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-rw-r--r--src/server/game/AI/EventAI/CreatureEventAI.cpp164
-rw-r--r--src/server/game/AI/EventAI/CreatureEventAI.h29
2 files changed, 97 insertions, 96 deletions
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.cpp b/src/server/game/AI/EventAI/CreatureEventAI.cpp
index ad12b80f209..c040274980b 100644
--- a/src/server/game/AI/EventAI/CreatureEventAI.cpp
+++ b/src/server/game/AI/EventAI/CreatureEventAI.cpp
@@ -77,32 +77,32 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c)
if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{
//event flagged for instance mode
- CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
+ m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
continue;
}
- CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
+ m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
//EventMap had events but they were not added because they must be for instance
- if (CreatureEventAIList.empty())
+ if (m_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;
+ m_bEmptyList = m_CreatureEventAIList.empty();
+ m_Phase = 0;
+ m_CombatMovementEnabled = true;
+ m_MeleeEnabled = true;
+ m_AttackDistance = 0.0f;
+ m_AttackAngle = 0.0f;
- InvinceabilityHpLevel = 0;
+ m_InvinceabilityHpLevel = 0;
//Handle Spawned Events
- if (!bEmptyList)
+ if (!m_bEmptyList)
{
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
@@ -114,7 +114,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
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))
+ if (pHolder.Event.event_inverse_phase_mask & (1 << m_Phase))
return false;
CreatureEventAI_Event const& event = pHolder.Event;
@@ -481,10 +481,10 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
- AttackDistance = 0.0f;
- AttackAngle = 0.0f;
+ m_AttackDistance = 0.0f;
+ m_AttackAngle = 0.0f;
- me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle);
+ me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
}
}
@@ -565,17 +565,17 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_AUTO_ATTACK:
- MeleeEnabled = action.auto_attack.state != 0;
+ m_MeleeEnabled = action.auto_attack.state != 0;
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
- if (CombatMovementEnabled == (action.combat_movement.state != 0))
+ if (m_CombatMovementEnabled == (action.combat_movement.state != 0))
return;
- CombatMovementEnabled = action.combat_movement.state != 0;
+ m_CombatMovementEnabled = action.combat_movement.state != 0;
//Allow movement (create new targeted movement gen only if idle)
- if (CombatMovementEnabled)
+ if (m_CombatMovementEnabled)
{
Unit* victim = me->getVictim();
if (me->isInCombat() && victim)
@@ -586,7 +586,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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
+ me->GetMotionMaster()->MoveChase(victim, m_AttackDistance, m_AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
}
}
else
@@ -605,23 +605,23 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
}
break;
case ACTION_T_SET_PHASE:
- Phase = action.set_phase.phase;
+ m_Phase = action.set_phase.phase;
break;
case ACTION_T_INC_PHASE:
{
- int32 new_phase = int32(Phase)+action.set_inc_phase.step;
+ int32 new_phase = int32(m_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;
+ sLog.outErrorDb("CreatureEventAI: Event %d decrease m_Phase under 0. CreatureEntry = %d", EventId, me->GetEntry());
+ m_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;
+ sLog.outErrorDb("CreatureEventAI: Event %d incremented m_Phase above %u. m_Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry());
+ m_Phase = MAX_PHASE-1;
}
else
- Phase = new_phase;
+ m_Phase = new_phase;
break;
}
@@ -653,20 +653,20 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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;
+ m_AttackDistance = (float)action.ranged_movement.distance;
+ m_AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
- if (CombatMovementEnabled)
+ if (m_CombatMovementEnabled)
{
- me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle);
+ me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
}
break;
case ACTION_T_RANDOM_PHASE:
- Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
+ m_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);
+ m_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;
@@ -821,9 +821,9 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if (action.invincibility_hp_level.is_percent)
- InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
+ m_InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
- InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
+ m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
}
@@ -833,25 +833,25 @@ void CreatureEventAI::JustRespawned()
{
Reset();
- if (bEmptyList)
+ if (m_bEmptyList)
return;
//Handle Spawned Events
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
void CreatureEventAI::Reset()
{
- EventUpdateTime = EVENT_UPDATE_TIME;
- EventDiff = 0;
+ m_EventUpdateTime = EVENT_UPDATE_TIME;
+ m_EventDiff = 0;
- if (bEmptyList)
+ if (m_bEmptyList)
return;
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_RESET)
ProcessEvent(*i);
@@ -859,7 +859,7 @@ void CreatureEventAI::Reset()
//Reset all events to enabled
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
@@ -884,9 +884,9 @@ void CreatureEventAI::JustReachedHome()
{
me->LoadCreaturesAddon();
- if (!bEmptyList)
+ if (!m_bEmptyList)
{
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
ProcessEvent(*i);
@@ -900,11 +900,11 @@ void CreatureEventAI::EnterEvadeMode()
{
CreatureAI::EnterEvadeMode();
- if (bEmptyList)
