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[11827] Implement Creature Linking via database
Thanks to Silverice for feedback! This system interprets the content of the table `creature_linking_template`. To trigger different actions on different events of the npcs that are linked together. Possible event/ action combinations can be taken form the flags in CreatureLinkingMgr.h::CreatureLinkingFlags
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16 changed files with 783 additions and 7 deletions
468
src/game/CreatureLinkingMgr.cpp
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468
src/game/CreatureLinkingMgr.cpp
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/*
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* Copyright (C) 2005-2011 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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/**
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* @addtogroup npc_linking
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* @{
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*
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* @file CreatureLinkingMgr.cpp
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* This file contains the code needed for MaNGOS to link npcs together
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* Currently implemented
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* - Aggro on boss aggro, also reversed
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* - Despawning/ Selfkill on death of mob if the NPC it is linked to dies
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* - Respawning on leaving combat if the linked to NPC evades, also reversed
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* - Respawning on death of the linked to NPC
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* - (Re)Spawning dependend on boss Alive/ Dead
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* - Following NPCs
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*
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*/
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#include "CreatureLinkingMgr.h"
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#include "Policies/SingletonImp.h"
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#include "ProgressBar.h"
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#include "Database/DatabaseEnv.h"
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#include "ObjectMgr.h"
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#include "SharedDefines.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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INSTANTIATE_SINGLETON_1(CreatureLinkingMgr);
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/* *********************************************************
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* Method to Load From DB
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* DB Format: entry, map, master_entry, flag
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* 0 1 2 3
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* **************************************
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* entry: creature_template.entry
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* map: Map on which the NPC has to be
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* master_entry creature_template.entry of the npc, that shall trigger the actions
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* flag: flag value, of type CreatureLinkingFlags
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*
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* ***************************************************** */
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void CreatureLinkingMgr::LoadFromDB()
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{
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// Clear maps
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m_creatureLinkingMap.clear();
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m_eventTriggers.clear(); // master
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QueryResult* result = WorldDatabase.Query("SELECT entry, map, master_entry, flag FROM creature_linking_template");
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uint32 count = 0;
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if (!result)
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{
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BarGoLink bar(1);
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bar.step();
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sLog.outString(">> Table creature_linking_template is empty.");
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sLog.outString();
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return;
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}
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BarGoLink bar((int)result->GetRowCount());
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do
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{
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bar.step();
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Field* fields = result->Fetch();
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CreatureLinkingInfo tmp;
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uint32 entry = fields[0].GetUInt32();
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tmp.mapId = fields[1].GetUInt32();
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tmp.masterId = fields[2].GetUInt32();
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tmp.linkingFlag = fields[3].GetUInt16();
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tmp.masterDBGuid = 0; // Will be initialized for unique mobs later (only for spawning dependend)
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if (!IsLinkingEntryValid(entry, &tmp))
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continue;
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// Store db-guid for master of whom pTmp is spawn dependend
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if (tmp.linkingFlag & (FLAG_CANT_SPAWN_IF_BOSS_DEAD | FLAG_CANT_SPAWN_IF_BOSS_ALIVE))
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{
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if (QueryResult* guid_result = WorldDatabase.PQuery("SELECT guid FROM creature WHERE id=%u AND map=%u LIMIT 1", tmp.masterId, tmp.mapId))
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{
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tmp.masterDBGuid = (*guid_result)[0].GetUInt32();
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delete guid_result;
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}
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}
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++count;
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// Add it to the map
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m_creatureLinkingMap.insert(CreatureLinkingMap::value_type(entry, tmp));
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// Store master_entry
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m_eventTriggers.insert(tmp.masterId);
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}
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while (result->NextRow());
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sLog.outString();
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sLog.outString(">> Loaded creature linking for %u creature-IDs", count);
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delete result;
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}
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// This function is used to check if a DB-Entry is valid
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bool CreatureLinkingMgr::IsLinkingEntryValid(uint32 slaveEntry, CreatureLinkingInfo* pTmp)
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{
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// Basic checks first
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CreatureInfo const* pInfo = ObjectMgr::GetCreatureTemplate(slaveEntry);
