Commit graph

108 commits

Author SHA1 Message Date
VladimirMangos
caf9f0cae2 [11109] Move DoMeleeAttackIfReady to CreatureAI and reuse more wide. 2011-02-05 21:20:21 +03:00
VladimirMangos
8c5ce115c9 [11107] Fixed possible crash in CreatureEventAI melee attack proccessing.
Added target check to CreatureEventAI::DoMeleeAttackIfReady,
but crash possible as result proccesing in caller function before melee attack
different EventAI events that possible can remove combat state or target.
2011-02-05 03:24:21 +03:00
Schmoozerd
8e68d1bcaf [11105] Melee attacks distance
Inspired by patch provided by Feanordev.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2011-02-03 01:25:32 +03:00
VladimirMangos
fda171d6bd [10961] Avoid use scripting support wrappers for internal server code. 2011-01-04 22:48:04 +03:00
VladimirMangos
bf0ecf6e71 [10947] Update copyright notice for 2011 year. 2011-01-01 20:33:43 +03:00
Schmoozerd
16cd545df8 [10761] Basic support for target-name in MonsterSay/etc
Change MonsterSay's target to pointer.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-11-20 21:27:21 +03:00
VladimirMangos
f5cf98e9f4 [10748] Convert MonsterSay/Say and similar functions to ObjectGuid use. 2010-11-19 20:34:23 +03:00
kid 10
b435aa350f [10701] Correct check percent spell costs in AI::CanCast
Also use uint32 for spell cost fields/results

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-11-08 22:38:35 +03:00
VladimirMangos
10d3d3ce24 [10692] Fixed some GCC warnings and code errors.
Thanks to freghar for provide cleaned list of warning messages.
2010-11-07 21:30:55 +03:00
DasBlub
61102e3b16 [10610] Renamed some functions from the Creature class
Also other classes have been affected, due to the use of search&replace.
This will probably break some patches and 3rd party libraries, so make sure to update them if required.
Thanks to Phille for the original idea and patch!
2010-10-14 22:07:04 +02:00
VladimirMangos
b0edd807d7 [10513] Clear grid *Check/*Searcher clases use
* Check class considered have all info select  object in world from suggested but grid walker list in some grid.
  This also meaning that Check must always have focus object around that (and in same phase) fit objects must be.
* Searcher only must ask Check and know how from all objects fiting to Check select result object(s).

For this reason and for better compatibility removed first arg (searcher) form all Searcher classes.
Instead expected used Check::GetFocusObject() object if need ( by always need check and simolify Check classes
phase checked in Search classes). This also restore source code compatibilty in related lines with prev.client
version branches code.

* While focus object adding fixed possible wrong phase object selection at stealth detection and at corpse searches.
2010-09-22 06:25:21 +04:00
kamikazetg
1544c97525 [10510] Reimplement aura stack checking EventAI events.
* In consistent with other EVENT_T_TARGET_* apply event
  to current combat target.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-09-20 13:29:22 +04:00
VladimirMangos
1753942154 [10495] Clarify not working state for target buf events in EventAI
Unclear how provide target for event...
2010-09-17 23:03:57 +04:00
VladimirMangos
241d232f3a [10494] Really allow proccesing buff events in EventAI. 2010-09-17 22:23:20 +04:00
VladimirMangos
26f8e9c35e [10493] Implement EVENT_T_TARGET_MISSING_BUFF 2010-09-17 17:58:53 +04:00
VladimirMangos
8dfeb61200 [10433] Implement EVENT_T_MISSING_BUFF for self buff check
Also added amount spell stack checks at loading
for EVENT_T_BUFFED and EVENT_T_TARGET_BUFFED.
2010-09-02 05:45:30 +04:00
VladimirMangos
77ae9a63b8 [10385] Remove Unit::GetUnit and update it callers. 2010-08-20 16:53:45 +04:00
VladimirMangos
80cef02190 [10374] Fixes for EFLAG_RANDOM_ACTION
* Field limited to uint8 so use proper flag mask (0x20 now)
* Search of selected action code also fixed.
2010-08-19 00:10:19 +04:00
NoFantasy
a15b0916b6 [10373] Drop unused team-argument in ChooseDisplayId -function
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 18:09:56 +02:00
VladimirMangos
a17450047b [10372] Implement EFLAG_RANDOM_ACTION
It allow execute one random action from EventAI event actions
instead each action from event actions.
2010-08-18 14:27:30 +04:00
NoFantasy
a6360987de [10368] Use AI function DoCastSpellIfCan for eventAI ACTION_T_CAST
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 01:31:59 +02:00
NoFantasy
9c8533335b [10367] Making sure CreaturesAddon are re-loaded after creature evade
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-18 00:19:46 +02:00
NoFantasy
821bb9fcc4 [10365] Implement ACTION_T_MOUNT_TO_ENTRY_OR_MODEL (43) for creature eventAI.
Read doc/EventAI.txt for details.
SQL query to update existing scripts are included (convert from using ACTION_T_SET_UNIT_FIELD, field 68)

