server/src/game/CreatureEventAI.cpp
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

1449 lines
53 KiB
C++

/*
* Copyright (C) 2009-2010 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 "Common.h"
#include "CreatureEventAI.h"
#include "CreatureEventAIMgr.h"
#include "ObjectMgr.h"
#include "Spell.h"
#include "World.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "InstanceData.h"
bool CreatureEventAIHolder::UpdateRepeatTimer( Creature* creature, uint32 repeatMin, uint32 repeatMax )
{
if (repeatMin == repeatMax)
Time = repeatMin;
else if (repeatMax > repeatMin)
Time = urand(repeatMin, repeatMax);
else
{
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
Enabled = false;
return false;
}
return true;
}
int CreatureEventAI::Permissible(const Creature *creature)
{
if( creature->GetAIName() == "EventAI" )
return PERMIT_BASE_SPECIAL;
return PERMIT_BASE_NO;
}
CreatureEventAI::CreatureEventAI(Creature *c ) : CreatureAI(c)
{
// Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator creatureEventsItr = sEventAIMgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
if (creatureEventsItr != sEventAIMgr.GetCreatureEventAIMap().end())
{
uint32 events_count = 0;
for (CreatureEventAI_Event_Vec::const_iterator i = (*creatureEventsItr).second.begin(); i != (*creatureEventsItr).second.end(); ++i)
{
//Debug check
#ifndef MANGOS_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if (m_creature->GetMap()->IsDungeon())
{
if ((1 << (m_creature->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{
++events_count;
}
}
else
++events_count;
}
//EventMap had events but they were not added because they must be for instance
if (events_count == 0)
sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", m_creature->GetEntry());
else
{
m_CreatureEventAIList.reserve(events_count);
for (CreatureEventAI_Event_Vec::const_iterator i = (*creatureEventsItr).second.begin(); i != (*creatureEventsItr).second.end(); ++i)
{
//Debug check
#ifndef MANGOS_DEBUG
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if (m_creature->GetMap()->IsDungeon())
{
if ((1 << (m_creature->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{
//event flagged for instance mode
m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
}
else
m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
}
}
}
else
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
m_bEmptyList = m_CreatureEventAIList.empty();
m_Phase = 0;
m_CombatMovementEnabled = true;
m_MeleeEnabled = true;
m_AttackDistance = 0.0f;
m_AttackAngle = 0.0f;
m_InvinceabilityHpLevel = 0;
//Handle Spawned Events
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
Reset();
}
bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker)
{
if (!pHolder.Enabled || pHolder.Time)
return false;
//Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
if (pHolder.Event.event_inverse_phase_mask & (1 << m_Phase))
return false;
CreatureEventAI_Event const& event = pHolder.Event;
//Check event conditions based on the event type, also reset events
switch (event.event_type)
{
case EVENT_T_TIMER:
if (!m_creature->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_TIMER_OOC:
if (m_creature->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_HP:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxHealth())
return false;
uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_MANA:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_AGGRO:
break;
case EVENT_T_KILL:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.kill.repeatMin,event.kill.repeatMax);
break;
case EVENT_T_DEATH:
case EVENT_T_EVADE:
break;
case EVENT_T_SPELLHIT:
//Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
break;
case EVENT_T_RANGE:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.range.repeatMin,event.range.repeatMax);
break;
case EVENT_T_OOC_LOS:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
break;
case EVENT_T_SPAWNED:
break;
case EVENT_T_TARGET_HP:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
return false;
uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_TARGET_CASTING:
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.target_casting.repeatMin,event.target_casting.repeatMax);
break;
case EVENT_T_FRIENDLY_HP:
{
if (!m_creature->isInCombat())
return false;
