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-rw-r--r--src/server/game/CreatureEventAI.cpp1384
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diff --git a/src/server/game/CreatureEventAI.cpp b/src/server/game/CreatureEventAI.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 "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;
+}