/*
* Copyright (C) 2008 Trinity
*
* Thanks to the original authors: 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(Trinity::ComputeCellPair(i_totem.GetPositionX(),i_totem.GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
victim = NULL;
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
Trinity::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 *)
{
}