Unit* pUnit = DoSelectLowestHpFriendly((float)event.friendly_hp.radius, event.friendly_hp.hpDeficit);
if (!pUnit)
return false;
pActionInvoker = pUnit;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
break;
}
case EVENT_T_FRIENDLY_IS_CC:
{
if (!m_creature->isInCombat())
return false;
std::list<Creature*> pList;
DoFindFriendlyCC(pList, (float)event.friendly_is_cc.radius);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
break;
}
case EVENT_T_FRIENDLY_MISSING_BUFF:
{
std::list<Creature*> pList;
DoFindFriendlyMissingBuff(pList, (float)event.friendly_buff.radius, event.friendly_buff.spellId);
//List is empty
if (pList.empty())
return false;
//We don't really care about the whole list, just return first available
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
break;
}
case EVENT_T_SUMMONED_UNIT:
case EVENT_T_SUMMONED_JUST_DIED:
case EVENT_T_SUMMONED_JUST_DESPAWN:
{
//Prevent event from occuring on no unit or non creatures
if (!pActionInvoker || pActionInvoker->GetTypeId()!=TYPEID_UNIT)
return false;
//Creature id doesn't match up
if (((Creature*)pActionInvoker)->GetEntry() != event.summoned.creatureId)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.summoned.repeatMin,event.summoned.repeatMax);
break;
}
case EVENT_T_TARGET_MANA:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA)*100) / m_creature->getVictim()->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_REACHED_HOME:
case EVENT_T_RECEIVE_EMOTE:
break;
case EVENT_T_BUFFED:
{
SpellAuraHolder* holder = m_creature->GetSpellAuraHolder(event.buffed.spellId);
if (!holder || holder->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
case EVENT_T_TARGET_BUFFED:
{
//Prevent event from occuring on no unit
if (!pActionInvoker)
return false;
SpellAuraHolder* holder = pActionInvoker->GetSpellAuraHolder(event.buffed.spellId);
if(!holder || holder->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
case EVENT_T_MISSING_BUFF:
{
SpellAuraHolder* holder = m_creature->GetSpellAuraHolder(event.buffed.spellId);
if (holder && holder->GetStackAmount() >= event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
default:
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
break;
}
//Disable non-repeatable events
if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
pHolder.Enabled = false;
//Store random here so that all random actions match up
uint32 rnd = rand();
//Return if chance for event is not met
if (pHolder.Event.event_chance <= rnd % 100)
return false;
//Process actions, normal case
if (!(pHolder.Event.event_flags & EFLAG_RANDOM_ACTION))
{
for (uint32 j = 0; j < MAX_ACTIONS; ++j)
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
}
//Process actions, random case
else
{
// amount of real actions
uint32 count = 0;
for (uint32 j = 0; j < MAX_ACTIONS; j++)
if (pHolder.Event.action[j].type != ACTION_T_NONE)
++count;
if (count)
{
// select action number from found amount
uint32 idx = urand(0,count-1);
// find selected action, skipping not used
uint32 j = 0;
for (; ; ++j)
{
if (pHolder.Event.action[j].type != ACTION_T_NONE)
{
if (!idx)
break;
--idx;
}
}
ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);
}
}
return true;
}
void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker)
{
switch (action.type)
{
case ACTION_T_TEXT:
{
if (!action.text.TextId[0])
return;
int32 temp = 0;
if (action.text.TextId[1] && action.text.TextId[2])
temp = action.text.TextId[rand()%3];
else if (action.text.TextId[1] && urand(0,1))
temp = action.text.TextId[1];
else
temp = action.text.TextId[0];
if (temp)
{
Unit* target = NULL;
if (pActionInvoker)
{
if (pActionInvoker->GetTypeId() == TYPEID_PLAYER)
target = pActionInvoker;
else if (Unit* owner = pActionInvoker->GetOwner())
{
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
}
else if ((target = m_creature->getVictim()))
{
if (target->GetTypeId() != TYPEID_PLAYER)
if (Unit* owner = target->GetOwner())
if (owner->GetTypeId() == TYPEID_PLAYER)
target = owner;
}
DoScriptText(temp, m_creature, target);
}
break;
}
case ACTION_T_SET_FACTION:
{
if (action.set_faction.factionId)
m_creature->setFaction(action.set_faction.factionId);
else
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature->GetEntry()))
{
//if no id provided, assume reset and then use default
if (m_creature->getFaction() != ci->faction_A)
