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