[10372] Implement EFLAG_RANDOM_ACTION

It allow execute one random action from EventAI event actions
instead each action from event actions.
This commit is contained in:
VladimirMangos 2010-08-18 14:23:45 +04:00
parent dbe9c6f190
commit a17450047b
4 changed files with 40 additions and 13 deletions

View file

@ -833,6 +833,7 @@ Below is the list of current Event Flags that EventAI can handle. Event flags ar
5 32
6 64
7 128 EFLAG_DEBUG_ONLY Prevents events from occuring on Release builds. Useful for testing new features.
8 256 EFLAG_RANDOM_ACTION At event occur execute one random action from event actions instead all actions.
NOTE: You can add the numbers in the decimal column to combine flags.

View file

@ -350,10 +350,35 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
if (pHolder.Event.event_chance <= rnd % 100)
return false;
//Process actions
for (uint32 j = 0; j < MAX_ACTIONS; j++)
//Process actions, normal case
if (!(pHolder.Event.event_flags & EFLAG_RANDOM_ACTION))
{
for (uint32 j = 0; j < MAX_ACTIONS; ++j)
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
}
//Process actions, random case
else
{
// amount of real actions
uint32 count = 0;
for (uint32 j = 0; j < MAX_ACTIONS; j++)
if (pHolder.Event.action[j].type != ACTION_T_NONE)
++count;
if (count)
{
// select action number from found amount
uint32 idx = urand(0,count-1);
// find selected action, skipping not used
uint32 j = 0;
for (; idx; ++j)
if (pHolder.Event.action[j].type != ACTION_T_NONE)
--idx;
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
}
}
return true;
}

View file

@ -142,14 +142,15 @@ enum Target
enum EventFlags
{
EFLAG_REPEATABLE = 0x01, //Event repeats
EFLAG_DIFFICULTY_0 = 0x02, //Event only occurs in instance difficulty 0
EFLAG_DIFFICULTY_1 = 0x04, //Event only occurs in instance difficulty 1
EFLAG_DIFFICULTY_2 = 0x08, //Event only occurs in instance difficulty 2
EFLAG_DIFFICULTY_3 = 0x10, //Event only occurs in instance difficulty 3
EFLAG_RESERVED_5 = 0x20,
EFLAG_RESERVED_6 = 0x40,
EFLAG_DEBUG_ONLY = 0x80, //Event only occurs in debug build
EFLAG_REPEATABLE = 0x0001, //Event repeats
EFLAG_DIFFICULTY_0 = 0x0002, //Event only occurs in instance difficulty 0
EFLAG_DIFFICULTY_1 = 0x0004, //Event only occurs in instance difficulty 1
EFLAG_DIFFICULTY_2 = 0x0008, //Event only occurs in instance difficulty 2
EFLAG_DIFFICULTY_3 = 0x0010, //Event only occurs in instance difficulty 3
EFLAG_RESERVED_5 = 0x0020,
EFLAG_RESERVED_6 = 0x0040,
EFLAG_DEBUG_ONLY = 0x0080, //Event only occurs in debug build
EFLAG_RANDOM_ACTION = 0x0100, //Event only execute one from existed actions instead each action.
EFLAG_DIFFICULTY_ALL = (EFLAG_DIFFICULTY_0|EFLAG_DIFFICULTY_1|EFLAG_DIFFICULTY_2|EFLAG_DIFFICULTY_3)
};

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10371"
#define REVISION_NR "10372"
#endif // __REVISION_NR_H__