m_creature->setFaction(ci->faction_A);
}
}
break;
}
case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
{
if (action.morph.creatureId || action.morph.modelId)
{
//set model based on entry from creature_template
if (action.morph.creatureId)
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatureId))
{
uint32 display_id = Creature::ChooseDisplayId(ci);
m_creature->SetDisplayId(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
m_creature->SetDisplayId(action.morph.modelId);
}
else
m_creature->DeMorph();
break;
}
case ACTION_T_SOUND:
m_creature->PlayDirectSound(action.sound.soundId);
break;
case ACTION_T_EMOTE:
m_creature->HandleEmote(action.emote.emoteId);
break;
case ACTION_T_RANDOM_SOUND:
{
int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
if (temp >= 0)
m_creature->PlayDirectSound(temp);
break;
}
case ACTION_T_RANDOM_EMOTE:
{
int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
if (temp >= 0)
m_creature->HandleEmote(temp);
break;
}
case ACTION_T_CAST:
{
Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
if (!target)
{
sLog.outDebug("CreatureEventAI: NULL target for ACTION_T_CAST creature entry %u casting spell id %u", m_creature->GetEntry(), action.cast.spellId);
return;
}
CanCastResult castResult = DoCastSpellIfCan(target, action.cast.spellId, action.cast.castFlags);
switch(castResult)
{
case CAST_FAIL_POWER:
case CAST_FAIL_TOO_FAR:
{
// Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
switch(m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType())
{
case CHASE_MOTION_TYPE:
case FOLLOW_MOTION_TYPE:
m_AttackDistance = 0.0f;
m_AttackAngle = 0.0f;
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_AttackDistance, m_AttackAngle);
break;
}
}
break;
}
}
break;
}
case ACTION_T_SUMMON:
{
Unit* target = GetTargetByType(action.summon.target, pActionInvoker);
Creature* pCreature = NULL;
if (action.summon.duration)
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
else
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
else if (action.summon.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
}
case ACTION_T_THREAT_SINGLE_PCT:
if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
m_creature->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
break;
case ACTION_T_THREAT_ALL_PCT:
{
ThreatList const& threatList = m_creature->getThreatManager().getThreatList();
for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
if(Unit* Temp = m_creature->GetMap()->GetUnit((*i)->getUnitGuid()))
m_creature->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
break;
}
case ACTION_T_QUEST_EVENT:
if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
((Player*)target)->AreaExploredOrEventHappens(action.quest_event.questId);
break;
case ACTION_T_CAST_EVENT:
if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
((Player*)target)->CastedCreatureOrGO(action.cast_event.creatureId, m_creature->GetObjectGuid(), action.cast_event.spellId);
break;
case ACTION_T_SET_UNIT_FIELD:
{
Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker);
// not allow modify important for integrity object fields
if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
return;
if (target)
target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);
break;
}
case ACTION_T_SET_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_REMOVE_UNIT_FLAG:
if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break;
case ACTION_T_AUTO_ATTACK:
m_MeleeEnabled = action.auto_attack.state != 0;
break;
case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case
if(m_CombatMovementEnabled==(action.combat_movement.state!=0))
return;
m_CombatMovementEnabled = action.combat_movement.state != 0;
//Allow movement (create new targeted movement gen only if idle)
if (m_CombatMovementEnabled)
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStart(victim);
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_AttackDistance, m_AttackAngle);
}
}
else
{
if(action.combat_movement.melee && m_creature->isInCombat())
if(Unit* victim = m_creature->getVictim())
m_creature->SendMeleeAttackStop(victim);
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveIdle();
m_creature->StopMoving();
}
}
break;
case ACTION_T_SET_PHASE:
m_Phase = action.set_phase.phase;
break;
case ACTION_T_INC_PHASE:
{
int32 new_phase = int32(m_Phase)+action.set_inc_phase.step;
