www.pudn.com > ScriptDev.rar > sc_creature.cpp


#include "sc_creature.h" 
#include "Map.h" 
#include "WorldPacket.h" 
 
#include "Item.h" 
#include "Player.h" 
#include "Spell.h" 
 
#include "Cell.h" 
#include "CellImpl.h" 
#include "GridNotifiers.h" 
#include "GridNotifiersImpl.h" 
 
// Spell summary for ScriptedAI::SelectSpell 
struct TSpellSummary { 
    uint8 Targets;    // set of enum SelectTarget 
    uint8 Effects;    // set of enum SelectEffect  
} *SpellSummary; 
 
bool ScriptedAI::IsVisible(Unit* who) const 
{ 
    if (!who) 
        return false; 
 
    return m_creature->IsWithinDistInMap(who, VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true); 
} 
 
void ScriptedAI::MoveInLineOfSight(Unit *who) 
{ 
    if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) ) 
    { 
        if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE) 
            return; 
 
        float attackRadius = m_creature->GetAttackDistance(who); 
        if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) ) 
        { 
            DoStartAttackAndMovement(who); 
            who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); 
 
            if (!InCombat) 
            { 
                Aggro(who); 
                InCombat = true; 
            } 
        } 
    } 
} 
 
void ScriptedAI::AttackStart(Unit* who) 
{ 
    if (!who) 
        return; 
 
    if (who->isTargetableForAttack()) 
    { 
        //Begin attack 
        DoStartAttackAndMovement(who); 
 
        if (!InCombat) 
        { 
            Aggro(who); 
            InCombat = true; 
        } 
    } 
} 
 
void ScriptedAI::UpdateAI(const uint32 diff) 
{ 
    //Check if we have a current target 
    if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim()) 
    { 
        if( m_creature->isAttackReady() ) 
        { 
            //If we are within range melee the target 
            if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) 
            { 
                m_creature->AttackerStateUpdate(m_creature->getVictim()); 
                m_creature->resetAttackTimer(); 
            } 
        } 
    } 
} 
 
void ScriptedAI::EnterEvadeMode() 
{ 
    m_creature->InterruptNonMeleeSpells(true); 
    m_creature->RemoveAllAuras(); 
    m_creature->DeleteThreatList(); 
    m_creature->CombatStop(); 
    m_creature->LoadCreaturesAddon(); 
 
    if(m_creature->isAlive()) 
        m_creature->GetMotionMaster()->MoveTargetedHome(); 
 
    InCombat = false; 
    Reset(); 
} 
 
void ScriptedAI::JustRespawned() 
{ 
    InCombat = false; 
    Reset(); 
} 
 
void ScriptedAI::DoStartAttackAndMovement(Unit* victim, float distance, float angle) 
{ 
    if (!victim) 
        return; 
 
    if ( m_creature->Attack(victim, true) ) 
    { 
        m_creature->GetMotionMaster()->MoveChase(victim, distance, angle); 
        m_creature->AddThreat(victim, 0.0f); 
        m_creature->resetAttackTimer(); 
 
        if (victim->GetTypeId() == TYPEID_PLAYER) 
            m_creature->SetLootRecipient((Player*)victim); 
    } 
} 
 
void ScriptedAI::DoStartAttackNoMovement(Unit* victim) 
{ 
    if (!victim) 
        return; 
 
    if ( m_creature->Attack(victim, true) ) 
    { 
        m_creature->AddThreat(victim, 0.0f); 
        m_creature->resetAttackTimer(); 
 
        if (victim->GetTypeId() == TYPEID_PLAYER) 
            m_creature->SetLootRecipient((Player*)victim); 
    } 
} 
 
 
void ScriptedAI::DoMeleeAttackIfReady() 
{ 
    //Make sure our attack is ready and we aren't currently casting before checking distance 
    if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) 
    { 
        //If we are within range melee the target 
        if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) 
        { 
            m_creature->AttackerStateUpdate(m_creature->getVictim()); 
            m_creature->resetAttackTimer(); 
        } 
    } 
} 
 
void ScriptedAI::DoStopAttack() 
{ 
    if( m_creature->getVictim() != NULL ) 
    { 
        m_creature->AttackStop(); 
    } 
} 
 
