server/src/game/ThreatManager.h
zergtmn 26dc35f356 [11082] Correct meaning of two threat/aggro related spell attributes
- SPELL_ATTR_EX_NO_INITIAL_AGGRO renamed to SPELL_ATTR_EX_NO_THREAT
- SPELL_ATTR_EX3_UNK17 renamed to SPELL_ATTR_EX3_NO_INITIAL_AGGRO
- Remove custom spell modifier from talent 30675 and ranks handler
2011-01-29 21:57:40 +05:00

225 lines
7.7 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
*/
#ifndef _THREATMANAGER
#define _THREATMANAGER
#include "Common.h"
#include "SharedDefines.h"
#include "Utilities/LinkedReference/Reference.h"
#include "UnitEvents.h"
#include "Timer.h"
#include <list>
//==============================================================
class Unit;
class Creature;
class ThreatManager;
struct SpellEntry;
#define THREAT_UPDATE_INTERVAL 1 * IN_MILLISECONDS // Server should send threat update to client periodically each second
//==============================================================
// Class to calculate the real threat based
class ThreatCalcHelper
{
public:
static float CalcThreat(Unit* pHatedUnit, Unit* pHatingUnit, float threat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *threatSpell);
};
//==============================================================
class MANGOS_DLL_SPEC HostileReference : public Reference<Unit, ThreatManager>
{
public:
HostileReference(Unit* pUnit, ThreatManager *pThreatManager, float pThreat);
//=================================================
void addThreat(float pMod);
void setThreat(float pThreat) { addThreat(pThreat - getThreat()); }
void addThreatPercent(int32 pPercent) { float tmpThreat = iThreat; tmpThreat = tmpThreat * (pPercent+100) / 100; addThreat(tmpThreat-iThreat); }
float getThreat() const { return iThreat; }
bool isOnline() const { return iOnline; }
// The Unit might be in water and the creature can not enter the water, but has range attack
// in this case online = true, but accessable = false
bool isAccessable() const { return iAccessible; }
// used for temporary setting a threat and reducting it later again.
// the threat modification is stored
void setTempThreat(float pThreat) { iTempThreatModifyer = pThreat - getThreat(); if(iTempThreatModifyer != 0.0f) addThreat(iTempThreatModifyer); }
void resetTempThreat()
{
if(iTempThreatModifyer != 0.0f)
{
addThreat(-iTempThreatModifyer); iTempThreatModifyer = 0.0f;
}
}
float getTempThreatModifyer() { return iTempThreatModifyer; }
//=================================================
// check, if source can reach target and set the status
void updateOnlineStatus();
void setOnlineOfflineState(bool pIsOnline);
void setAccessibleState(bool pIsAccessible);
//=================================================
bool operator ==(const HostileReference& pHostileReference) const { return pHostileReference.getUnitGuid() == getUnitGuid(); }
//=================================================
uint64 getUnitGuid() const { return iUnitGuid; }
//=================================================
// reference is not needed anymore. realy delete it !
void removeReference();
//=================================================
HostileReference* next() { return ((HostileReference* ) Reference<Unit, ThreatManager>::next()); }
//=================================================
// Tell our refTo (target) object that we have a link
void targetObjectBuildLink();
// Tell our refTo (taget) object, that the link is cut
void targetObjectDestroyLink();
// Tell our refFrom (source) object, that the link is cut (Target destroyed)
void sourceObjectDestroyLink();
private:
// Inform the source, that the status of that reference was changed
void fireStatusChanged(ThreatRefStatusChangeEvent& pThreatRefStatusChangeEvent);
Unit* getSourceUnit();
private:
float iThreat;
float iTempThreatModifyer; // used for taunt
uint64 iUnitGuid;
bool iOnline;
bool iAccessible;
};
//==============================================================
class ThreatManager;
typedef std::list<HostileReference*> ThreatList;
class MANGOS_DLL_SPEC ThreatContainer
{
private:
ThreatList iThreatList;
bool iDirty;
protected:
friend class ThreatManager;
void remove(HostileReference* pRef) { iThreatList.remove(pRef); }
void addReference(HostileReference* pHostileReference) { iThreatList.push_back(pHostileReference); }
void clearReferences();
// Sort the list if necessary
void update();
public:
ThreatContainer() { iDirty = false; }
~ThreatContainer() { clearReferences(); }
HostileReference* addThreat(Unit* pVictim, float pThreat);
void modifyThreatPercent(Unit *pVictim, int32 percent);
HostileReference* selectNextVictim(Creature* pAttacker, HostileReference* pCurrentVictim);
void setDirty(bool pDirty) { iDirty = pDirty; }
bool isDirty() const { return iDirty; }
bool empty() const { return(iThreatList.empty()); }
HostileReference* getMostHated() { return iThreatList.empty() ? NULL : iThreatList.front(); }
HostileReference* getReferenceByTarget(Unit* pVictim);
ThreatList const& getThreatList() const { return iThreatList; }
};
//=================================================
class MANGOS_DLL_SPEC ThreatManager
{
public:
friend class HostileReference;
explicit ThreatManager(Unit *pOwner);
~ThreatManager() { clearReferences(); }
void clearReferences();
void addThreat(Unit* pVictim, float threat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *threatSpell);
void addThreat(Unit* pVictim, float threat) { addThreat(pVictim,threat,false,SPELL_SCHOOL_MASK_NONE,NULL); }
// add threat as raw value (ignore redirections and expection all mods applied already to it
void addThreatDirectly(Unit* pVictim, float threat);
void modifyThreatPercent(Unit *pVictim, int32 pPercent);
float getThreat(Unit *pVictim, bool pAlsoSearchOfflineList = false);
bool isThreatListEmpty() const { return iThreatContainer.empty(); }
void processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent);
void UpdateForClient(uint32 time);
HostileReference* getCurrentVictim() { return iCurrentVictim; }
Unit* getOwner() const { return iOwner; }
Unit* getHostileTarget();
void tauntApply(Unit* pTaunter);
void tauntFadeOut(Unit *pTaunter);
void setCurrentVictim(HostileReference* pHostileReference);
void setDirty(bool pDirty) { iThreatContainer.setDirty(pDirty); }
// Don't must be used for explicit modify threat values in iterator return pointers
ThreatList const& getThreatList() const { return iThreatContainer.getThreatList(); }
private:
HostileReference* iCurrentVictim;
Unit* iOwner;
ShortTimeTracker iUpdateTimer;
bool iUpdateNeed;
ThreatContainer iThreatContainer;
ThreatContainer iThreatOfflineContainer;
};
//=================================================
#endif