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-rw-r--r--src/server/game/AI/EventAI/CreatureEventAI.cpp1384
-rw-r--r--src/server/game/AI/EventAI/CreatureEventAI.h637
-rw-r--r--src/server/game/AI/EventAI/CreatureEventAIMgr.cpp745
-rw-r--r--src/server/game/AI/EventAI/CreatureEventAIMgr.h46
4 files changed, 2812 insertions, 0 deletions
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.cpp b/src/server/game/AI/EventAI/CreatureEventAI.cpp
new file mode 100644
index 00000000000..47c8e9e6ad8
--- /dev/null
+++ b/src/server/game/AI/EventAI/CreatureEventAI.cpp
@@ -0,0 +1,1384 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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
+ */
+
+#include "Common.h"
+#include "CreatureEventAI.h"
+#include "CreatureEventAIMgr.h"
+#include "ObjectMgr.h"
+#include "Spell.h"
+#include "World.h"
+#include "Cell.h"
+#include "CellImpl.h"
+#include "GameEventMgr.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "InstanceData.h"
+#include "SpellMgr.h"
+#include "CreatureAIImpl.h"
+#include "ConditionMgr.h"
+
+bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
+{
+ if (repeatMin == repeatMax)
+ Time = repeatMin;
+ else if (repeatMax > repeatMin)
+ Time = urand(repeatMin, repeatMax);
+ else
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
+ 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
+ CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(me->GetEntry());
+ if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
+ {
+ 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)
+ continue;
+ #endif
+ if (me->GetMap()->IsDungeon())
+ {
+ if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
+ {
+ //event flagged for instance mode
+ CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
+ }
+ continue;
+ }
+ CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
+ }
+ //EventMap had events but they were not added because they must be for instance
+ if (CreatureEventAIList.empty())
+ sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
+ }
+ else
+ sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());
+
+ bEmptyList = CreatureEventAIList.empty();
+ Phase = 0;
+ CombatMovementEnabled = true;
+ MeleeEnabled = true;
+ AttackDistance = 0.0f;
+ AttackAngle = 0.0f;
+
+ InvinceabilityHpLevel = 0;
+
+ //Handle Spawned Events
+ if (!bEmptyList)
+ {
+ for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ if (SpawnedEventConditionsCheck((*i).Event))
+ ProcessEvent(*i);
+ }
+}
+
+bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker /*=NULL*/)
+{
+ 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 (!me->isInCombat())
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.timer.repeatMin,event.timer.repeatMax);
+ break;
+ case EVENT_T_TIMER_OOC:
+ if (me->isInCombat())
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.timer.repeatMin,event.timer.repeatMax);
+ break;
+ case EVENT_T_HP:
+ {
+ if (!me->isInCombat() || !me->GetMaxHealth())
+ return false;
+
+ uint32 perc = (me->GetHealth()*100) / me->GetMaxHealth();
+
+ if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
+ break;
+ }
+ case EVENT_T_MANA:
+ {
+ if (!me->isInCombat() || !me->GetMaxPower(POWER_MANA))
+ return false;
+
+ uint32 perc = (me->GetPower(POWER_MANA)*100) / me->GetMaxPower(POWER_MANA);
+
+ if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
+ break;
+ }
+ case EVENT_T_AGGRO:
+ break;
+ case EVENT_T_KILL:
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.kill.repeatMin,event.kill.repeatMax);
+ break;
+ case EVENT_T_DEATH:
+ case EVENT_T_EVADE:
+ break;
+ case EVENT_T_SPELLHIT:
+ //Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
+ break;
+ case EVENT_T_RANGE:
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.range.repeatMin,event.range.repeatMax);
+ break;
+ case EVENT_T_OOC_LOS:
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
+ break;
+ case EVENT_T_RESET:
+ case EVENT_T_SPAWNED:
+ break;
+ case EVENT_T_TARGET_HP:
+ {
+ if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxHealth())
+ return false;
+
+ uint32 perc = (me->getVictim()->GetHealth()*100) / me->getVictim()->GetMaxHealth();
+
+ if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
+ break;
+ }
+ case EVENT_T_TARGET_CASTING:
+ if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->IsNonMeleeSpellCasted(false, false, true))
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.target_casting.repeatMin,event.target_casting.repeatMax);
+ break;
+ case EVENT_T_FRIENDLY_HP:
+ {
+ if (!me->isInCombat())
+ return false;
+
+ Unit* pUnit = DoSelectLowestHpFriendly(event.friendly_hp.radius, event.friendly_hp.hpDeficit);
+ if (!pUnit)
+ return false;
+
+ pActionInvoker = pUnit;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
+ break;
+ }
+ case EVENT_T_FRIENDLY_IS_CC:
+ {
+ if (!me->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(me,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
+ break;
+ }
+ case EVENT_T_FRIENDLY_MISSING_BUFF:
+ {
+ 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(me,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
+ break;
+ }
+ case EVENT_T_SUMMONED_UNIT:
+ {
+ //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 (pActionInvoker->ToCreature()->GetEntry() != event.summon_unit.creatureId)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.summon_unit.repeatMin,event.summon_unit.repeatMax);
+ break;
+ }
+ case EVENT_T_TARGET_MANA:
+ {
+ if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxPower(POWER_MANA))
+ return false;
+
+ uint32 perc = (me->getVictim()->GetPower(POWER_MANA)*100) / me->getVictim()->GetMaxPower(POWER_MANA);
+
+ if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
+ break;
+ }
+ case EVENT_T_REACHED_HOME:
+ case EVENT_T_RECEIVE_EMOTE:
+ break;
+ case EVENT_T_BUFFED:
+ {
+ //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 const * aura = me->GetAura(event.buffed.spellId);
+ if (!aura || aura->GetStackAmount() < event.buffed.amount)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.buffed.repeatMin,event.buffed.repeatMax);
+ break;
+ }
+ case EVENT_T_TARGET_BUFFED:
+ {
+ //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 const * aura = pActionInvoker->GetAura(event.buffed.spellId);
+ if (!aura || aura->GetStackAmount() < event.buffed.amount)
+ return false;
+
+ //Repeat Timers
+ pHolder.UpdateRepeatTimer(me,event.buffed.repeatMin,event.buffed.repeatMax);
+ break;
+ }
+ default:
+ sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", me->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 (uint8 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)
+ {
+ case ACTION_T_TEXT:
+ {
+ 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)
+ target = pActionInvoker;
+ else if (Unit* owner = pActionInvoker->GetOwner())
+ {
+ if (owner->GetTypeId() == TYPEID_PLAYER)
+ target = owner;
+ }
+ }
+ else
+ {
+ target = me->getVictim();
+ if (target && target->GetTypeId() != TYPEID_PLAYER)
+ if (Unit* owner = target->GetOwner())
+ if (owner->GetTypeId() == TYPEID_PLAYER)
+ target = owner;
+ }
+
+ DoScriptText(temp, me, target);
+ }
+ break;
+ }
+ case ACTION_T_SET_FACTION:
+ {
+ if (action.set_faction.factionId)
+ me->setFaction(action.set_faction.factionId);
+ else
+ {
+ if (CreatureInfo const* ci = GetCreatureTemplateStore(me->GetEntry()))
+ {
+ //if no id provided, assume reset and then use default
+ if (me->getFaction() != ci->faction_A)
+ me->setFaction(ci->faction_A);
+ }
+ }
+ break;
+ }
+ case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
+ {
+ if (action.morph.creatureId || action.morph.modelId)
+ {
+ //set model based on entry from creature_template
+ if (action.morph.creatureId)
+ {
+ if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatureId))
+ {
+ uint32 display_id = objmgr.ChooseDisplayId(0,ci);
+ me->SetDisplayId(display_id);
+ }
+ }
+ //if no param1, then use value from param2 (modelId)
+ else
+ me->SetDisplayId(action.morph.modelId);
+ }
+ else
+ me->DeMorph();
+ break;
+ }
+ case ACTION_T_SOUND:
+ me->PlayDirectSound(action.sound.soundId);
+ break;
+ case ACTION_T_EMOTE:
+ me->HandleEmoteCommand(action.emote.emoteId);
+ break;
+ case ACTION_T_RANDOM_SOUND:
+ {
+ int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
+ if (temp >= 0)
+ me->PlayDirectSound(temp);
+ break;
+ }
+ case ACTION_T_RANDOM_EMOTE:
+ {
+ int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
+ if (temp >= 0)
+ me->HandleEmoteCommand(temp);
+ break;
+ }
+ case ACTION_T_CAST:
+ {
+ Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
+ Unit* caster = me;
+
+ 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)
+ {
+ //Check if cannot cast spell
+ if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) &&
+ !CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
+ {
+ //Melee current victim if flag not set
+ if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
+ {
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ {
+ AttackDistance = 0.0f;
+ AttackAngle = 0.0f;
+
+ me->GetMotionMaster()->MoveChase(me->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, me->GetEntry(), action.cast.spellId);
+ }
+ break;
+ }
+ case ACTION_T_SUMMON:
+ {
+ Unit* target = GetTargetByType(action.summon.target, pActionInvoker);
+
+ Creature* pCreature = NULL;
+
+ if (action.summon.duration)
+ pCreature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
+ else
+ pCreature = me->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, me->GetEntry());
+ else if (action.summon.target != TARGET_T_SELF && target)
+ pCreature->AI()->AttackStart(target);
+ break;
+ }
+ case ACTION_T_THREAT_SINGLE_PCT:
+ if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
+ me->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
+ break;
+ case ACTION_T_THREAT_ALL_PCT:
