root/trunk/src/game/TotemAI.cpp @ 233

Revision 233, 4.3 kB (checked in by yumileroy, 17 years ago)

[svn] * Reimplemented packet/update forwarding in more generic way
* Implemented far sight spells (Far Sight, Eagle Eye, etc) at unlimited range and properly forward packets
* Implemented bind vision spells (Mind Vision, etc) to forward packets at unlimited distance
* Implemented Sentry Totem (both vision switching/forwarding and alerting)
* Other misc possession fixes
* Added .bindsight and .unbindsight commands

Please test out the above spells (including Mind Control) and report any issues on the forums.

Original author: gvcoman
Date: 2008-11-14 20:40:35-06:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#include "TotemAI.h"
22#include "Totem.h"
23#include "Creature.h"
24#include "Player.h"
25#include "Database/DBCStores.h"
26#include "MapManager.h"
27#include "ObjectAccessor.h"
28#include "SpellMgr.h"
29
30#include "GridNotifiers.h"
31#include "GridNotifiersImpl.h"
32#include "CellImpl.h"
33
34int
35TotemAI::Permissible(const Creature *creature)
36{
37    if( creature->isTotem() )
38        return PERMIT_BASE_PROACTIVE;
39
40    return PERMIT_BASE_NO;
41}
42
43TotemAI::TotemAI(Creature &c) : i_totem(static_cast<Totem&>(c)), i_victimGuid(0)
44{
45}
46
47void
48TotemAI::MoveInLineOfSight(Unit *)
49{
50}
51
52void TotemAI::EnterEvadeMode()
53{
54    i_totem.CombatStop();
55}
56
57void
58TotemAI::UpdateAI(const uint32 /*diff*/)
59{
60    if (i_totem.GetTotemType() != TOTEM_ACTIVE)
61        return;
62
63    if (!i_totem.isAlive() || i_totem.IsNonMeleeSpellCasted(false))
64        return;
65
66    // Search spell
67    SpellEntry const *spellInfo = sSpellStore.LookupEntry(i_totem.GetSpell());
68    if (!spellInfo)
69        return;
70
71    // Get spell rangy
72    SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(spellInfo->rangeIndex);
73    float max_range = GetSpellMaxRange(srange);
74
75    // SPELLMOD_RANGE not applied in this place just because not existence range mods for attacking totems
76
77    // pointer to appropriate target if found any
78    Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(i_totem, i_victimGuid) : NULL;
79
80    // Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
81    if( !victim ||
82        !victim->isTargetableForAttack() || !i_totem.IsWithinDistInMap(victim, max_range) ||
83        i_totem.IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(&i_totem,false) )
84    {
85        CellPair p(Trinity::ComputeCellPair(i_totem.GetPositionX(),i_totem.GetPositionY()));
86        Cell cell(p);
87        cell.data.Part.reserved = ALL_DISTRICT;
88
89        victim = NULL;
90
91        Trinity::NearestAttackableUnitInObjectRangeCheck u_check(&i_totem, &i_totem, max_range);
92        Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(victim, u_check);
93
94        TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
95        TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
96
97        CellLock<GridReadGuard> cell_lock(cell, p);
98        cell_lock->Visit(cell_lock, grid_object_checker,  *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem));
99        cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(i_totem.GetMapId(), &i_totem));
100    }
101
102    // If have target
103    if (victim)
104    {
105        // remember
106        i_victimGuid = victim->GetGUID();
107
108        // attack
109        i_totem.SetInFront(victim);                         // client change orientation by self
110        i_totem.CastSpell(victim, i_totem.GetSpell(), false);
111    }
112    else
113        i_victimGuid = 0;
114}
115
116bool
117TotemAI::IsVisible(Unit *) const
118{
119    return false;
120}
121
122void
123TotemAI::AttackStart(Unit *)
124{
125    // Sentry totem sends ping on attack
126    if (i_totem.GetEntry() == SENTRY_TOTEM_ENTRY && i_totem.GetOwner()->GetTypeId() == TYPEID_PLAYER)
127    {
128        WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
129        data << i_totem.GetGUID();
130        data << i_totem.GetPositionX();
131        data << i_totem.GetPositionY();
132        ((Player*)i_totem.GetOwner())->GetSession()->SendPacket(&data);
133    }
134}
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