if (new_phase < 0)
{
sLog.outErrorDb( "CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
m_Phase = 0;
}
else if (new_phase >= MAX_PHASE)
{
sLog.outErrorDb( "CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, m_creature->GetEntry());
m_Phase = MAX_PHASE-1;
}
else
m_Phase = new_phase;
break;
}
case ACTION_T_EVADE:
EnterEvadeMode();
break;
case ACTION_T_FLEE_FOR_ASSIST:
m_creature->DoFleeToGetAssistance();
break;
case ACTION_T_QUEST_EVENT_ALL:
if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
((Player*)pActionInvoker)->GroupEventHappens(action.quest_event_all.questId,m_creature);
break;
case ACTION_T_CAST_EVENT_ALL:
{
ThreatList const& threatList = m_creature->getThreatManager().getThreatList();
for (ThreatList::const_iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Player* temp = m_creature->GetMap()->GetPlayer((*i)->getUnitGuid()))
temp->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetObjectGuid(), action.cast_event_all.spellId);
break;
}
case ACTION_T_REMOVEAURASFROMSPELL:
if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker))
target->RemoveAurasDueToSpell(action.remove_aura.spellId);
break;
case ACTION_T_RANGED_MOVEMENT:
m_AttackDistance = (float)action.ranged_movement.distance;
m_AttackAngle = action.ranged_movement.angle/180.0f*M_PI_F;
if (m_CombatMovementEnabled)
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_MOTION_TYPE)
{
//Drop current movement gen
m_creature->GetMotionMaster()->Clear(false);
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), m_AttackDistance, m_AttackAngle);
}
}
break;
case ACTION_T_RANDOM_PHASE:
m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
break;
case ACTION_T_RANDOM_PHASE_RANGE:
if (action.random_phase_range.phaseMax > action.random_phase_range.phaseMin)
m_Phase = action.random_phase_range.phaseMin + (rnd % (action.random_phase_range.phaseMax - action.random_phase_range.phaseMin));
else
sLog.outErrorDb( "CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 <= Param1. Divide by Zero. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
break;
case ACTION_T_SUMMON_ID:
{
Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker);
CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
if (i == sEventAIMgr.GetCreatureEventAISummonMap().end())
{
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
return;
}
Creature* pCreature = NULL;
if ((*i).second.SpawnTimeSecs)
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb( "CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
else if (action.summon_id.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
}
case ACTION_T_KILLED_MONSTER:
//first attempt player/group who tapped creature
if (Player* pPlayer = m_creature->GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
else
{
//if not available, use pActionInvoker
if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
}
break;
case ACTION_T_SET_INST_DATA:
{
InstanceData* pInst = m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
break;
}
case ACTION_T_SET_INST_DATA64:
{
Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
if (!target)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
return;
}
InstanceData* pInst = m_creature->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
return;
}
pInst->SetData64(action.set_inst_data64.field, target->GetGUID());
break;
}
case ACTION_T_UPDATE_TEMPLATE:
if (m_creature->GetEntry() == action.update_template.creatureId)
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
break;
case ACTION_T_DIE:
if (m_creature->isDead())
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
return;
}
m_creature->DealDamage(m_creature, m_creature->GetMaxHealth(),NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
break;
case ACTION_T_ZONE_COMBAT_PULSE:
{
m_creature->SetInCombatWithZone();
break;
}
case ACTION_T_CALL_FOR_HELP:
{
m_creature->CallForHelp((float)action.call_for_help.radius);
break;
}
case ACTION_T_SET_SHEATH:
{
m_creature->SetSheath(SheathState(action.set_sheath.sheath));
break;
}
case ACTION_T_FORCE_DESPAWN:
{
m_creature->ForcedDespawn(action.forced_despawn.msDelay);
break;
}
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if(action.invincibility_hp_level.is_percent)
m_InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
}