+ {
+ std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
+ for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
+ if (Unit* Temp = Unit::GetUnit(*me,(*i)->getUnitGuid()))
+ me->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
+ break;
+ }
+ case ACTION_T_QUEST_EVENT:
+ if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker))
+ if (target->GetTypeId() == TYPEID_PLAYER)
+ target->ToPlayer()->AreaExploredOrEventHappens(action.quest_event.questId);
+ break;
+ case ACTION_T_CAST_EVENT:
+ if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
+ if (target->GetTypeId() == TYPEID_PLAYER)
+ target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, me->GetGUID(), action.cast_event.spellId);
+ break;
+ 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:
+ if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
+ target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
+ break;
+ case ACTION_T_REMOVE_UNIT_FLAG:
+ if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
+ target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
+ break;
+ case ACTION_T_AUTO_ATTACK:
+ MeleeEnabled = action.auto_attack.state != 0;
+ break;
+ case ACTION_T_COMBAT_MOVEMENT:
+ // 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)
+ {
+ Unit* victim = me->getVictim();
+ if (me->isInCombat() && victim)
+ {
+ if (action.combat_movement.melee)
+ {
+ me->addUnitState(UNIT_STAT_MELEE_ATTACKING);
+ me->SendMeleeAttackStart(victim);
+ }
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
+ me->GetMotionMaster()->MoveChase(victim, AttackDistance, AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
+ }
+ }
+ else
+ {
+ if (me->isInCombat())
+ {
+ Unit* victim = me->getVictim();
+ if (action.combat_movement.melee && victim)
+ {
+ me->clearUnitState(UNIT_STAT_MELEE_ATTACKING);
+ me->SendMeleeAttackStop(victim);
+ }
+ if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
+ me->GetMotionMaster()->MoveIdle();
+ }
+ }
+ break;
+ case ACTION_T_SET_PHASE:
+ Phase = action.set_phase.phase;
+ break;
+ case ACTION_T_INC_PHASE:
+ {
+ int32 new_phase = int32(Phase)+action.set_inc_phase.step;
+ if (new_phase < 0)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, me->GetEntry());
+ Phase = 0;
+ }
+ else if (new_phase >= MAX_PHASE)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry());
+ Phase = MAX_PHASE-1;
+ }
+ else
+ Phase = new_phase;
+
+ break;
+ }
+ case ACTION_T_EVADE:
+ EnterEvadeMode();
+ break;
+ case ACTION_T_FLEE_FOR_ASSIST:
+ me->DoFleeToGetAssistance();
+ break;
+ case ACTION_T_QUEST_EVENT_ALL:
+ if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
+ {
+ if (Unit* Temp = Unit::GetUnit(*me,pActionInvoker->GetGUID()))
+ if (Temp->GetTypeId() == TYPEID_PLAYER)
+ Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId,me);
+ }
+ break;
+ case ACTION_T_CAST_EVENT_ALL:
+ {
+ std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
+ for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
+ if (Unit* Temp = Unit::GetUnit(*me,(*i)->getUnitGuid()))
+ if (Temp->GetTypeId() == TYPEID_PLAYER)
+ Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, me->GetGUID(), action.cast_event_all.spellId);
+ break;
+ }
+ case ACTION_T_REMOVEAURASFROMSPELL:
+ if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker))
+ target->RemoveAurasDueToSpell(action.remove_aura.spellId);
+ break;
+ case ACTION_T_RANGED_MOVEMENT:
+ AttackDistance = (float)action.ranged_movement.distance;
+ AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
+
+ if (CombatMovementEnabled)
+ {
+ me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle);
+ }
+ break;
+ case ACTION_T_RANDOM_PHASE:
+ Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
+ break;
+ case ACTION_T_RANDOM_PHASE_RANGE:
+ if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
+ Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
+ else
+ sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, me->GetEntry());
+ break;
+ 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, me->GetEntry());
+ return;
+ }
+
+ Creature* pCreature = NULL;
+ if ((*i).second.SpawnTimeSecs)
+ pCreature = me->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 = me->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, me->GetEntry());
+ else if (action.summon_id.target != TARGET_T_SELF && target)
+ pCreature->AI()->AttackStart(target);
+
+ break;
+ }
+ case ACTION_T_KILLED_MONSTER:
+ //first attempt player who tapped creature
+ if (Player* pPlayer = me->GetLootRecipient())
+ pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, me);
+ else
+ {
+ //if not available, use pActionInvoker
+ if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
+ if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
+ pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, me);
+ }
+ break;
+ case ACTION_T_SET_INST_DATA:
+ {
+ InstanceData* pInst = (InstanceData*)me->GetInstanceData();
+ if (!pInst)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, me->GetEntry());
+ return;
+ }
+
+ pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
+ break;
+ }
+ case ACTION_T_SET_INST_DATA64:
+ {
+ Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
+ if (!target)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, me->GetEntry());
+ return;
+ }
+
+ InstanceData* pInst = (InstanceData*)me->GetInstanceData();
+ if (!pInst)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, me->GetEntry());
+ return;
+ }
+
+ pInst->SetData64(action.set_inst_data64.field, target->GetGUID());
+ break;
+ }
+ case ACTION_T_UPDATE_TEMPLATE:
+ if (me->GetEntry() == action.update_template.creatureId)
+ {
+
+ sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, me->GetEntry());
+ return;
+ }
+
+ me->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
+ break;
+ case ACTION_T_DIE:
+ if (me->isDead())
+ {
+
+ sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, me->GetEntry());
+ return;
+ }
+ me->Kill(me);
+ break;
+ case ACTION_T_ZONE_COMBAT_PULSE:
+ {
+ me->SetInCombatWithZone();
+ break;
+ }
+ case ACTION_T_CALL_FOR_HELP:
+ {
+ me->CallForHelp(action.call_for_help.radius);
+ break;
+ }
+ break;
+
+ // TRINITY ONLY
+ case ACTION_T_MOVE_RANDOM_POINT: //dosen't work in combat
+ {
+ float x,y,z;
+ me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, action.raw.param1);
+ me->GetMotionMaster()->MovePoint(0,x,y,z);
+ break;
+ }
+ case ACTION_T_SET_STAND_STATE:
+ me->SetStandState(UnitStandStateType(action.raw.param1));
+ break;
+ case ACTION_T_SET_PHASE_MASK:
+ me->SetPhaseMask(action.raw.param1, true);
+ break;
+ case ACTION_T_SET_VISIBILITY:
+ me->SetVisibility(UnitVisibility(action.raw.param1));
+ break;
+ case ACTION_T_SET_ACTIVE:
+ me->setActive(action.raw.param1 ? true : false);
+ break;
+ case ACTION_T_SET_AGGRESSIVE:
+ me->SetReactState(ReactStates(action.raw.param1));
+ break;
+ case ACTION_T_ATTACK_START_PULSE:
+ AttackStart(me->SelectNearestTarget((float)action.raw.param1));
+ break;
+ case ACTION_T_SUMMON_GO:
+ {
+ GameObject* pObject = NULL;
+
+ float x,y,z;
+ me->GetPosition(x,y,z);
+ pObject = me->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
+ if (!pObject)
+ {
+ sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, EventId, me->GetEntry());
+ }
+ break;
+ }
+
+ case ACTION_T_SET_SHEATH:
+ {
+ me->SetSheath(SheathState(action.set_sheath.sheath));
+ break;
+ }
+ case ACTION_T_FORCE_DESPAWN:
+ {
+ me->ForcedDespawn(action.forced_despawn.msDelay);
+ break;
+ }
+ case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
+ {
+ if (action.invincibility_hp_level.is_percent)
+ InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
+ else
+ InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
+ break;
+ }
+ }
+}
+
+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;
+
+
+ for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ {
+ if ((*i).Event.event_type == EVENT_T_RESET)
+ ProcessEvent(*i);
+ }
+
+
+ //Reset all events to enabled
+ for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ {
+ CreatureEventAI_Event const& event = (*i).Event;
+ switch (event.event_type)
+ {
+ //Reset all out of combat timers
+ case EVENT_T_TIMER_OOC:
+ {
+ if ((*i).UpdateRepeatTimer(me,event.timer.initialMin,event.timer.initialMax))
+ (*i).Enabled = true;
+ break;
+ }
+ //default:
+ //TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void EnterCombat()
+ //(*i).Enabled = true;
+ //(*i).Time = 0;
+ //break;
+ }
+ }
+}
+
+void CreatureEventAI::JustReachedHome()
+{
+ me->LoadCreaturesAddon();
+
+ if (!bEmptyList)
+ {
+ for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ {
+ if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
+ 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)
+ {
+ if ((*i).Event.event_type == EVENT_T_EVADE)
+ 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
+ if (!bEmptyList)
+ {
+ for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ {
+ CreatureEventAI_Event const& event = (*i).Event;
+ switch (event.event_type)
+ {
+ case EVENT_T_AGGRO:
+ (*i).Enabled = true;
+ ProcessEvent(*i, enemy);
+ break;
+ //Reset all in combat timers
+ case EVENT_T_TIMER:
+ if ((*i).UpdateRepeatTimer(me,event.timer.initialMin,event.timer.initialMax))
+ (*i).Enabled = true;
+ break;
+ //All normal events need to be re-enabled and their time set to 0
+ default:
+ (*i).Enabled = true;
+ (*i).Time = 0;
+ break;
+ }
+ }
+ }
+
+ EventUpdateTime = EVENT_UPDATE_TIME;
+ EventDiff = 0;
+}
+
+void CreatureEventAI::AttackStart(Unit *who)
+{
+ if (!who)
+ return;
+
+ if (me->Attack(who, MeleeEnabled))
+ {
+ if (CombatMovementEnabled)
+ {
+ me->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
+ }
+ else
+ {
+ me->GetMotionMaster()->MoveIdle();
+ }
+ }
+}
+
+void CreatureEventAI::MoveInLineOfSight(Unit *who)
+{
+ if (me->getVictim())