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if (!pInfo)
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{
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sLog.outErrorDb("`creature_linking_template` has a non existing slave_entry (ID: %u), skipped.", slaveEntry);
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return false;
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}
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pInfo = ObjectMgr::GetCreatureTemplate(pTmp->masterId);
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if (!pInfo)
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{
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sLog.outErrorDb("`creature_linking_template` has a non existing master_entry (ID: %u), skipped", pTmp->masterId);
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return false;
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}
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if (pTmp->linkingFlag & ~(LINKING_FLAG_INVALID - 1) || pTmp->linkingFlag == 0)
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{
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sLog.outErrorDb("`creature_linking_template` has invalid flag, (entry: %u, map: %u, flags: %u), skipped", slaveEntry, pTmp->mapId, pTmp->linkingFlag);
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return false;
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}
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// Additional checks, depending on flags
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if (pTmp->linkingFlag & FLAG_DESPAWN_ON_RESPAWN && slaveEntry == pTmp->masterId)
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{
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sLog.outErrorDb("`creature_linking_template` has pointless FLAG_DESPAWN_ON_RESPAWN for self, (entry: %u, map: %u), skipped", slaveEntry, pTmp->mapId);
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return false;
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}
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// Check for uniqueness of mob whom is followed, on whom spawning is dependend
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if (pTmp->linkingFlag & (FLAG_FOLLOW | FLAG_CANT_SPAWN_IF_BOSS_DEAD | FLAG_CANT_SPAWN_IF_BOSS_ALIVE))
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{
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// Painfully slow, needs better idea
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QueryResult *result = WorldDatabase.PQuery("SELECT COUNT(guid) FROM creature WHERE id=%u AND map=%u", pTmp->masterId, pTmp->mapId);
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if (result)
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{
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if ((*result)[0].GetUInt32() > 1)
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sLog.outErrorDb("`creature_linking_template` has FLAG_FOLLOW, but non unique master, (entry: %u, map: %u, master: %u)", slaveEntry, pTmp->mapId, pTmp->masterId);
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delete result;
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}
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}
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// All checks are passed, entry is valid
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return true;
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}
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// Linked actions and corresponding flags
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enum EventMask
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{
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EVENT_MASK_ON_AGGRO = FLAG_AGGRO_ON_AGGRO,
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EVENT_MASK_ON_EVADE = FLAG_RESPAWN_ON_EVADE,
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EVENT_MASK_ON_DIE = FLAG_DESPAWN_ON_DEATH | FLAG_SELFKILL_ON_DEATH | FLAG_RESPAWN_ON_DEATH | FLAG_FOLLOW,
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EVENT_MASK_ON_RESPAWN = FLAG_RESPAWN_ON_RESPAWN | FLAG_DESPAWN_ON_RESPAWN | FLAG_FOLLOW,
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EVENT_MASK_TRIGGER_TO = FLAG_TO_AGGRO_ON_AGGRO | FLAG_TO_RESPAWN_ON_EVADE | FLAG_FOLLOW,
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};
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// This functions checks if the NPC has linked NPCs for dynamic action
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bool CreatureLinkingMgr::IsLinkedEventTrigger(Creature* pCreature)
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{
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// TODO could actually be improved to also check for the map
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// Depends if we want to cache this bool into Creature or not
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if (m_eventTriggers.find(pCreature->GetEntry()) != m_eventTriggers.end())
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return true;
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// Also return true for npcs that trigger reverse actions, or for followers(needed in respawn)
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if (CreatureLinkingInfo const* pInfo = GetLinkedTriggerInformation(pCreature))
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return pInfo->linkingFlag & EVENT_MASK_TRIGGER_TO;
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return false;
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}
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// This function check if the NPC is a master to other NPCs
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bool CreatureLinkingMgr::IsLinkedMaster(Creature* pCreature)
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{
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return m_eventTriggers.find(pCreature->GetEntry()) != m_eventTriggers.end();
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}
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// This function checks if the spawning of this NPC is dependend on other NPCs
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bool CreatureLinkingMgr::IsSpawnedByLinkedMob(Creature* pCreature)
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{
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CreatureLinkingInfo const* pInfo = CreatureLinkingMgr::GetLinkedTriggerInformation(pCreature);
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return pInfo && pInfo->linkingFlag & (FLAG_CANT_SPAWN_IF_BOSS_DEAD | FLAG_CANT_SPAWN_IF_BOSS_ALIVE) && pInfo->masterDBGuid;
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}
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// This gives the information of a linked NPC (describes action when its ActionTrigger triggers)
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// Depends of the map
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CreatureLinkingInfo const* CreatureLinkingMgr::GetLinkedTriggerInformation(Creature* pCreature)
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{
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CreatureLinkingMapBounds bounds = m_creatureLinkingMap.equal_range(pCreature->GetEntry());
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for (CreatureLinkingMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
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{
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if (iter->second.mapId == pCreature->GetMapId())
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return &(iter->second);
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}
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return NULL;
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}
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// Function to add slave-NPCs to the holder
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void CreatureLinkingHolder::AddSlaveToHolder(Creature* pCreature)
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{
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CreatureLinkingInfo const* pInfo = sCreatureLinkingMgr.GetLinkedTriggerInformation(pCreature);
