server/src/game/Totem.cpp
VladimirMangos 249fb836ca [11490] Alow implicit cast ObjectGuid->uint64 and only explicit uint64->ObjectGuid
Now safe allow this casts in like way after completed convertion to ObjectGuid use.
Also simplify code in result allowed auto cast to uint64.

Please _not_ add new uint64 storages (local and in structures) for guid values.
2011-05-15 22:04:57 +04:00

206 lines
5.9 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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);
}