+ return;
+
+ //Check for OOC LOS Event
+ if (!bEmptyList)
+ {
+ for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
+ {
+ if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
+ {
+ //can trigger if closer than fMaxAllowedRange
+ float fMaxAllowedRange = (*itr).Event.ooc_los.maxRange;
+
+ //if range is ok and we are actually in LOS
+ if (me->IsWithinDistInMap(who, fMaxAllowedRange) && me->IsWithinLOSInMap(who))
+ {
+ //if friendly event&&who is not hostile OR hostile event&&who is hostile
+ if (((*itr).Event.ooc_los.noHostile && !me->IsHostileTo(who)) ||
+ ((!(*itr).Event.ooc_los.noHostile) && me->IsHostileTo(who)))
+ ProcessEvent(*itr, 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)
+ if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
+ 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)
+ {
+ //Decrement Timers
+ if ((*i).Time)
+ {
+ if (EventDiff <= (*i).Time)
+ {
+ //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)
+ {
+ case EVENT_T_TIMER_OOC:
+ ProcessEvent(*i);
+ break;
+ case EVENT_T_TIMER:
+ case EVENT_T_MANA:
+ case EVENT_T_HP:
+ case EVENT_T_TARGET_HP:
+ case EVENT_T_TARGET_CASTING:
+ case EVENT_T_FRIENDLY_HP:
+ if (me->getVictim())
+ ProcessEvent(*i);
+ break;
+ case EVENT_T_RANGE:
+ if (me->getVictim())
+ if (me->IsInMap(me->getVictim()))
+ if (me->IsInRange(me->getVictim(),(float)(*i).Event.range.minDist,(float)(*i).Event.range.maxDist))
+ ProcessEvent(*i);
+ break;
+ }
+ }
+
+ EventDiff = 0;
+ EventUpdateTime = EVENT_UPDATE_TIME;
+ }
+ else
+ {
+ EventDiff += diff;
+ EventUpdateTime -= diff;
+ }
+ }
+
+ //Melee Auto-Attack
+ if (Combat && MeleeEnabled)
+ DoMeleeAttackIfReady();
+}
+
+inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
+{
+ switch (rnd % 3)
+ {
+ case 0: return param1;
+ case 1: return param2;
+ case 2: return param3;
+ }
+ return 0;
+}
+
+inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
+{
+ switch (rnd % 3)
+ {
+ case 0: return param1;
+ case 1: return param2;
+ case 2: return param3;
+ }
+ return 0;
+}
+
+inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker)
+{
+ switch (Target)
+ {
+ case TARGET_T_SELF:
+ return me;
+ case TARGET_T_HOSTILE:
+ return me->getVictim();
+ case TARGET_T_HOSTILE_SECOND_AGGRO:
+ return SelectTarget(SELECT_TARGET_TOPAGGRO,1);
+ case TARGET_T_HOSTILE_LAST_AGGRO:
+ return SelectTarget(SELECT_TARGET_BOTTOMAGGRO,0);
+ case TARGET_T_HOSTILE_RANDOM:
+ return SelectTarget(SELECT_TARGET_RANDOM,0);
+ case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
+ return SelectTarget(SELECT_TARGET_RANDOM,1);
+ case TARGET_T_ACTION_INVOKER:
+ return pActionInvoker;
+ default:
+ return NULL;
+ };
+}
+
+Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
+{
+ CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Unit* pUnit = NULL;
+
+ Trinity::MostHPMissingInRange u_check(me, range, MinHPDiff);
+ Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, 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<Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
+
+ cell.Visit(p, grid_unit_searcher, *me->GetMap(), *me, range);
+ return pUnit;
+}
+
+void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
+{
+ CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::FriendlyCCedInRange u_check(me, range);
+ Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, _list, u_check);
+
+ TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
+
+ cell.Visit(p, grid_creature_searcher, *me->GetMap());
+}
+
+void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
+{
+ CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ Trinity::FriendlyMissingBuffInRange u_check(me, range, spellid);
+ Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, _list, u_check);
+
+ TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
+
+ cell.Visit(p, grid_creature_searcher, *me->GetMap());
+}
+
+//*********************************
+//*** Functions used globally ***
+
+void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
+{
+ if (!pSource)
+ {
+ 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))
+ pSource->PlayDirectSound((*i).second.SoundId);
+ 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)
+ {
+ ((Unit*)pSource)->HandleEmoteCommand((*i).second.Emote);
+ }
+ 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:
+ pSource->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
+ break;
+ case CHAT_TYPE_YELL:
+ pSource->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
+ break;
+ case CHAT_TYPE_TEXT_EMOTE:
+ pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
+ break;
+ case CHAT_TYPE_BOSS_EMOTE:
+ pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
+ break;
+ case CHAT_TYPE_WHISPER:
+ {
+ if (target && target->GetTypeId() == TYPEID_PLAYER)
+ pSource->MonsterWhisper(textEntry, target->GetGUID());
+ else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
+ }break;
+ case CHAT_TYPE_BOSS_WHISPER:
+ {
+ if (target && target->GetTypeId() == TYPEID_PLAYER)
+ pSource->MonsterWhisper(textEntry, target->GetGUID(), true);
+ else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
+ }break;
+ case CHAT_TYPE_ZONE_YELL:
+ pSource->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
+ 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 (!me->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;
+
+ Condition* cond = new Condition();
+ cond->mConditionType = ConditionType((*itr).Event.receive_emote.condition);
+ cond->mConditionValue1 = (*itr).Event.receive_emote.conditionValue1;
+ cond->mConditionValue2 = (*itr).Event.receive_emote.conditionValue2;
+
+ if (cond->Meets(pPlayer))
+ {
+ sLog.outDebug("CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
+ ProcessEvent(*itr, pPlayer);
+ }
+ }
+ }
+}
+
+void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
+{
+ if (InvinceabilityHpLevel > 0 && me->GetHealth() < InvinceabilityHpLevel+damage)
+ {
+ if (me->GetHealth() <= InvinceabilityHpLevel)
+ damage = 0;
+ else
+ damage = me->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:
+ // always
+ return true;
+ case SPAWNED_EVENT_MAP:
+ // map ID check
+ return me->GetMapId() == event.spawned.conditionValue1;
+ case SPAWNED_EVENT_ZONE:
+ {
+ // zone ID check
+ uint32 zone, area;
+ me->GetZoneAndAreaId(zone,area);
+ return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
+ }
+ default:
+ break;
+ }
+
+ return false;
+}
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.h b/src/server/game/AI/EventAI/CreatureEventAI.h
new file mode 100644
index 00000000000..2fc5de46089
--- /dev/null
+++ b/src/server/game/AI/EventAI/CreatureEventAI.h
@@ -0,0 +1,637 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * 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 TRINITY_CREATURE_EAI_H
+#define TRINITY_CREATURE_EAI_H
+
+#include "Common.h"
+#include "Creature.h"
+#include "CreatureAI.h"
+#include "Unit.h"
+
+class Player;
+class WorldObject;
+
+#define EVENT_UPDATE_TIME 500
+#define MAX_ACTIONS 3
+#define MAX_PHASE 32
+
+enum EventAI_Type
+{
+ EVENT_T_TIMER = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax
+ EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax
+ EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax
+ EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax
+ EVENT_T_AGGRO = 4, // NONE
+ EVENT_T_KILL = 5, // RepeatMin, RepeatMax
+ EVENT_T_DEATH = 6, // NONE
+ EVENT_T_EVADE = 7, // NONE
+ EVENT_T_SPELLHIT = 8, // SpellID, School, RepeatMin, RepeatMax
+ EVENT_T_RANGE = 9, // MinDist, MaxDist, RepeatMin, RepeatMax
+ EVENT_T_OOC_LOS = 10, // NoHostile, MaxRnage, RepeatMin, RepeatMax
+ EVENT_T_SPAWNED = 11, // Condition, CondValue1
+ EVENT_T_TARGET_HP = 12, // HPMax%, HPMin%, RepeatMin, RepeatMax
+ EVENT_T_TARGET_CASTING = 13, // RepeatMin, RepeatMax
+ EVENT_T_FRIENDLY_HP = 14, // HPDeficit, Radius, RepeatMin, RepeatMax
+ EVENT_T_FRIENDLY_IS_CC = 15, // DispelType, Radius, RepeatMin, RepeatMax
+ EVENT_T_FRIENDLY_MISSING_BUFF = 16, // SpellId, Radius, RepeatMin, RepeatMax
+ EVENT_T_SUMMONED_UNIT = 17, // CreatureId, RepeatMin, RepeatMax
+ EVENT_T_TARGET_MANA = 18, // ManaMax%, ManaMin%, RepeatMin, RepeatMax
+ EVENT_T_QUEST_ACCEPT = 19, // QuestID
+ EVENT_T_QUEST_COMPLETE = 20, //
+ EVENT_T_REACHED_HOME = 21, // NONE
+ EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2
+ EVENT_T_BUFFED = 23, // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 Repeat Min/Max
+ EVENT_T_TARGET_BUFFED = 24, // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 Repeat Min/Max
+ EVENT_T_RESET = 35, // Is it called after combat, when the creature respawn and spawn. -- TRINITY ONLY
+
+ EVENT_T_END,
+};
+
+enum EventAI_ActionType
+{
+ ACTION_T_NONE = 0, // No action
+ ACTION_T_TEXT = 1, // TextId1, optionally -TextId2, optionally -TextId3(if -TextId2 exist). If more than just -TextId1 is defined, randomize. Negative values.
+ ACTION_T_SET_FACTION = 2, // FactionId (or 0 for default)
+ ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3, // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph)
+ ACTION_T_SOUND = 4, // SoundId
+ ACTION_T_EMOTE = 5, // EmoteId
+ ACTION_T_RANDOM_SAY = 6, // UNUSED
+ ACTION_T_RANDOM_YELL = 7, // UNUSED
+ ACTION_T_RANDOM_TEXTEMOTE = 8, // UNUSED
+ ACTION_T_RANDOM_SOUND = 9, // SoundId1, SoundId2, SoundId3 (-1 in any field means no output if randomed that field)
+ ACTION_T_RANDOM_EMOTE = 10, // EmoteId1, EmoteId2, EmoteId3 (-1 in any field means no output if randomed that field)
+ ACTION_T_CAST = 11, // SpellId, Target, CastFlags
+ ACTION_T_SUMMON = 12, // CreatureID, Target, Duration in ms
+ ACTION_T_THREAT_SINGLE_PCT = 13, // Threat%, Target
+ ACTION_T_THREAT_ALL_PCT = 14, // Threat%
+ ACTION_T_QUEST_EVENT = 15, // QuestID, Target
+ ACTION_T_CAST_EVENT = 16, // QuestID, SpellId, Target - must be removed as hack?