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if (!pInfo)
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return;
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// First try to find holder with same flag
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HolderMapBounds bounds = m_holderMap.equal_range(pInfo->masterId);
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for (HolderMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
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{
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if (itr->second.linkingFlag == pInfo->linkingFlag)
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{
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itr->second.linkedGuids.push_back(pCreature->GetObjectGuid());
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pCreature = NULL; // Store that is was handled
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break;
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}
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}
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// If this is a new flag, insert new entry
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if (pCreature)
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{
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FlagAndGuids tmp;
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tmp.linkedGuids.push_back(pCreature->GetObjectGuid());
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tmp.linkingFlag = pInfo->linkingFlag;
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m_holderMap.insert(HolderMap::value_type(pInfo->masterId, tmp));
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}
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}
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// Function to add master-NPCs to the holder
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void CreatureLinkingHolder::AddMasterToHolder(Creature* pCreature)
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{
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if (pCreature->IsPet())
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return;
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// Only add master NPCs
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if (!sCreatureLinkingMgr.IsLinkedMaster(pCreature))
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return;
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m_masterGuid[pCreature->GetEntry()] = pCreature->GetObjectGuid();
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}
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// Function to process actions for linked NPCs
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void CreatureLinkingHolder::DoCreatureLinkingEvent(CreatureLinkingEvent eventType, Creature* pSource, Unit* pEnemy /* = NULL*/)
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{
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// This check will be needed in reload case
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if (!sCreatureLinkingMgr.IsLinkedEventTrigger(pSource))
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return;
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// Ignore atypic behaviour
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if (pSource->IsControlledByPlayer())
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return;
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if (eventType == LINKING_EVENT_AGGRO && !pEnemy)
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return;
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uint32 eventFlagFilter = 0;
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uint32 reverseEventFlagFilter = 0;
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switch (eventType)
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{
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case LINKING_EVENT_AGGRO: eventFlagFilter = EVENT_MASK_ON_AGGRO; reverseEventFlagFilter = FLAG_TO_AGGRO_ON_AGGRO; break;
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case LINKING_EVENT_EVADE: eventFlagFilter = EVENT_MASK_ON_EVADE; reverseEventFlagFilter = FLAG_TO_RESPAWN_ON_EVADE; break;
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case LINKING_EVENT_DIE: eventFlagFilter = EVENT_MASK_ON_DIE; reverseEventFlagFilter = 0; break;
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case LINKING_EVENT_RESPAWN: eventFlagFilter = EVENT_MASK_ON_RESPAWN; reverseEventFlagFilter = FLAG_FOLLOW; break;
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}
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// Process Slaves
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HolderMapBounds bounds = m_holderMap.equal_range(pSource->GetEntry());
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// Get all holders for this boss
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for (HolderMap::iterator itr = bounds.first; itr != bounds.second; ++itr)
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ProcessSlaveGuidList(eventType, pSource, itr->second.linkingFlag & eventFlagFilter, itr->second.linkedGuids, pEnemy);
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// Process Master
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if (CreatureLinkingInfo const* pInfo = sCreatureLinkingMgr.GetLinkedTriggerInformation(pSource))
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{
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if (pInfo->linkingFlag & reverseEventFlagFilter)
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{
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BossGuidMap::const_iterator find = m_masterGuid.find(pInfo->masterId);
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if (find != m_masterGuid.end())
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{
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if (Creature* pMaster = pSource->GetMap()->GetCreature(find->second))
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{
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switch (eventType)
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{
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case LINKING_EVENT_AGGRO:
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if (pMaster->IsControlledByPlayer())
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return;
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if (pMaster->isInCombat())
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pMaster->SetInCombatWith(pEnemy);
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else
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pMaster->AI()->AttackStart(pEnemy);
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break;
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case LINKING_EVENT_EVADE:
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if (!pMaster->isAlive())
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pMaster->Respawn();
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break;
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case LINKING_EVENT_RESPAWN:
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if (pMaster->isAlive())
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SetFollowing(pSource, pMaster);
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}
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}
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}
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}
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}
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}
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// Helper function, to process a slave list
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void CreatureLinkingHolder::ProcessSlaveGuidList(CreatureLinkingEvent eventType, Creature* pSource, uint32 flag, GuidList& slaveGuidList, Unit* pEnemy)
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{
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if (!flag)
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return;
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for (GuidList::iterator slave_itr = slaveGuidList.begin(); slave_itr != slaveGuidList.end();)