case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
{
if (action.mount.creatureId || action.mount.modelId)
{
// set model based on entry from creature_template
if (action.mount.creatureId)
{
if (CreatureInfo const* cInfo = GetCreatureTemplateStore(action.mount.creatureId))
{
uint32 display_id = Creature::ChooseDisplayId(cInfo);
m_creature->Mount(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
m_creature->Mount(action.mount.modelId);
}
else
m_creature->Unmount();
break;
}
}
}
void CreatureEventAI::JustRespawned()
{
Reset();
if (m_bEmptyList)
return;
//Handle Spawned Events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i);
}
void CreatureEventAI::Reset()
{
m_EventUpdateTime = EVENT_UPDATE_TIME;
m_EventDiff = 0;
if (m_bEmptyList)
return;
//Reset all events to enabled
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
//Reset all out of combat timers
case EVENT_T_TIMER_OOC:
{
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
}
//default:
//TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void Aggro()
//(*i).Enabled = true;
//(*i).Time = 0;
//break;
}
}
}
void CreatureEventAI::JustReachedHome()
{
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
ProcessEvent(*i);
}
}
Reset();
}
void CreatureEventAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop(true);
if (m_creature->isAlive())
m_creature->GetMotionMaster()->MoveTargetedHome();
m_creature->SetLootRecipient(NULL);
if (m_bEmptyList)
return;
//Handle Evade events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_EVADE)
ProcessEvent(*i);
}
}
void CreatureEventAI::JustDied(Unit* killer)
{
Reset();
if (m_creature->isGuard())
{
//Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
if (Player* pKiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pKiller);
}
if (m_bEmptyList)
return;
//Handle Evade events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_DEATH)
ProcessEvent(*i, killer);
}
// reset phase after any death state events
m_Phase = 0;
}
void CreatureEventAI::KilledUnit(Unit* victim)
{
if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_KILL)
ProcessEvent(*i, victim);
}
}
void CreatureEventAI::JustSummoned(Creature* pUnit)
{
if (m_bEmptyList || !pUnit)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
ProcessEvent(*i, pUnit);
}
}
void CreatureEventAI::SummonedCreatureJustDied(Creature* pUnit)
{
if (m_bEmptyList || !pUnit)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_JUST_DIED)
ProcessEvent(*i, pUnit);
}
}
void CreatureEventAI::SummonedCreatureDespawn(Creature* pUnit)
{
if (m_bEmptyList || !pUnit)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
if ((*i).Event.event_type == EVENT_T_SUMMONED_JUST_DESPAWN)
ProcessEvent(*i, pUnit);
}
}
void CreatureEventAI::EnterCombat(Unit *enemy)
{
//Check for on combat start events
if (!m_bEmptyList)
{
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type)
{
case EVENT_T_AGGRO:
(*i).Enabled = true;
ProcessEvent(*i, enemy);
break;
//Reset all in combat timers
case EVENT_T_TIMER:
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
//All normal events need to be re-enabled and their time set to 0
default:
(*i).Enabled = true;
(*i).Time = 0;
break;
}
}
}
m_EventUpdateTime = EVENT_UPDATE_TIME;
m_EventDiff = 0;
}
void CreatureEventAI::AttackStart(Unit *who)
{
if (!who)
return;
if (m_creature->Attack(who, m_MeleeEnabled))
{
m_creature->AddThreat(who);
m_creature->SetInCombatWith(who);
who->SetInCombatWith(m_creature);
if (m_CombatMovementEnabled)
{
m_creature->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
}
else
{
m_creature->GetMotionMaster()->MoveIdle();
m_creature->StopMoving();
}
}
}
void CreatureEventAI::MoveInLineOfSight(Unit *who)
{
if (!who)
return;
//Check for OOC LOS Event
if (!m_bEmptyList && !m_creature->getVictim())
{
for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
{
//can trigger if closer than fMaxAllowedRange
float fMaxAllowedRange = (float)(*itr).Event.ooc_los.maxRange;
//if range is ok and we are actually in LOS
if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
}
}
if (m_creature->isCivilian() || m_creature->IsNeutralToAll())
return;
if (m_creature->CanInitiateAttack() && who->isTargetableForAttack() &&
m_creature->IsHostileTo(who) && who->isInAccessablePlaceFor(m_creature))
{
if (!m_creature->canFly() && m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