+ ACTION_T_SET_UNIT_FIELD = 17, // Field_Number, Value, Target
+ ACTION_T_SET_UNIT_FLAG = 18, // Flags (may be more than one field OR'd together), Target
+ ACTION_T_REMOVE_UNIT_FLAG = 19, // Flags (may be more than one field OR'd together), Target
+ ACTION_T_AUTO_ATTACK = 20, // AllowAttackState (0 = stop attack, anything else means continue attacking)
+ ACTION_T_COMBAT_MOVEMENT = 21, // AllowCombatMovement (0 = stop combat based movement, anything else continue attacking)
+ ACTION_T_SET_PHASE = 22, // Phase
+ ACTION_T_INC_PHASE = 23, // Value (may be negative to decrement phase, should not be 0)
+ ACTION_T_EVADE = 24, // No Params
+ ACTION_T_FLEE_FOR_ASSIST = 25, // No Params
+ ACTION_T_QUEST_EVENT_ALL = 26, // QuestID
+ ACTION_T_CAST_EVENT_ALL = 27, // CreatureId, SpellId
+ ACTION_T_REMOVEAURASFROMSPELL = 28, // Target, Spellid
+ ACTION_T_RANGED_MOVEMENT = 29, // Distance, Angle
+ ACTION_T_RANDOM_PHASE = 30, // PhaseId1, PhaseId2, PhaseId3
+ ACTION_T_RANDOM_PHASE_RANGE = 31, // PhaseMin, PhaseMax
+ ACTION_T_SUMMON_ID = 32, // CreatureId, Target, SpawnId
+ ACTION_T_KILLED_MONSTER = 33, // CreatureId, Target
+ ACTION_T_SET_INST_DATA = 34, // Field, Data
+ ACTION_T_SET_INST_DATA64 = 35, // Field, Target
+ ACTION_T_UPDATE_TEMPLATE = 36, // Entry, Team
+ ACTION_T_DIE = 37, // No Params
+ ACTION_T_ZONE_COMBAT_PULSE = 38, // No Params
+ ACTION_T_CALL_FOR_HELP = 39, // Radius
+ ACTION_T_SET_SHEATH = 40, // Sheath (0-passive,1-melee,2-ranged)
+ ACTION_T_FORCE_DESPAWN = 41, // No Params
+ ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42, // MinHpValue, format(0-flat,1-percent from max health)
+
+ ACTION_T_SET_PHASE_MASK = 97,
+ ACTION_T_SET_STAND_STATE = 98,
+ ACTION_T_MOVE_RANDOM_POINT = 99,
+ ACTION_T_SET_VISIBILITY = 100,
+ ACTION_T_SET_ACTIVE = 101, //Apply
+ ACTION_T_SET_AGGRESSIVE = 102, //Apply
+ ACTION_T_ATTACK_START_PULSE = 103, //Distance
+ ACTION_T_SUMMON_GO = 104, //GameObjectID, DespawnTime in ms
+
+ ACTION_T_END = 105,
+};
+
+enum Target
+{
+ //Self (me)
+ TARGET_T_SELF = 0, //Self cast
+
+ //Hostile targets (if pet then returns pet owner)
+ TARGET_T_HOSTILE, //Our current target (ie: highest aggro)
+ TARGET_T_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
+ TARGET_T_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
+ TARGET_T_HOSTILE_RANDOM, //Just any random target on our threat list
+ TARGET_T_HOSTILE_RANDOM_NOT_TOP, //Any random target except top threat
+
+ //Invoker targets (if pet then returns pet owner)
+ TARGET_T_ACTION_INVOKER, //Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF)
+
+ //Hostile targets (including pets)
+ TARGET_T_HOSTILE_WPET, //Current target (can be a pet)
+ TARGET_T_HOSTILE_WPET_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
+ TARGET_T_HOSTILE_WPET_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
+ TARGET_T_HOSTILE_WPET_RANDOM, //Just any random target on our threat list
+ TARGET_T_HOSTILE_WPET_RANDOM_NOT_TOP, //Any random target except top threat
+
+ TARGET_T_ACTION_INVOKER_WPET,
+
+ TARGET_T_END
+};
+
+enum CastFlags
+{
+ CAST_INTURRUPT_PREVIOUS = 0x01, //Interrupt any spell casting
+ CAST_TRIGGERED = 0x02, //Triggered (this makes spell cost zero mana and have no cast time)
+ CAST_FORCE_CAST = 0x04, //Forces cast even if creature is out of mana or out of range
+ CAST_NO_MELEE_IF_OOM = 0x08, //Prevents creature from entering melee if out of mana or out of range
+ CAST_FORCE_TARGET_SELF = 0x10, //Forces the target to cast this spell on itself
+ CAST_AURA_NOT_PRESENT = 0x20, //Only casts the spell if the target does not have an aura from the spell
+};
+
+enum EventFlags
+{
+ EFLAG_REPEATABLE = 0x01, //Event repeats
+ EFLAG_DIFFICULTY_0 = 0x02, //Event only occurs in instance difficulty 0
+ EFLAG_DIFFICULTY_1 = 0x04, //Event only occurs in instance difficulty 1
+ EFLAG_DIFFICULTY_2 = 0x08, //Event only occurs in instance difficulty 2
+ EFLAG_DIFFICULTY_3 = 0x10, //Event only occurs in instance difficulty 3
+ EFLAG_RESERVED_5 = 0x20,
+ EFLAG_RESERVED_6 = 0x40,
+ EFLAG_DEBUG_ONLY = 0x80, //Event only occurs in debug build
+
+ EFLAG_DIFFICULTY_ALL = (EFLAG_DIFFICULTY_0|EFLAG_DIFFICULTY_1|EFLAG_DIFFICULTY_2|EFLAG_DIFFICULTY_3)
+};
+
+enum SpawnedEventMode
+{
+ SPAWNED_EVENT_ALWAY = 0,
+ SPAWNED_EVENT_MAP = 1,
+ SPAWNED_EVENT_ZONE = 2
+};
+
+// String text additional data, used in (CreatureEventAI)
+struct StringTextData
+{
+ uint32 SoundId;
+ uint8 Type;
+ uint32 Language;
+ uint32 Emote;
+};
+// Text Maps
+typedef UNORDERED_MAP<int32, StringTextData> CreatureEventAI_TextMap;
+
+struct CreatureEventAI_Action
+{
+ EventAI_ActionType type: 16;
+ union
+ {
+ // ACTION_T_TEXT = 1
+ struct
+ {
+ int32 TextId1;
+ int32 TextId2;
+ int32 TextId3;
+ } text;
+ // ACTION_T_SET_FACTION = 2
+ struct
+ {
+ uint32 factionId; // faction or 0 for default)
+ } set_faction;
+ // ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3
+ struct
+ {
+ uint32 creatureId; // set one from fields (or 0 for both to demorph)
+ uint32 modelId;
+ } morph;
+ // ACTION_T_SOUND = 4
+ struct
+ {
+ uint32 soundId;
+ } sound;
+ // ACTION_T_EMOTE = 5
+ struct
+ {
+ uint32 emoteId;
+ } emote;
+ // ACTION_T_RANDOM_SOUND = 9
+ struct
+ {
+ int32 soundId1; // (-1 in any field means no output if randomed that field)
+ int32 soundId2;
+ int32 soundId3;
+ } random_sound;
+ // ACTION_T_RANDOM_EMOTE = 10
+ struct
+ {
+ int32 emoteId1; // (-1 in any field means no output if randomed that field)
+ int32 emoteId2;
+ int32 emoteId3;
+ } random_emote;
+ // ACTION_T_CAST = 11
+ struct
+ {
+ uint32 spellId;
+ uint32 target;
+ uint32 castFlags;
+ } cast;
+ // ACTION_T_SUMMON = 12
+ struct
+ {
+ uint32 creatureId;
+ uint32 target;
+ uint32 duration;
+ } summon;
+ // ACTION_T_THREAT_SINGLE_PCT = 13
+ struct
+ {
+ int32 percent;
+ uint32 target;
+ } threat_single_pct;
+ // ACTION_T_THREAT_ALL_PCT = 14
+ struct
+ {
+ int32 percent;
+ } threat_all_pct;
+ // ACTION_T_QUEST_EVENT = 15
+ struct
+ {
+ uint32 questId;
+ uint32 target;
+ } quest_event;
+ // ACTION_T_CAST_EVENT = 16
+ struct
+ {
+ uint32 creatureId;
+ uint32 spellId;
+ uint32 target;
+ } cast_event;
+ // ACTION_T_SET_UNIT_FIELD = 17
+ struct
+ {
+ uint32 field;
+ uint32 value;
+ uint32 target;
+ } set_unit_field;
+ // ACTION_T_SET_UNIT_FLAG = 18, // value provided mask bits that will be set
+ // ACTION_T_REMOVE_UNIT_FLAG = 19, // value provided mask bits that will be clear
+ struct
+ {
+ uint32 value;
+ uint32 target;
+ } unit_flag;
+ // ACTION_T_AUTO_ATTACK = 20
+ struct
+ {
+ uint32 state; // 0 = stop attack, anything else means continue attacking
+ } auto_attack;
+ // ACTION_T_COMBAT_MOVEMENT = 21
+ struct
+ {
+ uint32 state; // 0 = stop combat based movement, anything else continue attacking
+ uint32 melee; // if set: at stop send melee combat stop if in combat, use for terminate melee fighting state for switch to ranged
+ } combat_movement;
+ // ACTION_T_SET_PHASE = 22
+ struct
+ {
+ uint32 phase;
+ } set_phase;
+ // ACTION_T_INC_PHASE = 23
+ struct
+ {
+ int32 step;
+ } set_inc_phase;
+ // ACTION_T_QUEST_EVENT_ALL = 26
+ struct
+ {
+ uint32 questId;
+ } quest_event_all;
+ // ACTION_T_CAST_EVENT_ALL = 27
+ struct
+ {
+ uint32 creatureId;
+ uint32 spellId;
+ } cast_event_all;