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-08-17 19:48:19 +02:00
NoFantasy
7bdf05901d [10296] Move ChooseDisplayId to Creature class for access from script side
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-07-30 21:08:58 +02:00
SilverIce
5d0b9d2808 [10278] Reserve space for EventAIHolder container 2010-07-27 18:23:31 +03:00
VladimirMangos
61d076442f [10277] Use typedef CreatureEventAIList, some other code style cleanups in EventAI code. 2010-07-27 12:20:59 +04:00
SilverIce
8827c72a79 [10276] Use more appropriate vector container instead of list as container for CreatureEventAI holders
vector container provides less time to access to contained elements
2010-07-27 03:34:27 +03:00
Laise
a32b3063a2 [10156] Add shared object for auras of same spell and move spell proc code to its own file, also spread procs by auras and effect indexes. 2010-07-07 19:08:26 +03:00
VladimirMangos
b4b45333d8 [10053] Use UNIT_STAT_CONTROLED for mark unit state under direct player control.
* This allow prevent move home/to caster at apply
* Also replace AI and reset movegens at control time
* Also stop combat and clear threat/hostile list at lost control for prevent combat with freindly units.
2010-06-14 10:27:44 +04:00
VladimirMangos
696a4b6db0 [9918] Fixed player's tapped creature loot access by group in diff cases
* If player tap creature in group and leave then group will have access to creature loot if not disbanded
* If player tap creature and after join to group then creature loot will accesable only by player
* Also RewardPlayerAndGroupAtKill divided to simgle player and group reward versions used for group tap
  and single player tap cases.
2010-05-17 12:56:57 +04:00
VladimirMangos
722135b326 [9838] More log filters and macro uses.
* LogFilter_Weather
* LogFilter_PeriodicAffects
* LogFilter_PlayerMoves
* LogFilter_SQLText
* LogFilter_AIAndMovegens
* LogFilter_PlayerStats
2010-05-05 18:46:10 +04:00
NoFantasy
92ab082fc6 [9832] Move function to select an attacking target from EventAi to Creature class
Also rename function to a more descriptive name, SelectAttackingTarget

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-05-04 12:46:09 +02:00
patman128
3032e80bb6 [9795] Implement CONDITION_INSTANCE_SCRIPT (mapid, some_id)
True if mapid fit to called instance map id and instance script confirm success for some_id case.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-04-26 09:12:48 +04:00
SilverIce
e3f3f3410a [9736] Added more usable interface for grid visits
(based on SilverIce's repo commit f20f01e)

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2010-04-12 15:15:55 +04:00
VladimirMangos
5c7f6356d6 [9644] Changes in emotes work.
Waypoint/db script/event ai/'.npc playemote' emote data now auto select by emote id way to execute:
oneshot or persistent state

So if in referenced DB data wrongly used state emote as oneshot case this will work in different way now.
2010-03-30 22:13:55 +04:00
VladimirMangos
b658b25ff8 [9618] More use ObjectGuid in spell/etc code 2010-03-25 13:59:46 +03:00
NoFantasy
c9880047c9 [9609] Send zoneUnderAttack from EventAI if creature is a guard.
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-03-20 00:54:37 +01:00
NoFantasy
bfecdc3ded [9603] Implement use of UNIT_FLAG_PASSIVE for creature.
Add function to check creatures own ability to initiate an attack in MoveInLineOfSight.

Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-03-18 11:29:27 +01:00
VladimirMangos
84080aaf60 [9411] More SpellEffectIndex using in apropriate cases 2010-02-19 06:45:11 +03:00
NoFantasy
6469c21c41 [9410] Correct a typo in enum name, CAST_INTERRUPT_PREVIOUS
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-02-19 02:13:46 +01:00
VladimirMangos
ff8d494ed4 [9408] Add MAX_EFFECT_INDEX to enum SpellEffectIndex and use it. 2010-02-18 23:33:16 +03:00
NoFantasy
7c555add76 [9403] Replace number with enum name where explicitly used in array/other checks
Signed-off-by: NoFantasy <nofantasy@nf.no>
2010-02-17 19:07:00 +01:00
AlexDereka
ebfb0f9835 [9389] Cleanup config data. Use proper names and expected types. 2010-02-15 15:29:06 +03:00
AlexDereka
5368751c13 [9386] Store some config values in Rate emun. 2010-02-15 00:17:44 +03:00
AlexDereka
ccfd42bf3e [9381] Fixed some compile warnings. 2010-02-14 18:16:07 +03:00
AlexDereka
696cba9c37 [9330] Fixed msvc compile warnings. 2010-02-08 16:27:35 +03:00
XTZGZoReX
0ff9250de2 [9245] Remove CellLock class and all cell-level thread locking.
* It was wasting CPU power as cell-level locking is not needed.
* Future multithreading will be on map-level.
* CellLock was just a 'proxy' between Cell and CellPair and in some cases carried redundant data.
* Some minor cleanup in Cell::Visit/Map::Visit.
2010-01-23 21:36:15 +01:00
VladimirMangos
546ee35953 [9242] Fixed inconstence in one from recently added AI events name 2010-01-23 14:46:41 +03:00
VladimirMangos
36d90d6040 [9241] Implement AI/EventAI calls at summoned creature die/despawn
* New CreatureAI::SummonedCreatureJustDie called for owner at temporary summoned creature die.
* New EVENT_T_SUMMONED_JUST_DIE (25) for proccess CreatureAI::SummonedCreatureJustDie event
* New EVENT_T_SUMMONED_JUST_DESPAWN (26) for proccess CreatureAI::SummonedCreatureJustDespawn event
* Some code cleanups.
2010-01-23 14:41:38 +03:00
VladimirMangos
6a2e8064f1 [9208] Big cleanup in UNIT_STAT_* use
* Re-number enums by function groups and use where possible new defined masks in code instead raw enum |-lists.
* Avoid use movement generator generic state markers like UNIT_STAT_CONFUSED for mark movement stoped.
  Add special shadow UNIT_STAT_CONFUSED_MOVE/etc states for like use.
  UNIT_STAT_CONFUSED in like case will be safe expect use for normal checks confused state presence
  And UNIT_STAT_CONFUSED_MOVE for check real move in this state
2010-01-18 11:59:10 +03:00