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-rw-r--r--src/server/game/AI/TotemAI.cpp116
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diff --git a/src/server/game/AI/TotemAI.cpp b/src/server/game/AI/TotemAI.cpp
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+/*
+ * 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 "TotemAI.h"
+#include "Totem.h"
+#include "Creature.h"
+#include "DBCStores.h"
+#include "ObjectAccessor.h"
+#include "SpellMgr.h"
+
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "CellImpl.h"
+
+int
+TotemAI::Permissible(const Creature *creature)
+{
+ if (creature->isTotem())
+ return PERMIT_BASE_PROACTIVE;
+
+ return PERMIT_BASE_NO;
+}
+
+TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_victimGuid(0)
+{
+ assert(c->isTotem());
+}
+
+void
+TotemAI::MoveInLineOfSight(Unit *)
+{
+}
+
+void TotemAI::EnterEvadeMode()
+{
+ me->CombatStop(true);
+}
+
+void
+TotemAI::UpdateAI(const uint32 /*diff*/)
+{
+ if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
+ return;
+
+ if (!me->isAlive() || me->IsNonMeleeSpellCasted(false))
+ return;
+
+ // Search spell
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(me->ToTotem()->GetSpell());
+ if (!spellInfo)
+ return;
+
+ // Get spell range
+ SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
+ float max_range = GetSpellMaxRangeForHostile(srange);
+
+ // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
+
+ // pointer to appropriate target if found any
+ Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : NULL;
+
+ // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
+ if (!victim ||
+ !victim->isTargetableForAttack() || !me->IsWithinDistInMap(victim, max_range) ||
+ me->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(me,false))
+ {
+ victim = NULL;
+ Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range);
+ Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(me, victim, u_check);
+ me->VisitNearbyObject(max_range, checker);
+ }
+
+ // If have target
+ if (victim)
+ {
+ // remember
+ i_victimGuid = victim->GetGUID();
+
+ // attack
+ me->SetInFront(victim); // client change orientation by self
+ me->CastSpell(victim, me->ToTotem()->GetSpell(), false);
+ }
+ else
+ i_victimGuid = 0;
+}
+
+void
+TotemAI::AttackStart(Unit *)
+{
+ // Sentry totem sends ping on attack
+ if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
+ {
+ WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
+ data << me->GetGUID();
+ data << me->GetPositionX();
+ data << me->GetPositionY();
+ ((Player*)me->GetOwner())->GetSession()->SendPacket(&data);
+ }
+}