+ // ACTION_T_REMOVEAURASFROMSPELL = 28
+ struct
+ {
+ uint32 target;
+ uint32 spellId;
+ } remove_aura;
+ // ACTION_T_RANGED_MOVEMENT = 29
+ struct
+ {
+ uint32 distance;
+ int32 angle;
+ } ranged_movement;
+ // ACTION_T_RANDOM_PHASE = 30
+ struct
+ {
+ uint32 phase1;
+ uint32 phase2;
+ uint32 phase3;
+ } random_phase;
+ // ACTION_T_RANDOM_PHASE_RANGE = 31
+ struct
+ {
+ uint32 phaseMin;
+ uint32 phaseMax;
+ } random_phase_range;
+ // ACTION_T_SUMMON_ID = 32
+ struct
+ {
+ uint32 creatureId;
+ uint32 target;
+ uint32 spawnId;
+ } summon_id;
+ // ACTION_T_KILLED_MONSTER = 33
+ struct
+ {
+ uint32 creatureId;
+ uint32 target;
+ } killed_monster;
+ // ACTION_T_SET_INST_DATA = 34
+ struct
+ {
+ uint32 field;
+ uint32 value;
+ } set_inst_data;
+ // ACTION_T_SET_INST_DATA64 = 35
+ struct
+ {
+ uint32 field;
+ uint32 target;
+ } set_inst_data64;
+ // ACTION_T_UPDATE_TEMPLATE = 36
+ struct
+ {
+ uint32 creatureId;
+ uint32 team;
+ } update_template;
+ // ACTION_T_CALL_FOR_HELP = 39
+ struct
+ {
+ uint32 radius;
+ } call_for_help;
+ // ACTION_T_SET_SHEATH = 40
+ struct
+ {
+ uint32 sheath;
+ } set_sheath;
+ // ACTION_T_FORCE_DESPAWN = 41
+ struct
+ {
+ uint32 msDelay;
+ } forced_despawn;
+ // ACTION_T_SET_INVINCIBILITY_HP_LEVEL = 42
+ struct
+ {
+ uint32 hp_level;
+ uint32 is_percent;
+ } invincibility_hp_level;
+ // RAW
+ struct
+ {
+ uint32 param1;
+ uint32 param2;
+ uint32 param3;
+ } raw;
+ };
+};
+
+struct CreatureEventAI_Event
+{
+ uint32 event_id;
+
+ uint32 creature_id;
+
+ uint32 event_inverse_phase_mask;
+
+ EventAI_Type event_type : 16;
+ uint8 event_chance : 8;
+ uint8 event_flags : 8;
+
+ union
+ {
+ // EVENT_T_TIMER = 0
+ // EVENT_T_TIMER_OOC = 1
+ struct
+ {
+ uint32 initialMin;
+ uint32 initialMax;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } timer;
+ // EVENT_T_HP = 2
+ // EVENT_T_MANA = 3
+ // EVENT_T_TARGET_HP = 12
+ // EVENT_T_TARGET_MANA = 18
+ struct
+ {
+ uint32 percentMax;
+ uint32 percentMin;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } percent_range;
+ // EVENT_T_KILL = 5
+ struct
+ {
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } kill;
+ // EVENT_T_SPELLHIT = 8
+ struct
+ {
+ uint32 spellId;
+ uint32 schoolMask; // -1 ( == 0xffffffff) is ok value for full mask, or must be more limited mask like (0 < 1) = 1 for normal/physical school
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } spell_hit;
+ // EVENT_T_RANGE = 9
+ struct
+ {
+ uint32 minDist;
+ uint32 maxDist;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } range;
+ // EVENT_T_OOC_LOS = 10
+ struct
+ {
+ uint32 noHostile;
+ uint32 maxRange;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } ooc_los;
+ // EVENT_T_SPAWNED = 11
+ struct
+ {
+ uint32 condition;
+ uint32 conditionValue1;
+ } spawned;
+ // EVENT_T_TARGET_CASTING = 13
+ struct
+ {
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } target_casting;
+ // EVENT_T_FRIENDLY_HP = 14
+ struct
+ {
+ uint32 hpDeficit;
+ uint32 radius;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } friendly_hp;
+ // EVENT_T_FRIENDLY_IS_CC = 15
+ struct
+ {
+ uint32 dispelType; // unused ?
+ uint32 radius;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } friendly_is_cc;
+ // EVENT_T_FRIENDLY_MISSING_BUFF = 16
+ struct
+ {
+ uint32 spellId;
+ uint32 radius;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } friendly_buff;
+ // EVENT_T_SUMMONED_UNIT = 17
+ struct
+ {
+ uint32 creatureId;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } summon_unit;
+ // EVENT_T_QUEST_ACCEPT = 19
+ // EVENT_T_QUEST_COMPLETE = 20
+ struct
+ {
+ uint32 questId;
+ } quest;
+ // EVENT_T_RECEIVE_EMOTE = 22
+ struct
+ {
+ uint32 emoteId;
+ uint32 condition;
+ uint32 conditionValue1;
+ uint32 conditionValue2;
+ } receive_emote;
+ // EVENT_T_BUFFED = 23
+ // EVENT_T_TARGET_BUFFED = 24
+ struct
+ {
+ uint32 spellId;
+ uint32 amount;
+ uint32 repeatMin;
+ uint32 repeatMax;
+ } buffed;
+
+ // RAW
+ struct
+ {
+ uint32 param1;
+ uint32 param2;
+ uint32 param3;
+ uint32 param4;
+ } raw;
+ };
+
+ CreatureEventAI_Action action[MAX_ACTIONS];
+};
+//Event_Map
+typedef UNORDERED_MAP<uint32, std::vector<CreatureEventAI_Event> > CreatureEventAI_Event_Map;
+
+struct CreatureEventAI_Summon
+{
+ uint32 id;
+
+ float position_x;
+ float position_y;
+ float position_z;
+ float orientation;
+ uint32 SpawnTimeSecs;
+};
+
+//EventSummon_Map
+typedef UNORDERED_MAP<uint32, CreatureEventAI_Summon> CreatureEventAI_Summon_Map;
+
+struct CreatureEventAIHolder
+{
+ CreatureEventAIHolder(CreatureEventAI_Event p) : Event(p), Time(0), Enabled(true){}
+
+ CreatureEventAI_Event Event;
+ uint32 Time;
+ bool Enabled;
+
+ // helper
+ bool UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax);
+};
+
+class CreatureEventAI : public CreatureAI
+{
+
+ public:
+ explicit CreatureEventAI(Creature *c);
+ ~CreatureEventAI()
+ {
+ CreatureEventAIList.clear();
+ }
+ void JustRespawned();
+ void Reset();
+ void JustReachedHome();
+ void EnterCombat(Unit *enemy);
+ void EnterEvadeMode();
+ void JustDied(Unit* /*killer*/);
+ void KilledUnit(Unit* victim);
+ void JustSummoned(Creature* pUnit);
+ 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 *);
+
+ bool ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker = NULL);
+ void ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker);
+ inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3);
+ inline int32 GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3);
+ inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker);
+
+ void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target);
+ bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered);
+
+ bool SpawnedEventConditionsCheck(CreatureEventAI_Event const& event);
+
+ Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff);
+ void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid);
+ void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
+
+ //Holder for events (stores enabled, time, and eventid)
+ std::list<CreatureEventAIHolder> CreatureEventAIList;
+ uint32 EventUpdateTime; //Time between event updates
+ uint32 EventDiff; //Time between the last event call
+ 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
+ uint32 InvinceabilityHpLevel; // Minimal health level allowed at damage apply
+};
+#endif
diff --git a/src/server/game/AI/EventAI/CreatureEventAIMgr.cpp b/src/server/game/AI/EventAI/CreatureEventAIMgr.cpp
new file mode 100644
index 00000000000..83d62ca74dc
--- /dev/null
+++ b/src/server/game/AI/EventAI/CreatureEventAIMgr.cpp
@@ -0,0 +1,745 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * 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
+ */
+
+#include "Common.h"
+#include "Database/DatabaseEnv.h"
+#include "Database/SQLStorage.h"
+#include "CreatureEventAI.h"
+#include "CreatureEventAIMgr.h"
+#include "ObjectMgr.h"
+#include "ProgressBar.h"
+#include "Policies/SingletonImp.h"
+#include "ObjectDefines.h"
+#include "GridDefines.h"
+#include "ConditionMgr.h"
+
+INSTANTIATE_SINGLETON_1(CreatureEventAIMgr);
+
+// -------------------
+void CreatureEventAIMgr::LoadCreatureEventAI_Texts()
+{
+ // Drop Existing Text Map, only done once and we are ready to add data from multiple sources.