+ if (m_bEmptyList)
return;
//Handle Evade events
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_EVADE)
ProcessEvent(*i);
@@ -915,26 +915,26 @@ void CreatureEventAI::JustDied(Unit* killer)
{
Reset();
- if (bEmptyList)
+ if (m_bEmptyList)
return;
//Handle Evade events
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_DEATH)
ProcessEvent(*i, killer);
}
// reset phase after any death state events
- Phase = 0;
+ m_Phase = 0;
}
void CreatureEventAI::KilledUnit(Unit* victim)
{
- if (bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
+ if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
return;
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_KILL)
ProcessEvent(*i, victim);
@@ -943,10 +943,10 @@ void CreatureEventAI::KilledUnit(Unit* victim)
void CreatureEventAI::JustSummoned(Creature* pUnit)
{
- if (bEmptyList || !pUnit)
+ if (m_bEmptyList || !pUnit)
return;
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
ProcessEvent(*i, pUnit);
@@ -956,9 +956,9 @@ void CreatureEventAI::JustSummoned(Creature* pUnit)
void CreatureEventAI::EnterCombat(Unit *enemy)
{
//Check for on combat start events
- if (!bEmptyList)
+ if (!m_bEmptyList)
{
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
@@ -981,8 +981,8 @@ void CreatureEventAI::EnterCombat(Unit *enemy)
}
}
- EventUpdateTime = EVENT_UPDATE_TIME;
- EventDiff = 0;
+ m_EventUpdateTime = EVENT_UPDATE_TIME;
+ m_EventDiff = 0;
}
void CreatureEventAI::AttackStart(Unit *who)
@@ -990,11 +990,11 @@ void CreatureEventAI::AttackStart(Unit *who)
if (!who)
return;
- if (me->Attack(who, MeleeEnabled))
+ if (me->Attack(who, m_MeleeEnabled))
{
- if (CombatMovementEnabled)
+ if (m_CombatMovementEnabled)
{
- me->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
+ me->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
}
else
{
@@ -1009,9 +1009,9 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
return;
//Check for OOC LOS Event
- if (!bEmptyList)
+ if (!m_bEmptyList)
{
- for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
+ for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
{
@@ -1036,10 +1036,10 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{
- if (bEmptyList)
+ if (m_bEmptyList)
return;
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_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)
@@ -1052,24 +1052,24 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
//Check if we are in combat (also updates calls threat update code)
bool Combat = UpdateVictim();
- if (!bEmptyList)
+ if (!m_bEmptyList)
{
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
- if (EventUpdateTime <= diff)
+ if (m_EventUpdateTime <= diff)
{
- EventDiff += diff;
+ m_EventDiff += diff;
//Check for time based events
- for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i)
+ for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
//Decrement Timers
if ((*i).Time)
{
- if (EventDiff <= (*i).Time)
+ if (m_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;
+ if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
+ (*i).Time -= m_EventDiff;
//Skip processing of events that have time remaining
continue;
@@ -1101,18 +1101,18 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
}
}
- EventDiff = 0;
- EventUpdateTime = EVENT_UPDATE_TIME;
+ m_EventDiff = 0;
+ m_EventUpdateTime = EVENT_UPDATE_TIME;
}
else
{
- EventDiff += diff;
- EventUpdateTime -= diff;
+ m_EventDiff += diff;
+ m_EventUpdateTime -= diff;
}
}
//Melee Auto-Attack
- if (Combat && MeleeEnabled)
+ if (Combat && m_MeleeEnabled)
DoMeleeAttackIfReady();
}
@@ -1321,10 +1321,10 @@ bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Trigge
void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
- if (bEmptyList)
+ if (m_bEmptyList)
return;
- for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr)
+ for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
{
@@ -1347,12 +1347,12 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
- if (InvinceabilityHpLevel > 0 && me->GetHealth() < InvinceabilityHpLevel+damage)
+ if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel+damage)
{
- if (me->GetHealth() <= InvinceabilityHpLevel)
+ if (me->GetHealth() <= m_InvinceabilityHpLevel)
damage = 0;
else
- damage = me->GetHealth() - InvinceabilityHpLevel;
+ damage = me->GetHealth() - m_InvinceabilityHpLevel;
}
}
diff --git a/src/server/game/AI/EventAI/CreatureEventAI.h b/src/server/game/AI/EventAI/CreatureEventAI.h
index 84b359787f5..3d2aaffae77 100644
--- a/src/server/game/AI/EventAI/CreatureEventAI.h
+++ b/src/server/game/AI/EventAI/CreatureEventAI.h
@@ -587,7 +587,7 @@ class CreatureEventAI : public CreatureAI
explicit CreatureEventAI(Creature *c);
~CreatureEventAI()
{
- CreatureEventAIList.clear();
+ m_CreatureEventAIList.clear();
}
void JustRespawned();
void Reset();
@@ -620,18 +620,19 @@ class CreatureEventAI : public CreatureAI
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
+ protected:
+ uint32 m_EventUpdateTime; // Time between event updates
+ uint32 m_EventDiff; // Time between the last event call
+ bool m_bEmptyList;
+
+ typedef std::vector<CreatureEventAIHolder> CreatureEventAIList;
+ CreatureEventAIList m_CreatureEventAIList; // Holder for events (stores enabled, time, and eventid)
+ // Variables used by Events themselves
+ uint8 m_Phase; // Current phase, max 32 phases
+ bool m_CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
+ bool m_MeleeEnabled; // If we allow melee auto attack
+ float m_AttackDistance; // Distance to attack from
+ float m_AttackAngle; // Angle of attack
+ uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply
};
#endif