return;
float attackRadius = m_creature->GetAttackDistance(who);
if (m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who))
{
if (!m_creature->getVictim())
{
AttackStart(who);
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
}
else if (m_creature->GetMap()->IsDungeon())
{
m_creature->AddThreat(who);
who->SetInCombatWith(m_creature);
}
}
}
}
void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{
if (m_bEmptyList)
return;
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if ((*i).Event.event_type == EVENT_T_SPELLHIT)
//If spell id matches (or no spell id) & if spell school matches (or no spell school)
if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
if (pSpell->SchoolMask & (*i).Event.spell_hit.schoolMask)
ProcessEvent(*i, pUnit);
}
void CreatureEventAI::UpdateAI(const uint32 diff)
{
//Check if we are in combat (also updates calls threat update code)
bool Combat = m_creature->SelectHostileTarget() && m_creature->getVictim();
//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
if (!m_creature->isAlive())
return;
if (!m_bEmptyList)
{
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
if (m_EventUpdateTime < diff)
{
m_EventDiff += diff;
//Check for time based events
for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{
//Decrement Timers
if ((*i).Time)
{
if ((*i).Time > m_EventDiff)
{
//Do not decrement timers if event cannot trigger in this phase
if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
(*i).Time -= m_EventDiff;
//Skip processing of events that have time remaining
continue;
}
else (*i).Time = 0;
}
//Events that are updated every EVENT_UPDATE_TIME
switch ((*i).Event.event_type)
{
case EVENT_T_TIMER_OOC:
ProcessEvent(*i);
break;
case EVENT_T_TIMER:
case EVENT_T_MANA:
case EVENT_T_HP:
case EVENT_T_TARGET_HP:
case EVENT_T_TARGET_CASTING:
case EVENT_T_FRIENDLY_HP:
if (Combat)
ProcessEvent(*i);
break;
case EVENT_T_RANGE:
if (Combat)
{
if (m_creature->getVictim() && m_creature->IsInMap(m_creature->getVictim()))
if (m_creature->IsInRange(m_creature->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist))
ProcessEvent(*i);
}
break;
}
}
m_EventDiff = 0;
m_EventUpdateTime = EVENT_UPDATE_TIME;
}
else
{
m_EventDiff += diff;
m_EventUpdateTime -= diff;
}
}
//Melee Auto-Attack
if (Combat && m_MeleeEnabled)
DoMeleeAttackIfReady();
}
bool CreatureEventAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_FLOAT_SIGHT_MONSTER))
&& pl->isVisibleForOrDetect(m_creature,m_creature,true);
}
inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
{
switch (rnd % 3)
{
case 0: return param1;
case 1: return param2;
case 2: return param3;
}
return 0;
}
inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker)
{
switch (Target)
{
case TARGET_T_SELF:
return m_creature;
case TARGET_T_HOSTILE:
return m_creature->getVictim();
case TARGET_T_HOSTILE_SECOND_AGGRO:
return m_creature->SelectAttackingTarget(ATTACKING_TARGET_TOPAGGRO, 1);
case TARGET_T_HOSTILE_LAST_AGGRO:
return m_creature->SelectAttackingTarget(ATTACKING_TARGET_BOTTOMAGGRO, 0);
case TARGET_T_HOSTILE_RANDOM:
return m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 0);
case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
return m_creature->SelectAttackingTarget(ATTACKING_TARGET_RANDOM, 1);
case TARGET_T_ACTION_INVOKER:
return pActionInvoker;
default:
return NULL;
};
}
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
Unit* pUnit = NULL;
MaNGOS::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
MaNGOS::UnitLastSearcher<MaNGOS::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);
/*
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
This means that if we only search grid then we cannot possibly return pets or players so this is safe
*/
Cell::VisitGridObjects(m_creature, searcher, range);
return pUnit;
}
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
MaNGOS::FriendlyCCedInRange u_check(m_creature, range);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyCCedInRange> searcher(m_creature, _list, u_check);
Cell::VisitGridObjects(m_creature, searcher, range);
}
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
MaNGOS::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
MaNGOS::CreatureListSearcher<MaNGOS::FriendlyMissingBuffInRange> searcher(m_creature, _list, u_check);