+ m_CreatureEventAI_TextMap.clear();
+
+ // Load EventAI Text
+ objmgr.LoadTrinityStrings(WorldDatabase,"creature_ai_texts",MIN_CREATURE_AI_TEXT_STRING_ID,MAX_CREATURE_AI_TEXT_STRING_ID);
+
+ // Gather Additional data from EventAI Texts
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, sound, type, language, emote FROM creature_ai_texts");
+
+ sLog.outString("Loading EventAI Texts additional data...");
+ if (result)
+ {
+ barGoLink bar(result->GetRowCount());
+ uint32 count = 0;
+
+ do
+ {
+ bar.step();
+ Field* fields = result->Fetch();
+ StringTextData temp;
+
+ int32 i = fields[0].GetInt32();
+ temp.SoundId = fields[1].GetInt32();
+ temp.Type = fields[2].GetInt32();
+ temp.Language = fields[3].GetInt32();
+ temp.Emote = fields[4].GetInt32();
+
+ // range negative
+ if (i > MIN_CREATURE_AI_TEXT_STRING_ID || i <= MAX_CREATURE_AI_TEXT_STRING_ID)
+ {
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` is not in valid range(%d-%d)",i,MIN_CREATURE_AI_TEXT_STRING_ID,MAX_CREATURE_AI_TEXT_STRING_ID);
+ continue;
+ }
+
+ // range negative (don't must be happen, loaded from same table)
+ if (!objmgr.GetTrinityStringLocale(i))
+ {
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` not found",i);
+ continue;
+ }
+
+ if (temp.SoundId)
+ {
+ if (!sSoundEntriesStore.LookupEntry(temp.SoundId))
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` has Sound %u but sound does not exist.",i,temp.SoundId);
+ }
+
+ if (!GetLanguageDescByID(temp.Language))
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` using Language %u but Language does not exist.",i,temp.Language);
+
+ if (temp.Type > CHAT_TYPE_ZONE_YELL)
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` has Type %u but this Chat Type does not exist.",i,temp.Type);
+
+ if (temp.Emote)
+ {
+ if (!sEmotesStore.LookupEntry(temp.Emote))
+ sLog.outErrorDb("CreatureEventAI: Entry %i in table `creature_ai_texts` has Emote %u but emote does not exist.",i,temp.Emote);
+ }
+
+ m_CreatureEventAI_TextMap[i] = temp;
+ ++count;
+ } while (result->NextRow());
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u additional CreatureEventAI Texts data.", count);
+ }
+ else
+ {
+ barGoLink bar(1);
+ bar.step();
+ sLog.outString();
+ sLog.outString(">> Loaded 0 additional CreatureEventAI Texts data. DB table `creature_ai_texts` is empty.");
+ }
+
+}
+
+// -------------------
+void CreatureEventAIMgr::LoadCreatureEventAI_Summons()
+{
+
+ //Drop Existing EventSummon Map
+ m_CreatureEventAI_Summon_Map.clear();
+
+ // Gather additional data for EventAI
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT id, position_x, position_y, position_z, orientation, spawntimesecs FROM creature_ai_summons");
+ if (result)
+ {
+ barGoLink bar(result->GetRowCount());
+ uint32 Count = 0;
+
+ do
+ {
+ bar.step();
+ Field *fields = result->Fetch();
+
+ CreatureEventAI_Summon temp;
+
+ uint32 i = fields[0].GetUInt32();
+ temp.position_x = fields[1].GetFloat();
+ temp.position_y = fields[2].GetFloat();
+ temp.position_z = fields[3].GetFloat();
+ temp.orientation = fields[4].GetFloat();
+ temp.SpawnTimeSecs = fields[5].GetUInt32();
+
+ if (!Trinity::IsValidMapCoord(temp.position_x,temp.position_y,temp.position_z,temp.orientation))
+ {
+ sLog.outErrorDb("CreatureEventAI: Summon id %u have wrong coordinates (%f,%f,%f,%f), skipping.", i,temp.position_x,temp.position_y,temp.position_z,temp.orientation);
+ continue;
+ }
+
+ //Add to map
+ m_CreatureEventAI_Summon_Map[i] = temp;
+ ++Count;
+ } while (result->NextRow());
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u CreatureEventAI summon definitions", Count);
+ }
+ else
+ {
+ barGoLink bar(1);
+ bar.step();
+ sLog.outString();
+ sLog.outString(">> Loaded 0 CreatureEventAI Summon definitions. DB table `creature_ai_summons` is empty.");
+ }
+
+}
+
+// -------------------
+void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
+{
+ //Drop Existing EventAI List
+ m_CreatureEventAI_Event_Map.clear();
+
+ // Gather event data
+ QueryResult_AutoPtr result = WorldDatabase.Query("SELECT id, creature_id, event_type, event_inverse_phase_mask, event_chance, event_flags, "
+ "event_param1, event_param2, event_param3, event_param4, "
+ "action1_type, action1_param1, action1_param2, action1_param3, "
+ "action2_type, action2_param1, action2_param2, action2_param3, "
+ "action3_type, action3_param1, action3_param2, action3_param3 "
+ "FROM creature_ai_scripts");
+ if (result)
+ {
+ barGoLink bar(result->GetRowCount());
+ uint32 Count = 0;
+
+ do
+ {
+ bar.step();
+ Field *fields = result->Fetch();
+
+ CreatureEventAI_Event temp;
+ temp.event_id = EventAI_Type(fields[0].GetUInt32());
+ uint32 i = temp.event_id;
+
+ temp.creature_id = fields[1].GetUInt32();
+ uint32 creature_id = temp.creature_id;
+
+ uint32 e_type = fields[2].GetUInt32();
+ //Report any errors in event
+ if (e_type >= EVENT_T_END)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u have wrong type (%u), skipping.", i,e_type);
+ continue;
+ }
+ temp.event_type = EventAI_Type(e_type);
+
+ temp.event_inverse_phase_mask = fields[3].GetUInt32();
+ temp.event_chance = fields[4].GetUInt8();
+ temp.event_flags = fields[5].GetUInt8();
+ temp.raw.param1 = fields[6].GetUInt32();
+ temp.raw.param2 = fields[7].GetUInt32();
+ temp.raw.param3 = fields[8].GetUInt32();
+ temp.raw.param4 = fields[9].GetUInt32();
+
+ //Creature does not exist in database
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(temp.creature_id))
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u has script for non-existing creature entry (%u), skipping.", i, temp.creature_id);
+ continue;
+ }
+
+ //No chance of this event occuring
+ if (temp.event_chance == 0)
+ sLog.outErrorDb("CreatureEventAI: Event %u has 0 percent chance. Event will never trigger!", i);
+ //Chance above 100, force it to be 100
+ else if (temp.event_chance > 100)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event %u with more than 100 percent chance. Adjusting to 100 percent.", temp.creature_id, i);
+ temp.event_chance = 100;
+ }
+
+ //Individual event checks
+ switch (temp.event_type)
+ {
+ case EVENT_T_TIMER:
+ case EVENT_T_TIMER_OOC:
+ if (temp.timer.initialMax < temp.timer.initialMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using timed event(%u) with param2 < param1 (InitialMax < InitialMin). Event will never repeat.", temp.creature_id, i);
+ if (temp.timer.repeatMax < temp.timer.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_HP:
+ case EVENT_T_MANA:
+ case EVENT_T_TARGET_HP:
+ case EVENT_T_TARGET_MANA:
+ if (temp.percent_range.percentMax > 100)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using percentage event(%u) with param2 (MinPercent) > 100. Event will never trigger! ", temp.creature_id, i);
+
+ if (temp.percent_range.percentMax <= temp.percent_range.percentMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using percentage event(%u) with param1 <= param2 (MaxPercent <= MinPercent). Event will never trigger! ", temp.creature_id, i);
+
+ if (temp.event_flags & EFLAG_REPEATABLE && !temp.percent_range.repeatMin && !temp.percent_range.repeatMax)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u has param3 and param4=0 (RepeatMin/RepeatMax) but cannot be repeatable without timers. Removing EFLAG_REPEATABLE for event %u.", temp.creature_id, i);
+ temp.event_flags &= ~EFLAG_REPEATABLE;
+ }
+ break;
+ case EVENT_T_SPELLHIT:
+ if (temp.spell_hit.spellId)
+ {
+ SpellEntry const* pSpell = sSpellStore.LookupEntry(temp.spell_hit.spellId);
+ if (!pSpell)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u has non-existant SpellID(%u) defined in event %u.", temp.creature_id, temp.spell_hit.spellId, i);
+ continue;
+ }
+
+ if ((temp.spell_hit.schoolMask & pSpell->SchoolMask) != pSpell->SchoolMask)
+ sLog.outErrorDb("CreatureEventAI: Creature %u has param1(spellId %u) but param2 is not -1 and not equal to spell's school mask. Event %u can never trigger.", temp.creature_id, temp.spell_hit.schoolMask, i);
+ }
+
+ if (!temp.spell_hit.schoolMask)
+ sLog.outErrorDb("CreatureEventAI: Creature %u is using invalid SpellSchoolMask(%u) defined in event %u.", temp.creature_id, temp.spell_hit.schoolMask, i);
+
+ if (temp.spell_hit.repeatMax < temp.spell_hit.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_RANGE:
+ if (temp.range.maxDist < temp.range.minDist)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with param2 < param1 (MaxDist < MinDist). Event will never repeat.", temp.creature_id, i);
+ if (temp.range.repeatMax < temp.range.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_OOC_LOS:
+ if (temp.ooc_los.repeatMax < temp.ooc_los.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_SPAWNED:
+ switch(temp.spawned.condition)
+ {
+ case SPAWNED_EVENT_ALWAY:
+ break;
+ case SPAWNED_EVENT_MAP:
+ if (!sMapStore.LookupEntry(temp.spawned.conditionValue1))
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using spawned event(%u) with param1 = %u 'map specific' but with not existed map (%u) in param2. Event will never repeat.", temp.creature_id, i, temp.spawned.condition, temp.spawned.conditionValue1);
+ break;
+ case SPAWNED_EVENT_ZONE:
+ if (!GetAreaEntryByAreaID(temp.spawned.conditionValue1))
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using spawned event(%u) with param1 = %u 'area specific' but with not existed area (%u) in param2. Event will never repeat.", temp.creature_id, i, temp.spawned.condition, temp.spawned.conditionValue1);
