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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/game/TotemAI.cpp
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123
src/game/TotemAI.cpp
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "TotemAI.h"
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#include "Totem.h"
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#include "Creature.h"
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#include "Player.h"
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#include "Database/DBCStores.h"
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "SpellMgr.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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int
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TotemAI::Permissible(const Creature *creature)
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{
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if( creature->isTotem() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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TotemAI::TotemAI(Creature &c) : i_totem(static_cast<Totem&>(c)), i_victimGuid(0)
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{
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}
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void
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TotemAI::MoveInLineOfSight(Unit *)
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{
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}
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void TotemAI::EnterEvadeMode()
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{
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i_totem.CombatStop();
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}
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void
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TotemAI::UpdateAI(const uint32 /*diff*/)
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{
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if (i_totem.GetTotemType() != TOTEM_ACTIVE)
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return;
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if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false))
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return;
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// Search spell
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell());
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if (!spellInfo)
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return;
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// Get spell rangy
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SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
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float max_range = GetSpellMaxRange(srange);
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// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
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// pointer to appropriate target if found any
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Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(i_totem, i_victimGuid) : NULL;
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if( !victim ||
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!victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) ||
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i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) )
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{
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CellPair p(MaNGOS::ComputeCellPair(i_totem.GetPositionX(),i_totem.GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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victim = NULL;
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MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
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MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(victim, u_check);
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TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
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TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
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CellLock<GridReadGuard> cell_lock(cell, p);
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cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem));
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cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem));
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}
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// If have target
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if (victim)
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{
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// remember
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i_victimGuid = victim->GetGUID();
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// attack
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i_totem.SetInFront(victim); // client change orientation by self
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i_totem.CastSpell(victim, i_totem.GetSpell(), false);
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}
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else
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i_victimGuid = 0;
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}
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bool
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TotemAI::IsVisible(Unit *) const
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{
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return false;
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}
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void
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TotemAI::AttackStart(Unit *)
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{
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}
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