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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#ifndef _THREATMANAGER
+#define _THREATMANAGER
+
+#include "Common.h"
+#include "SharedDefines.h"
+#include "Utilities/LinkedReference/Reference.h"
+#include "UnitEvents.h"
+
+#include <list>
+
+//==============================================================
+
+class Unit;
+class Creature;
+class ThreatManager;
+struct SpellEntry;
+
+//==============================================================
+// Class to calculate the real threat based
+
+class ThreatCalcHelper
+{
+ public:
+ static float calcThreat(Unit* pHatedUnit, Unit* pHatingUnit, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *threatSpell = NULL);
+};
+
+//==============================================================
+
+class MANGOS_DLL_SPEC HostilReference : public Reference<Unit, ThreatManager>
+{
+ private:
+ float iThreat;
+ float iTempThreatModifyer; // used for taunt
+ uint64 iUnitGuid;
+ bool iOnline;
+ bool iAccessible;
+ private:
+ // Inform the source, that the status of that reference was changed
+ void fireStatusChanged(const ThreatRefStatusChangeEvent& pThreatRefStatusChangeEvent);
+
+ Unit* getSourceUnit();
+ public:
+ HostilReference(Unit* pUnit, ThreatManager *pThreatManager, float pThreat);
+
+ //=================================================
+ void addThreat(float pMod);
+
+ void setThreat(float pThreat) { addThreat(pThreat - getThreat()); }
+
+ void addThreatPercent(int32 pPercent) { float tmpThreat = iThreat; tmpThreat = tmpThreat * (pPercent+100) / 100; addThreat(tmpThreat-iThreat); }
+
+ float getThreat() const { return iThreat; }
+
+ bool isOnline() const { return iOnline; }
+
+ // The Unit might be in water and the creature can not enter the water, but has range attack
+ // in this case online = true, but accessable = false
+ bool isAccessable() const { return iAccessible; }
+
+ // used for temporary setting a threat and reducting it later again.
+ // the threat modification is stored
+ void setTempThreat(float pThreat) { iTempThreatModifyer = pThreat - getThreat(); if(iTempThreatModifyer != 0.0f) addThreat(iTempThreatModifyer); }
+
+ void resetTempThreat()
+ {
+ if(iTempThreatModifyer != 0.0f)
+ {
+ addThreat(-iTempThreatModifyer); iTempThreatModifyer = 0.0f;
+ }
+ }
+
+ float getTempThreatModifyer() { return iTempThreatModifyer; }
+
+ //=================================================
+ // check, if source can reach target and set the status
+ void updateOnlineStatus();
+
+ void setOnlineOfflineState(bool pIsOnline);
+
+ void setAccessibleState(bool pIsAccessible);
+ //=================================================
+
+ bool operator ==(const HostilReference& pHostilReference) const { return pHostilReference.getUnitGuid() == getUnitGuid(); }
+
+ //=================================================
+
+ uint64 getUnitGuid() const { return iUnitGuid; }
+
+ //=================================================
+ // reference is not needed anymore. realy delete it !
+
+ void removeReference();
+
+ //=================================================
+
+ HostilReference* next() { return ((HostilReference* ) Reference<Unit, ThreatManager>::next()); }
+
+ //=================================================
+
+ // Tell our refTo (target) object that we have a link
+ void targetObjectBuildLink();
+
+ // Tell our refTo (taget) object, that the link is cut
+ void targetObjectDestroyLink();
+
+ // Tell our refFrom (source) object, that the link is cut (Target destroyed)
+ void sourceObjectDestroyLink();
+};
+
+//==============================================================
+class ThreatManager;
+
+class MANGOS_DLL_SPEC ThreatContainer
+{
+ private:
+ std::list<HostilReference*> iThreatList;
+ bool iDirty;
+ protected:
+ friend class ThreatManager;
+
+ void remove(HostilReference* pRef) { iThreatList.remove(pRef); }
+ void addReference(HostilReference* pHostilReference) { iThreatList.push_back(pHostilReference); }
+ void clearReferences();
+ // Sort the list if necessary
+ void update();
+ public:
+ ThreatContainer() { iDirty = false; }
+ ~ThreatContainer() { clearReferences(); }
+
+ HostilReference* addThreat(Unit* pVictim, float pThreat);
+
+ void modifyThreatPercent(Unit *pVictim, int32 percent);
+
+ HostilReference* selectNextVictim(Creature* pAttacker, HostilReference* pCurrentVictim);
+
+ void setDirty(bool pDirty) { iDirty = pDirty; }
+
+ bool isDirty() { return iDirty; }
+
+ bool empty() { return(iThreatList.empty()); }
+
+ HostilReference* getMostHated() { return iThreatList.empty() ? NULL : iThreatList.front(); }
+
+ HostilReference* getReferenceByTarget(Unit* pVictim);
+
+ std::list<HostilReference*>& getThreatList() { return iThreatList; }
+};
+
+//=================================================
+
+class MANGOS_DLL_SPEC ThreatManager
+{
+ private:
+ HostilReference* iCurrentVictim;
+ Unit* iOwner;
+ ThreatContainer iThreatContainer;
+ ThreatContainer iThreatOfflineContainer;
+ public:
+ explicit ThreatManager(Unit *pOwner);
+
+ ~ThreatManager() { clearReferences(); }
+
+ void clearReferences();
+
+ void addThreat(Unit* pVictim, float threat, SpellSchoolMask schoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *threatSpell = NULL);
+ void modifyThreatPercent(Unit *pVictim, int32 pPercent);
+
+ float getThreat(Unit *pVictim, bool pAlsoSearchOfflineList = false);
+
+ bool isThreatListEmpty() { return iThreatContainer.empty();}
+
+ bool processThreatEvent(const UnitBaseEvent* pUnitBaseEvent);
+
+ HostilReference* getCurrentVictim() { return iCurrentVictim; }
+
+ Unit* getOwner() { return iOwner; }
+
+ Unit* getHostilTarget();
+
+ void tauntApply(Unit* pTaunter);
+ void tauntFadeOut(Unit *pTaunter);
+
+ void setCurrentVictim(HostilReference* pHostilReference);
+
+ void setDirty(bool pDirty) { iThreatContainer.setDirty(pDirty); }
+
+ // methods to access the lists from the outside to do sume dirty manipulation (scriping and such)
+ // I hope they are used as little as possible.
+ inline std::list<HostilReference*>& getThreatList() { return iThreatContainer.getThreatList(); }
+ inline std::list<HostilReference*>& getOfflieThreatList() { return iThreatOfflineContainer.getThreatList(); }
+ inline ThreatContainer& getOnlineContainer() { return iThreatContainer; }
+ inline ThreatContainer& getOfflineContainer() { return iThreatOfflineContainer; }
+};
+
+//=================================================
+#endif