server/src/game/TotemAI.cpp
VladimirMangos 45dd7140b5 [8422] Implement far sight like spells work for long distance.
* Added basic infrastructure for visibility update in case difference player and current view point.
  Just for note: seletect additional arg way beacuse repeatable search object will slow but store pointer will not safe,
  so use middle case: get view point pointer early as possible at visibility updates.
* Implement dynamic object and creature activisation while it's target of far sight spell effect
* Use this for SPELL_AURA_BIND_SIGHT, SPELL_AURA_FAR_SIGHT and SPELL_EFFECT_ADD_FARSIGHT.
* Note2: some spyglass like spells let look _around_ at long distance, this hard implement in current grid loading system
  Without additional changes and not implemented (you will see empty area without creatures in likes case)

* Also fixed warning spam at CMSG_MOVE_SET_CAN_FLY_ACK receive by use proper packet sructure reading.
2009-08-26 08:30:40 +04:00

126 lines
3.8 KiB
C++

/*
* Copyright (C) 2005-2009 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 "TotemAI.h"
#include "Totem.h"
#include "Creature.h"
#include "DBCStores.h"
#include "ObjectAccessor.h"
#include "SpellMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
int
TotemAI::Permissible(const Creature *creature)
{
if( creature->isTotem() )
return PERMIT_BASE_PROACTIVE;
return PERMIT_BASE_NO;
}
TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_victimGuid(0)
{
}
void
TotemAI::MoveInLineOfSight(Unit *)
{
}
void TotemAI::EnterEvadeMode()
{
m_creature->CombatStop(true);
}
void
TotemAI::UpdateAI(const uint32 /*diff*/)
{
if (getTotem().GetTotemType() != TOTEM_ACTIVE)
return;
if (!m_creature->isAlive() || m_creature->IsNonMeleeSpellCasted(false))
return;
// Search spell
SpellEntry const *spellInfo = sSpellStore.LookupEntry(getTotem().GetSpell());
if (!spellInfo)
return;
// Get spell rangy
SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
float max_range = GetSpellMaxRange(srange);
// SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
// pointer to appropriate target if found any
Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*m_creature, i_victimGuid) : NULL;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if( !victim ||
!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,m_creature,false) )
{
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(),m_creature->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
victim = NULL;
MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(m_creature, m_creature, max_range);
MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(m_creature,victim, u_check);
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, grid_object_checker, *m_creature->GetMap());
cell_lock->Visit(cell_lock, world_object_checker, *m_creature->GetMap());
}
// If have target
if (victim)
{
// remember
i_victimGuid = victim->GetGUID();
// attack
m_creature->SetInFront(victim); // client change orientation by self
m_creature->CastSpell(victim, getTotem().GetSpell(), false);
}
else
i_victimGuid = 0;
}
bool
TotemAI::IsVisible(Unit *) const
{
return false;
}
void
TotemAI::AttackStart(Unit *)
{
}
Totem& TotemAI::getTotem()
{
return static_cast<Totem&>(*m_creature);
}