root/trunk/src/game/TotemAI.cpp @ 28

Revision 2, 3.8 kB (checked in by yumileroy, 17 years ago)

[svn] * Proper SVN structure

Original author: Neo2003
Date: 2008-10-02 16:23:55-05:00

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