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* Creature/GameObject guid generators moved to Map * For avoid wrong not converted cases generic function in ObjectMgr has been replaced by specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid(). This let catch all cases that need update in custom code or scripts. * Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe. * Restore one more time unix build broken in prev. commits. Note: many cases when something not wotk in instance but work in continents possible magicly start work after this commit. For example, some gm commands. From large systems that need more chnages for start work in full power in instances can be referecned pool/gamevent system. Last need just small hacks drop changes but in will addded in independent commit.
115 lines
3.1 KiB
C++
115 lines
3.1 KiB
C++
/*
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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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#include "TotemAI.h"
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#include "Totem.h"
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#include "Creature.h"
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#include "DBCStores.h"
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#include "SpellMgr.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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int
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TotemAI::Permissible(const Creature *creature)
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{
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if( creature->IsTotem() )
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return PERMIT_BASE_PROACTIVE;
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return PERMIT_BASE_NO;
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}
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TotemAI::TotemAI(Creature *c) : CreatureAI(c), i_victimGuid(0)
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{
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}
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void
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TotemAI::MoveInLineOfSight(Unit *)
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{
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}
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void TotemAI::EnterEvadeMode()
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{
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m_creature->CombatStop(true);
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}
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void
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TotemAI::UpdateAI(const uint32 /*diff*/)
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{
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if (getTotem().GetTotemType() != TOTEM_ACTIVE)
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return;
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if (!m_creature->isAlive() || m_creature->IsNonMeleeSpellCasted(false))
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return;
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// Search spell
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(getTotem().GetSpell());
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if (!spellInfo)
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return;
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// Get spell rangy
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SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
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float max_range = GetSpellMaxRange(srange);
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// SPELLMOD_RANGE not applied in this place just because nonexistent range mods for attacking totems
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// pointer to appropriate target if found any
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Unit* victim = i_victimGuid ? m_creature->GetMap()->GetUnit(i_victimGuid) : NULL;
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// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
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if( !victim ||
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!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
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m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,m_creature,false) )
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{
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victim = NULL;
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MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(m_creature, m_creature, max_range);
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MaNGOS::UnitLastSearcher<MaNGOS::NearestAttackableUnitInObjectRangeCheck> checker(victim, u_check);
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Cell::VisitAllObjects(m_creature, checker, max_range);
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}
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// If have target
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if (victim)
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{
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// remember
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i_victimGuid = victim->GetGUID();
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// attack
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m_creature->SetInFront(victim); // client change orientation by self
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m_creature->CastSpell(victim, getTotem().GetSpell(), false);
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}
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else
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i_victimGuid = 0;
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}
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bool
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TotemAI::IsVisible(Unit *) const
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{
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return false;
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}
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void
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TotemAI::AttackStart(Unit *)
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{
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}
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Totem& TotemAI::getTotem()
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{
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return static_cast<Totem&>(*m_creature);
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}
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