+ default:
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using invalid spawned event %u mode (%u) in param1", temp.creature_id, i, temp.spawned.condition);
+ break;
+ }
+ break;
+ case EVENT_T_FRIENDLY_HP:
+ if (temp.friendly_hp.repeatMax < temp.friendly_hp.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_FRIENDLY_IS_CC:
+ if (temp.friendly_is_cc.repeatMax < temp.friendly_is_cc.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_FRIENDLY_MISSING_BUFF:
+ {
+ SpellEntry const* pSpell = sSpellStore.LookupEntry(temp.spell_hit.spellId);
+ if (!pSpell)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u has non-existant SpellID(%u) defined in event %u.", temp.creature_id, temp.spell_hit.spellId, i);
+ continue;
+ }
+ if (temp.friendly_buff.repeatMax < temp.friendly_buff.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ }
+ case EVENT_T_KILL:
+ if (temp.kill.repeatMax < temp.kill.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with param2 < param1 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_TARGET_CASTING:
+ if (temp.target_casting.repeatMax < temp.target_casting.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with param2 < param1 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_SUMMONED_UNIT:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(temp.summon_unit.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with not existed creature template id (%u) in param1, skipped.", temp.creature_id, i, temp.summon_unit.creatureId);
+ if (temp.summon_unit.repeatMax < temp.summon_unit.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with param2 < param1 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ case EVENT_T_QUEST_ACCEPT:
+ case EVENT_T_QUEST_COMPLETE:
+ if (!objmgr.GetQuestTemplate(temp.quest.questId))
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using event(%u) with not existed qyest id (%u) in param1, skipped.", temp.creature_id, i, temp.quest.questId);
+ sLog.outErrorDb("CreatureEventAI: Creature %u using not implemented event (%u) in event %u.", temp.creature_id, temp.event_id, i);
+ continue;
+
+ case EVENT_T_AGGRO:
+ case EVENT_T_DEATH:
+ case EVENT_T_EVADE:
+ case EVENT_T_REACHED_HOME:
+ {
+ if (temp.event_flags & EFLAG_REPEATABLE)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u has EFLAG_REPEATABLE set. Event can never be repeatable. Removing flag for event %u.", temp.creature_id, i);
+ temp.event_flags &= ~EFLAG_REPEATABLE;
+ }
+
+ break;
+ }
+
+ case EVENT_T_RECEIVE_EMOTE:
+ {
+ if (!sEmotesTextStore.LookupEntry(temp.receive_emote.emoteId))
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u using event %u: param1 (EmoteTextId: %u) are not valid.",temp.creature_id, i, temp.receive_emote.emoteId);
+ continue;
+ }
+ if (temp.receive_emote.condition)
+ {
+ Condition* cond = new Condition();
+ cond->mConditionType = ConditionType(temp.receive_emote.condition);
+ cond->mConditionValue1 = temp.receive_emote.conditionValue1;
+ cond->mConditionValue2 = temp.receive_emote.conditionValue2;
+ if (!sConditionMgr.isConditionTypeValid(cond))
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u using event %u: param2 (Condition: %u) are not valid.",temp.creature_id, i, temp.receive_emote.condition);
+ continue;
+ }
+ }
+
+ if (!(temp.event_flags & EFLAG_REPEATABLE))
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u using event %u: EFLAG_REPEATABLE not set. Event must always be repeatable. Flag applied.", temp.creature_id, i);
+ temp.event_flags |= EFLAG_REPEATABLE;
+ }
+
+ break;
+ }
+
+ case EVENT_T_BUFFED:
+ case EVENT_T_TARGET_BUFFED:
+ {
+ SpellEntry const* pSpell = sSpellStore.LookupEntry(temp.buffed.spellId);
+ if (!pSpell)
+ {
+ sLog.outErrorDb("CreatureEventAI: Creature %u has non-existant SpellID(%u) defined in event %u.", temp.creature_id, temp.spell_hit.spellId, i);
+ continue;
+ }
+ if (temp.buffed.repeatMax < temp.buffed.repeatMin)
+ sLog.outErrorDb("CreatureEventAI: Creature %u are using repeatable event(%u) with param4 < param3 (RepeatMax < RepeatMin). Event will never repeat.", temp.creature_id, i);
+ break;
+ }
+
+ default:
+ sLog.outErrorDb("CreatureEventAI: Creature %u using not checked at load event (%u) in event %u. Need check code update?", temp.creature_id, temp.event_id, i);
+ break;
+ }
+
+ for (uint32 j = 0; j < MAX_ACTIONS; j++)
+ {
+ uint16 action_type = fields[10+(j*4)].GetUInt16();
+ if (action_type >= ACTION_T_END)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u has incorrect action type (%u), replace by ACTION_T_NONE.", i, j+1, action_type);
+ temp.action[j].type = ACTION_T_NONE;
+ continue;
+ }
+
+ CreatureEventAI_Action& action = temp.action[j];
+
+ action.type = EventAI_ActionType(action_type);
+ action.raw.param1 = fields[11+(j*4)].GetUInt32();
+ action.raw.param2 = fields[12+(j*4)].GetUInt32();
+ action.raw.param3 = fields[13+(j*4)].GetUInt32();
+
+ //Report any errors in actions
+ switch (action.type)
+ {
+ case ACTION_T_NONE:
+ break;
+ case ACTION_T_TEXT:
+ {
+ if (action.text.TextId1 < 0)
+ {
+ if (m_CreatureEventAI_TextMap.find(action.text.TextId1) == m_CreatureEventAI_TextMap.end())
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param1 refrences non-existing entry in texts table.", i, j+1);
+ }
+ if (action.text.TextId2 < 0)
+ {
+ if (m_CreatureEventAI_TextMap.find(action.text.TextId2) == m_CreatureEventAI_TextMap.end())
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param2 refrences non-existing entry in texts table.", i, j+1);
+
+ if (!action.text.TextId1)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u has param2, but param1 is not set. Required for randomized text.", i, j+1);
+ }
+ if (action.text.TextId3 < 0)
+ {
+ if (m_CreatureEventAI_TextMap.find(action.text.TextId3) == m_CreatureEventAI_TextMap.end())
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param3 refrences non-existing entry in texts table.", i, j+1);
+
+ if (!action.text.TextId1 || !action.text.TextId2)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u has param3, but param1 and/or param2 is not set. Required for randomized text.", i, j+1);
+ }
+ break;
+ }
+ case ACTION_T_SET_FACTION:
+ if (action.set_faction.factionId !=0 && !sFactionStore.LookupEntry(action.set_faction.factionId))
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent FactionId %u.", i, j+1, action.set_faction.factionId);
+ action.set_faction.factionId = 0;
+ }
+ break;
+ case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
+ if (action.morph.creatureId !=0 || action.morph.modelId !=0)
+ {
+ if (action.morph.creatureId && !sCreatureStorage.LookupEntry<CreatureInfo>(action.morph.creatureId))
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant Creature entry %u.", i, j+1, action.morph.creatureId);
+ action.morph.creatureId = 0;
+ }
+
+ if (action.morph.modelId)
+ {
+ if (action.morph.creatureId)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u have unused ModelId %u with also set creature id %u.", i, j+1, action.morph.modelId,action.morph.creatureId);
+ action.morph.modelId = 0;
+ }
+ else if (!sCreatureDisplayInfoStore.LookupEntry(action.morph.modelId))
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant ModelId %u.", i, j+1, action.morph.modelId);
+ action.morph.modelId = 0;
+ }
+ }
+ }
+ break;
+ case ACTION_T_SOUND:
+ if (!sSoundEntriesStore.LookupEntry(action.sound.soundId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant SoundID %u.", i, j+1, action.sound.soundId);
+ break;
+ case ACTION_T_EMOTE:
+ if (!sEmotesStore.LookupEntry(action.emote.emoteId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param1 (EmoteId: %u) are not valid.", i, j+1, action.emote.emoteId);
+ break;
+ case ACTION_T_RANDOM_SOUND:
+ if (!sSoundEntriesStore.LookupEntry(action.random_sound.soundId1))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param1 uses non-existant SoundID %u.", i, j+1, action.random_sound.soundId1);
+ if (action.random_sound.soundId2 >= 0 && !sSoundEntriesStore.LookupEntry(action.random_sound.soundId2))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param2 uses non-existant SoundID %u.", i, j+1, action.random_sound.soundId2);
+ if (action.random_sound.soundId3 >= 0 && !sSoundEntriesStore.LookupEntry(action.random_sound.soundId3))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param3 uses non-existant SoundID %u.", i, j+1, action.random_sound.soundId3);
+ break;
+ case ACTION_T_RANDOM_EMOTE:
+ if (!sEmotesStore.LookupEntry(action.random_emote.emoteId1))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param1 (EmoteId: %u) are not valid.", i, j+1, action.random_emote.emoteId1);
+ if (action.random_emote.emoteId2 >= 0 && !sEmotesStore.LookupEntry(action.random_emote.emoteId2))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param2 (EmoteId: %u) are not valid.", i, j+1, action.random_emote.emoteId2);
+ if (action.random_emote.emoteId3 >= 0 && !sEmotesStore.LookupEntry(action.random_emote.emoteId3))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param3 (EmoteId: %u) are not valid.", i, j+1, action.random_emote.emoteId3);
+ break;
+ case ACTION_T_CAST:
+ {
+ const SpellEntry *spell = sSpellStore.LookupEntry(action.cast.spellId);
+ if (!spell)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent SpellID %u.", i, j+1, action.cast.spellId);
+ /* FIXME: temp.raw.param3 not have event tipes with recovery time in it....