Cell::VisitGridObjects(m_creature,searcher, range);
}
//*********************************
//*** Functions used globally ***
void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
{
if (!pSource)
{
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.",textEntry);
return;
}
if (textEntry >= 0)
{
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
return;
}
CreatureEventAI_TextMap::const_iterator i = sEventAIMgr.GetCreatureEventAITextMap().find(textEntry);
if (i == sEventAIMgr.GetCreatureEventAITextMap().end())
{
sLog.outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.",pSource->GetEntry(),pSource->GetTypeId(),pSource->GetGUIDLow(),textEntry);
return;
}
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u",textEntry,(*i).second.SoundId,(*i).second.Type,(*i).second.Language,(*i).second.Emote);
if((*i).second.SoundId)
{
if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
pSource->PlayDirectSound((*i).second.SoundId);
else
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.",textEntry,(*i).second.SoundId);
}
if((*i).second.Emote)
{
if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
{
((Unit*)pSource)->HandleEmote((*i).second.Emote);
}
else
sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).",textEntry,pSource->GetTypeId());
}
switch((*i).second.Type)
{
case CHAT_TYPE_SAY:
pSource->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_YELL:
pSource->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_TEXT_EMOTE:
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
break;
case CHAT_TYPE_BOSS_EMOTE:
pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
break;
case CHAT_TYPE_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target->GetGUID());
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_BOSS_WHISPER:
{
if (target && target->GetTypeId() == TYPEID_PLAYER)
pSource->MonsterWhisper(textEntry, target->GetGUID(), true);
else sLog.outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
}break;
case CHAT_TYPE_ZONE_YELL:
pSource->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
break;
}
}
void CreatureEventAI::DoMeleeAttackIfReady()
{
//Make sure our attack is ready before checking distance
if (m_creature->isAttackReady())
{
//If we are within range melee the target
if (m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
}
}
}
bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
{
//No target so we can't cast
if (!Target || !Spell)
return false;
//Silenced so we can't cast
if (!Triggered && (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT_OR_LOST_CONTROL) ||
m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED)))
return false;
//Check for power
if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost)
return false;
SpellRangeEntry const *TempRange = NULL;
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!TempRange)
return false;
//Unit is out of range of this spell
if (!m_creature->IsInRange(Target,TempRange->minRange,TempRange->maxRange))
return false;
return true;
}
void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
if (m_bEmptyList)
return;
for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
{
if ((*itr).Event.receive_emote.emoteId != text_emote)
return;
PlayerCondition pcon((*itr).Event.receive_emote.condition,(*itr).Event.receive_emote.conditionValue1,(*itr).Event.receive_emote.conditionValue2);
if (pcon.Meets(pPlayer))
{
DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
ProcessEvent(*itr, pPlayer);
}
}
}
}
void CreatureEventAI::DamageTaken( Unit* /*done_by*/, uint32& damage )
{
if(m_InvinceabilityHpLevel > 0 && m_creature->GetHealth() < m_InvinceabilityHpLevel+damage)
{
if(m_creature->GetHealth() <= m_InvinceabilityHpLevel)
damage = 0;
else
damage = m_creature->GetHealth() - m_InvinceabilityHpLevel;
}
}
bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
if(event.event_type != EVENT_T_SPAWNED)
return false;
switch (event.spawned.condition)
{
case SPAWNED_EVENT_ALWAY:
// always
return true;
case SPAWNED_EVENT_MAP:
// map ID check
return m_creature->GetMapId() == event.spawned.conditionValue1;
case SPAWNED_EVENT_ZONE:
{
// zone ID check
uint32 zone, area;
m_creature->GetZoneAndAreaId(zone,area);
return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
}
default:
break;
}
return false;
}