/* * Copyright (C) 2005-2008 MaNGOS * * 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 "Player.h" #include "Database/DBCStores.h" #include "MapManager.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) : i_totem(static_cast(c)), i_victimGuid(0) { } void TotemAI::MoveInLineOfSight(Unit *) { } void TotemAI::EnterEvadeMode() { i_totem.CombatStop(); } void TotemAI::UpdateAI(const uint32 /*diff*/) { if (i_totem.GetTotemType() != TOTEM_ACTIVE) return; if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false)) return; // Search spell SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.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(i_totem, i_victimGuid) : NULL; // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end) if( !victim || !victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) || i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) ) { CellPair p(MaNGOS::ComputeCellPair(i_totem.GetPositionX(),i_totem.GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; victim = NULL; MaNGOS::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range); MaNGOS::UnitLastSearcher checker(victim, u_check); TypeContainerVisitor, GridTypeMapContainer > grid_object_checker(checker); TypeContainerVisitor, WorldTypeMapContainer > world_object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem)); cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem)); } // If have target if (victim) { // remember i_victimGuid = victim->GetGUID(); // attack i_totem.SetInFront(victim); // client change orientation by self i_totem.CastSpell(victim, i_totem.GetSpell(), false); } else i_victimGuid = 0; } bool TotemAI::IsVisible(Unit *) const { return false; } void TotemAI::AttackStart(Unit *) { }