+ else
+ {
+ if (spell->RecoveryTime > 0 && temp.event_flags & EFLAG_REPEATABLE)
+ {
+ //output as debug for now, also because there's no general rule all spells have RecoveryTime
+ if (temp.event_param3 < spell->RecoveryTime)
+ sLog.outDebug("CreatureEventAI: Event %u Action %u uses SpellID %u but cooldown is longer(%u) than minumum defined in event param3(%u).", i, j+1,action.cast.spellId, spell->RecoveryTime, temp.event_param3);
+ }
+ }
+ */
+
+ //Cast is always triggered if target is forced to cast on self
+ if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
+ action.cast.castFlags |= CAST_TRIGGERED;
+
+ if (action.cast.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ }
+ case ACTION_T_SUMMON:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.summon.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent creature entry %u.", i, j+1, action.summon.creatureId);
+
+ if (action.summon.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_THREAT_SINGLE_PCT:
+ if (std::abs(action.threat_single_pct.percent) > 100)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses invalid percent value %u.", i, j+1, action.threat_single_pct.percent);
+ if (action.threat_single_pct.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_THREAT_ALL_PCT:
+ if (std::abs(action.threat_all_pct.percent) > 100)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses invalid percent value %u.", i, j+1, action.threat_all_pct.percent);
+ break;
+ case ACTION_T_QUEST_EVENT:
+ if (Quest const* qid = objmgr.GetQuestTemplate(action.quest_event.questId))
+ {
+ if (!qid->HasFlag(QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u. SpecialFlags for quest entry %u does not include |2, Action will not have any effect.", i, j+1, action.quest_event.questId);
+ }
+ else
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent Quest entry %u.", i, j+1, action.quest_event.questId);
+
+ if (action.quest_event.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+
+ break;
+ case ACTION_T_CAST_EVENT:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.cast_event.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent creature entry %u.", i, j+1, action.cast_event.creatureId);
+ if (!sSpellStore.LookupEntry(action.cast_event.spellId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent SpellID %u.", i, j+1, action.cast_event.spellId);
+ if (action.cast_event.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_SET_UNIT_FIELD:
+ if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u param1 (UNIT_FIELD*). Index out of range for intended use.", i, j+1);
+ if (action.set_unit_field.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_SET_UNIT_FLAG:
+ case ACTION_T_REMOVE_UNIT_FLAG:
+ if (action.unit_flag.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_SET_PHASE:
+ if (action.set_phase.phase >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phase >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ break;
+ case ACTION_T_INC_PHASE:
+ if (action.set_inc_phase.step == 0)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u is incrementing phase by 0. Was this intended?", i, j+1);
+ else if (std::abs(action.set_inc_phase.step) > MAX_PHASE-1)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u is change phase by too large for any use %i.", i, j+1, action.set_inc_phase.step);
+ break;
+ case ACTION_T_QUEST_EVENT_ALL:
+ if (Quest const* qid = objmgr.GetQuestTemplate(action.quest_event_all.questId))
+ {
+ if (!qid->HasFlag(QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u. SpecialFlags for quest entry %u does not include |2, Action will not have any effect.", i, j+1, action.quest_event_all.questId);
+ }
+ else
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent Quest entry %u.", i, j+1, action.quest_event_all.questId);
+ break;
+ case ACTION_T_CAST_EVENT_ALL:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.cast_event_all.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent creature entry %u.", i, j+1, action.cast_event_all.creatureId);
+ if (!sSpellStore.LookupEntry(action.cast_event_all.spellId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent SpellID %u.", i, j+1, action.cast_event_all.spellId);
+ break;
+ case ACTION_T_REMOVEAURASFROMSPELL:
+ if (!sSpellStore.LookupEntry(action.remove_aura.spellId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existent SpellID %u.", i, j+1, action.remove_aura.spellId);
+ if (action.remove_aura.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_RANDOM_PHASE: //PhaseId1, PhaseId2, PhaseId3
+ if (action.random_phase.phase1 >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phase1 >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ if (action.random_phase.phase2 >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phase2 >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ if (action.random_phase.phase3 >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phase3 >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ break;
+ case ACTION_T_RANDOM_PHASE_RANGE: //PhaseMin, PhaseMax
+ if (action.random_phase_range.phaseMin >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phaseMin >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ if (action.random_phase_range.phaseMin >= MAX_PHASE)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phaseMax >= %u. Phase mask cannot be used past phase %u.", i, j+1, MAX_PHASE, MAX_PHASE-1);
+ if (action.random_phase_range.phaseMin >= action.random_phase_range.phaseMax)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set phaseMax <= phaseMin.", i, j+1);
+ std::swap(action.random_phase_range.phaseMin,action.random_phase_range.phaseMax);
+ // equal case processed at call
+ }
+ break;
+ case ACTION_T_SUMMON_ID:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.summon_id.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant creature entry %u.", i, j+1, action.summon_id.creatureId);
+ if (action.summon_id.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ if (m_CreatureEventAI_Summon_Map.find(action.summon_id.spawnId) == m_CreatureEventAI_Summon_Map.end())
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u summons missing CreatureEventAI_Summon %u", i, j+1, action.summon_id.spawnId);
+ break;
+ case ACTION_T_KILLED_MONSTER:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.killed_monster.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant creature entry %u.", i, j+1, action.killed_monster.creatureId);
+ if (action.killed_monster.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_SET_INST_DATA:
+ if (!(temp.event_flags & EFLAG_DIFFICULTY_ALL))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u. Cannot set instance data without difficulty event flags.", i, j+1);
+ if (action.set_inst_data.value > 4/*SPECIAL*/)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u attempts to set instance data above encounter state 4. Custom case?", i, j+1);
+ break;
+ case ACTION_T_SET_INST_DATA64:
+ if (!(temp.event_flags & EFLAG_DIFFICULTY_ALL))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u. Cannot set instance data without difficulty event flags.", i, j+1);
+ if (action.set_inst_data64.target >= TARGET_T_END)
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses incorrect Target type", i, j+1);
+ break;
+ case ACTION_T_UPDATE_TEMPLATE:
+ if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.update_template.creatureId))
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant creature entry %u.", i, j+1, action.update_template.creatureId);
+ break;
+ case ACTION_T_SET_SHEATH:
+ if (action.set_sheath.sheath >= MAX_SHEATH_STATE)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong sheath state %u.", i, j+1, action.set_sheath.sheath);
+ action.set_sheath.sheath = SHEATH_STATE_UNARMED;
+ }
+ break;
+ case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
+ if (action.invincibility_hp_level.is_percent)
+ {
+ if (action.invincibility_hp_level.hp_level > 100)
+ {
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong percent value %u.", i, j+1, action.invincibility_hp_level.hp_level);
+ action.invincibility_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
+ case ACTION_T_ZONE_COMBAT_PULSE: //No Params
+ case ACTION_T_FORCE_DESPAWN: //No Params
+ case ACTION_T_AUTO_ATTACK: //AllowAttackState (0 = stop attack, anything else means continue attacking)
+ case ACTION_T_COMBAT_MOVEMENT: //AllowCombatMovement (0 = stop combat based movement, anything else continue attacking)
+ case ACTION_T_RANGED_MOVEMENT: //Distance, Angle
+ case ACTION_T_CALL_FOR_HELP: //Distance
+ break;
+
+ case ACTION_T_RANDOM_SAY:
+ case ACTION_T_RANDOM_YELL:
+ case ACTION_T_RANDOM_TEXTEMOTE:
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u currently unused ACTION type. Did you forget to update database?", i, j+1);
+ break;
+
+ case ACTION_T_MOVE_RANDOM_POINT:
+ case ACTION_T_SET_STAND_STATE:
+ case ACTION_T_SET_PHASE_MASK:
+ case ACTION_T_SET_VISIBILITY:
+ case ACTION_T_SET_ACTIVE:
+ case ACTION_T_SET_AGGRESSIVE:
+ case ACTION_T_ATTACK_START_PULSE:
+ case ACTION_T_SUMMON_GO:
+ break;
+
+ default:
+ sLog.outErrorDb("CreatureEventAI: Event %u Action %u have currently not checked at load action type (%u). Need check code update?", i, j+1, temp.action[j].type);
+ break;
+ }
+ }
+
+ //Add to list
+ m_CreatureEventAI_Event_Map[creature_id].push_back(temp);
+ ++Count;
+
+ if (CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(temp.creature_id))
+ {
+ if (!cInfo->AIName || !cInfo->AIName[0])
+ {
+ //sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but its AIName is empty. Set to EventAI as default.", cInfo->Entry);
+ size_t len = strlen("EventAI")+1;
+ const_cast<CreatureInfo*>(cInfo)->AIName = new char[len];
+ strncpy(const_cast<char*>(cInfo->AIName), "EventAI", len);
+ }
+ if (strcmp(cInfo->AIName, "EventAI"))
+ {
+ //sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but it has AIName %s. EventAI script will be overriden.", cInfo->Entry, cInfo->AIName);
+ }
+ if (cInfo->ScriptID)
+ {
+ //sLog.outErrorDb("CreatureEventAI: Creature Entry %u has EventAI script but it also has C++ script. EventAI script will be overriden.", cInfo->Entry);
+ }
+ }
+ } while (result->NextRow());
+
+ sLog.outString();
+ sLog.outString(">> Loaded %u CreatureEventAI scripts", Count);
+ }
+ else
+ {
+ barGoLink bar(1);
+ bar.step();
+ sLog.outString();
+ sLog.outString(">> Loaded 0 CreatureEventAI scripts. DB table `creature_ai_scripts` is empty.");
+ }
+}
diff --git a/src/server/game/AI/EventAI/CreatureEventAIMgr.h b/src/server/game/AI/EventAI/CreatureEventAIMgr.h
new file mode 100644
index 00000000000..ef191b22463
--- /dev/null
+++ b/src/server/game/AI/EventAI/CreatureEventAIMgr.h
@@ -0,0 +1,46 @@
+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * 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 TRINITY_CREATURE_EAI_MGR_H
+#define TRINITY_CREATURE_EAI_MGR_H
+
+#include "Common.h"
+#include "CreatureEventAI.h"
+
+class CreatureEventAIMgr
+{
+ public:
+ CreatureEventAIMgr(){};
+ ~CreatureEventAIMgr(){};
+
+ void LoadCreatureEventAI_Texts();
+ void LoadCreatureEventAI_Summons();
+ void LoadCreatureEventAI_Scripts();
+
+ CreatureEventAI_Event_Map const& GetCreatureEventAIMap() const { return m_CreatureEventAI_Event_Map; }
+ CreatureEventAI_Summon_Map const& GetCreatureEventAISummonMap() const { return m_CreatureEventAI_Summon_Map; }
+ CreatureEventAI_TextMap const& GetCreatureEventAITextMap() const { return m_CreatureEventAI_TextMap; }
+
+ private:
+ CreatureEventAI_Event_Map m_CreatureEventAI_Event_Map;
+ CreatureEventAI_Summon_Map m_CreatureEventAI_Summon_Map;
+ CreatureEventAI_TextMap m_CreatureEventAI_TextMap;
+};
+
+#define CreatureEAI_Mgr Trinity::Singleton<CreatureEventAIMgr>::Instance()
+#endif