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{
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Creature* pSlave = pSource->GetMap()->GetCreature(*slave_itr);
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if (!pSlave)
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{
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// Remove old guid first
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slaveGuidList.erase(slave_itr++);
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continue;
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}
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++slave_itr;
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// Ignore Pets
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if (pSlave->IsPet())
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continue;
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// Handle single slave
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ProcessSlave(eventType, pSource, flag, pSlave, pEnemy);
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}
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}
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// Helper function, to process a single slave
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void CreatureLinkingHolder::ProcessSlave(CreatureLinkingEvent eventType, Creature* pSource, uint32 flag, Creature* pSlave, Unit* pEnemy)
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{
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switch (eventType)
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{
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case LINKING_EVENT_AGGRO:
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if (flag & FLAG_AGGRO_ON_AGGRO)
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{
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if (pSlave->IsControlledByPlayer())
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return;
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if (pSlave->isInCombat())
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pSlave->SetInCombatWith(pEnemy);
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else
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pSlave->AI()->AttackStart(pEnemy);
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}
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break;
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case LINKING_EVENT_EVADE:
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if (flag & FLAG_RESPAWN_ON_EVADE && !pSlave->isAlive())
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pSlave->Respawn();
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break;
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case LINKING_EVENT_DIE:
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if (flag & FLAG_SELFKILL_ON_DEATH && pSlave->isAlive())
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pSlave->DealDamage(pSlave, pSlave->GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
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if (flag & FLAG_DESPAWN_ON_DEATH && pSlave->isAlive())
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pSlave->ForcedDespawn();
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if (flag & FLAG_RESPAWN_ON_DEATH && !pSlave->isAlive())
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pSlave->Respawn();
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break;
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case LINKING_EVENT_RESPAWN:
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if (flag & FLAG_RESPAWN_ON_RESPAWN)
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{
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// Additional check to prevent endless loops (in case whole group respawns on first respawn)
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if (!pSlave->isAlive() && pSlave->GetRespawnTime() > time(NULL))
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pSlave->Respawn();
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}
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else if (flag & FLAG_DESPAWN_ON_RESPAWN && pSlave->isAlive())
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pSlave->ForcedDespawn();
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if (flag & FLAG_FOLLOW && pSlave->isAlive() && !pSlave->isInCombat())
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SetFollowing(pSlave, pSource);
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break;
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}
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}
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// Helper function to set following
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void CreatureLinkingHolder::SetFollowing(Creature* pWho, Creature* pWhom)
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{
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// Do some calculations
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float sX, sY, sZ, mX, mY, mZ, mO;
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pWho->GetRespawnCoord(sX, sY, sZ);
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pWhom->GetRespawnCoord(mX, mY, mZ, &mO);
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float dx, dy, dz;
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dx = sX - mX;
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dy = sY - mY;
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dz = sZ - mZ;
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float dist = sqrt(dx*dx + dy*dy + dz*dz);
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// REMARK: This code needs the same distance calculation that is used for following
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// Atm this means we have to subtract the bounding radiuses
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dist = dist - pWho->GetObjectBoundingRadius() - pWhom->GetObjectBoundingRadius();
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if (dist < 0.0f)
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dist = 0.0f;
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// Need to pass the relative angle to following
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float angle = atan2(dy, dx) - mO;
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angle = (angle >= 0) ? angle : 2 * M_PI_F + angle;
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pWho->GetMotionMaster()->MoveFollow(pWhom, dist, angle);
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}
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// Function to check if a passive spawning condition is met
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bool CreatureLinkingHolder::CanSpawn(Creature* pCreature)
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{
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CreatureLinkingInfo const* pInfo = sCreatureLinkingMgr.GetLinkedTriggerInformation(pCreature);
|
||||
if (!pInfo || !pInfo->masterDBGuid)
|
||||
return true;
|
||||
|
||||
if (pInfo->linkingFlag & FLAG_CANT_SPAWN_IF_BOSS_DEAD)
|
||||
return pCreature->GetMap()->GetPersistentState()->GetCreatureRespawnTime(pInfo->masterDBGuid) == 0;
|
||||
else if (pInfo->linkingFlag & FLAG_CANT_SPAWN_IF_BOSS_ALIVE)
|
||||
return pCreature->GetMap()->GetPersistentState()->GetCreatureRespawnTime(pInfo->masterDBGuid) > 0;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
// This function lets a slave refollow his master
|
||||
bool CreatureLinkingHolder::TryFollowMaster(Creature* pCreature)
|
||||
{
|
||||
CreatureLinkingInfo const* pInfo = sCreatureLinkingMgr.GetLinkedTriggerInformation(pCreature);
|
||||
if (!pInfo || !(pInfo->linkingFlag & FLAG_FOLLOW))
|
||||
return false;
|
||||
|
||||
BossGuidMap::const_iterator find = m_masterGuid.find(pInfo->masterId);
|
||||
if (find != m_masterGuid.end())
|
||||
{
|
||||
Creature* pMaster = pCreature->GetMap()->GetCreature(find->second);
|
||||
if (pMaster && pMaster->isAlive())
|
||||
{
|
||||
SetFollowing(pCreature, pMaster);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/*! @} */
|
||||
Loading…
Add table
Add a link
Reference in a new issue