/* * Copyright (C) 2005-2011 MaNGOS * * 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 "Totem.h" #include "WorldPacket.h" #include "Log.h" #include "Group.h" #include "Player.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "CreatureAI.h" #include "InstanceData.h" Totem::Totem() : Creature(CREATURE_SUBTYPE_TOTEM) { m_duration = 0; m_type = TOTEM_PASSIVE; } bool Totem::Create(uint32 guidlow, CreatureCreatePos& cPos, CreatureInfo const* cinfo, Unit* owner) { SetMap(cPos.GetMap()); SetPhaseMask(cPos.GetPhaseMask(), false); Team team = owner->GetTypeId() == TYPEID_PLAYER ? ((Player*)owner)->GetTeam() : TEAM_NONE; if (!CreateFromProto(guidlow, cinfo, team)) return false; // special model selection case for totems if (owner->GetTypeId() == TYPEID_PLAYER) { if (uint32 modelid_race = sObjectMgr.GetModelForRace(GetNativeDisplayId(), owner->getRaceMask())) SetDisplayId(modelid_race); } cPos.SelectFinalPoint(this); // totem must be at same Z in case swimming caster and etc. if (fabs(cPos.m_pos.z - owner->GetPositionZ() ) > 5.0f) cPos.m_pos.z = owner->GetPositionZ(); if (!cPos.Relocate(this)) return false; //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. //Normally non-players do not teleport to other maps. if (InstanceData* iData = GetMap()->GetInstanceData()) iData->OnCreatureCreate(this); LoadCreatureAddon(); return true; } void Totem::Update(uint32 update_diff, uint32 time ) { Unit *owner = GetOwner(); if (!owner || !owner->isAlive() || !isAlive()) { UnSummon(); // remove self return; } if (m_duration <= update_diff) { UnSummon(); // remove self return; } else m_duration -= update_diff; Creature::Update( update_diff, time ); } void Totem::Summon(Unit* owner) { AIM_Initialize(); owner->GetMap()->Add((Creature*)this); if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI()) ((Creature*)owner)->AI()->JustSummoned((Creature*)this); // there are some totems, which exist just for their visual appeareance if (!GetSpell()) return; switch(m_type) { case TOTEM_PASSIVE: CastSpell(this, GetSpell(), true); break; case TOTEM_STATUE: CastSpell(GetOwner(), GetSpell(), true); break; default: break; } } void Totem::UnSummon() { CombatStop(); RemoveAurasDueToSpell(GetSpell()); if (Unit *owner = GetOwner()) { owner->_RemoveTotem(this); owner->RemoveAurasDueToSpell(GetSpell()); //remove aura all party members too if (owner->GetTypeId() == TYPEID_PLAYER) { ((Player*)owner)->SendAutoRepeatCancel(this); // Not only the player can summon the totem (scripted AI) if (Group *pGroup = ((Player*)owner)->GetGroup()) { for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); if(Target && pGroup->SameSubGroup((Player*)owner, Target)) Target->RemoveAurasDueToSpell(GetSpell()); } } } if (owner->GetTypeId() == TYPEID_UNIT && ((Creature*)owner)->AI()) ((Creature*)owner)->AI()->SummonedCreatureDespawn((Creature*)this); } // any totem unsummon look like as totem kill, req. for proper animation if (isAlive()) SetDeathState(DEAD); AddObjectToRemoveList(); } void Totem::SetOwner(Unit* owner) { SetCreatorGuid(owner->GetObjectGuid()); SetOwnerGuid(owner->GetObjectGuid()); setFaction(owner->getFaction()); SetLevel(owner->getLevel()); } Unit *Totem::GetOwner() { if (ObjectGuid ownerGuid = GetOwnerGuid()) return ObjectAccessor::GetUnit(*this, ownerGuid); return NULL; } void Totem::SetTypeBySummonSpell(SpellEntry const * spellProto) { // Get spell casted by totem SpellEntry const * totemSpell = sSpellStore.LookupEntry(GetSpell()); if (totemSpell) { // If spell have cast time -> so its active totem if (GetSpellCastTime(totemSpell)) m_type = TOTEM_ACTIVE; } if(spellProto->SpellIconID == 2056) m_type = TOTEM_STATUE; //Jewelery statue } bool Totem::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const { // TODO: possibly all negative auras immune? switch(spellInfo->Effect[index]) { case SPELL_EFFECT_ATTACK_ME: return true; default: break; } switch(spellInfo->EffectApplyAuraName[index]) { case SPELL_AURA_PERIODIC_DAMAGE: case SPELL_AURA_PERIODIC_LEECH: case SPELL_AURA_MOD_FEAR: case SPELL_AURA_TRANSFORM: case SPELL_AURA_MOD_TAUNT: return true; default: break; } return Creature::IsImmuneToSpellEffect(spellInfo, index); }