -45,10 +45,10 @@ void guardAI::Reset()
void guardAI::EnterCombat(Unit *who)
{
- if (m_creature->GetEntry() == 15184)
- DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), m_creature, who);
+ if (me->GetEntry() == 15184)
+ DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who);
- if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who))
+ if (SpellEntry const *spell = me->reachWithSpellAttack(who))
DoCastSpell(who, spell);
}
@@ -56,7 +56,7 @@ void guardAI::JustDied(Unit *Killer)
{
//Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
- m_creature->SendZoneUnderAttackMessage(pKiller);
+ me->SendZoneUnderAttackMessage(pKiller);
}
void guardAI::UpdateAI(const uint32 diff)
@@ -67,16 +67,16 @@ void guardAI::UpdateAI(const uint32 diff)
else GlobalCooldown = 0;
//Buff timer (only buff when we are alive and not in combat
- if (m_creature->isAlive() && !m_creature->isInCombat())
+ if (me->isAlive() && !me->isInCombat())
if (BuffTimer <= diff)
{
//Find a spell that targets friendly and applies an aura (these are generally buffs)
- SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
+ SpellEntry const *info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (info && !GlobalCooldown)
{
//Cast the buff spell
- DoCastSpell(m_creature, info);
+ DoCastSpell(me, info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
@@ -92,77 +92,77 @@ void guardAI::UpdateAI(const uint32 diff)
return;
// Make sure our attack is ready and we arn't currently casting
- if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
+ if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
{
//If we are within range melee the target
- if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
+ if (me->IsWithinMeleeRange(me->getVictim()))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp
- if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
- info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+ if (me->GetHealth()*100 / me->GetMaxHealth() < 30)
+ info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, select a hostile spell
if (info) Healing = true;
- else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
+ else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
//20% chance to replace our white hit with a spell
if (info && rand() % 5 == 0 && !GlobalCooldown)
{
//Cast the spell
- if (Healing)DoCastSpell(m_creature, info);
- else DoCastSpell(m_creature->getVictim(), info);
+ if (Healing)DoCastSpell(me, info);
+ else DoCastSpell(me->getVictim(), info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}
- else m_creature->AttackerStateUpdate(m_creature->getVictim());
+ else me->AttackerStateUpdate(me->getVictim());
- m_creature->resetAttackTimer();
+ me->resetAttackTimer();
}
}
else
{
//Only run this code if we arn't already casting
- if (!m_creature->IsNonMeleeSpellCasted(false))
+ if (!me->IsNonMeleeSpellCasted(false))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp ONLY 33% of the time
- if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
- info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
+ if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0)
+ info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
if (info) Healing = true;
- else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
+ else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
//Found a spell, check if we arn't on cooldown
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
- if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
+ if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
- (*m_creature).GetMotionMaster()->Clear(false);
- (*m_creature).GetMotionMaster()->MoveIdle();
+ (*me).GetMotionMaster()->Clear(false);
+ (*me).GetMotionMaster()->MoveIdle();
}
//Cast spell
- if (Healing) DoCastSpell(m_creature,info);
- else DoCastSpell(m_creature->getVictim(),info);
+ if (Healing) DoCastSpell(me,info);
+ else DoCastSpell(me->getVictim(),info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
- else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
+ else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
- m_creature->InterruptNonMeleeSpells(false);
- (*m_creature).GetMotionMaster()->Clear(false);
- (*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim());
+ me->InterruptNonMeleeSpells(false);
+ (*me).GetMotionMaster()->Clear(false);
+ (*me).GetMotionMaster()->MoveChase(me->getVictim());
}
}
}
@@ -172,12 +172,12 @@ void guardAI::DoReplyToTextEmote(uint32 em)
{
switch(em)
{
- case TEXTEMOTE_KISS: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
- case TEXTEMOTE_WAVE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
- case TEXTEMOTE_SALUTE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
- case TEXTEMOTE_SHY: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
+ case TEXTEMOTE_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
+ case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
+ case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
+ case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
case TEXTEMOTE_RUDE:
- case TEXTEMOTE_CHICKEN: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
+ case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
}
}