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/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 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 "Player.h"
#include "Database/DBCStores.h"
#include "MapManager.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_totem(static_cast<Totem&>(*c)), i_victimGuid(0)
{
}
void
TotemAI::MoveInLineOfSight(Unit *)
{
}
void TotemAI::EnterEvadeMode()
{
i_totem.CombatStop();
}
void
TotemAI::UpdateAI(const uint32 /*diff*/)
{
if (i_totem.GetTotemType() != TOTEM_ACTIVE)
return;
if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false))
return;
// Search spell
SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell());
if (!spellInfo)
return;
// Get spell rangy
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
float max_range = GetSpellMaxRange(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(i_totem, i_victimGuid) : NULL;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if( !victim ||
!victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) ||
i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) )
{
victim = NULL;
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(&i_totem, victim, u_check);
i_totem.VisitNearbyObject(max_range, checker);
}
// If have target
if (victim)
{
// remember
i_victimGuid = victim->GetGUID();
// attack
i_totem.SetInFront(victim); // client change orientation by self
i_totem.CastSpell(victim, i_totem.GetSpell(), false);
}
else
i_victimGuid = 0;
}
bool
TotemAI::IsVisible(Unit *) const
{
return false;
}
void
TotemAI::AttackStart(Unit *)
{
// Sentry totem sends ping on attack
if (i_totem.GetEntry() == SENTRY_TOTEM_ENTRY && i_totem.GetOwner()->GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
data << i_totem.GetGUID();
data << i_totem.GetPositionX();
data << i_totem.GetPositionY();
((Player*)i_totem.GetOwner())->GetSession()->SendPacket(&data);
}
}
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