void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered) 
{ 
    if (!victim || m_creature->IsNonMeleeSpellCasted(false)) 
        return; 
 
    m_creature->StopMoving(); 
    m_creature->CastSpell(victim, spellId, triggered); 
} 
 
void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered) 
{ 
    if (!who || m_creature->IsNonMeleeSpellCasted(false)) 
        return; 
 
    m_creature->StopMoving(); 
    m_creature->CastSpell(who, spellInfo, triggered); 
} 
 
void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target) 
{ 
    if (target)m_creature->Say(text, language, target->GetGUID()); 
    else m_creature->Say(text, language, 0); 
} 
 
void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target) 
{ 
    if (target)m_creature->Yell(text, language, target->GetGUID()); 
    else m_creature->Yell(text, language, 0); 
} 
 
void ScriptedAI::DoTextEmote(const char* text, Unit* target) 
{ 
    if (target)m_creature->TextEmote(text, target->GetGUID()); 
    else m_creature->TextEmote(text, 0); 
} 
 
void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound) 
{ 
    if (!unit) 
        return; 
 
    WorldPacket data(4); 
    data.SetOpcode(SMSG_PLAY_SOUND); 
    data << uint32(sound); 
    unit->SendMessageToSet(&data,false); 
} 
 
Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime) 
{ 
    return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime); 
} 
 
Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position) 
{ 
    //ThreatList m_threatlist; 
    std::list& m_threatlist = m_creature->getThreatManager().getThreatList(); 
    std::list::iterator i = m_threatlist.begin(); 
    std::list::reverse_iterator r = m_threatlist.rbegin(); 
 
    if (position >= m_threatlist.size() || !m_threatlist.size()) 
        return NULL; 
 
    switch (target) 
    { 
    case SELECT_TARGET_RANDOM: 
        advance ( i , position +  (rand() % (m_threatlist.size() - position ) )); 
        return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); 
        break; 
 
    case SELECT_TARGET_TOPAGGRO: 
        advance ( i , position); 
        return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); 
        break; 
 
    case SELECT_TARGET_BOTTOMAGGRO: 
        advance ( r , position); 
        return Unit::GetUnit((*m_creature),(*r)->getUnitGuid()); 
        break; 
    } 
 
    return NULL; 
} 
 
SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects) 
{ 
    //No target so we can't cast 
    if (!Target) 
        return false; 
 
    //Silenced so we can't cast 
    if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) 
        return false; 
 
    //Using the extended script system we first create a list of viable spells 
    SpellEntry const* Spell[4]; 
    Spell[0] = 0; 
    Spell[1] = 0; 
    Spell[2] = 0; 
    Spell[3] = 0; 
 
    uint32 SpellCount = 0; 
 
    SpellEntry const* TempSpell; 
    SpellRangeEntry const* TempRange; 
 
    //Check if each spell is viable(set it to null if not) 
    for (uint32 i = 0; i < 4; i++) 
    { 
        TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]); 
 
        //This spell doesn't exist 
        if (!TempSpell) 
            continue; 
 
        // Targets and Effects checked first as most used restrictions 
        //Check the spell targets if specified 
        if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) ) 
            continue; 
 
        //Check the type of spell if we are looking for a specific spell type 
        if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) ) 
            continue; 
 
        //Check for school if specified 
        if (School >= 0 && TempSpell->SchoolMask & School) 
            continue; 
 
        //Check for spell mechanic if specified 
        if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic) 
            continue; 
 
        //Make sure that the spell uses the requested amount of power 
        if (PowerCostMin &&  TempSpell->manaCost < PowerCostMin) 
            continue; 
 
        if (PowerCostMax && TempSpell->manaCost > PowerCostMax) 
            continue; 
 
        //Continue if we don't have the mana to actually cast this spell 
        if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType)) 
            continue; 
 
        //Get the Range 
        TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex); 
 
        //Spell has invalid range store so we can't use it 
        if (!TempRange) 
            continue; 
 
        //Check if the spell meets our range requirements 
        if (RangeMin && TempRange->maxRange < RangeMin) 
            continue; 
        if (RangeMax && TempRange->maxRange > RangeMax) 
            continue; 
 
        //Check if our target is in range 
        if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange)) 
            continue; 
 
        //All good so lets add it to the spell list 
        Spell[SpellCount] = TempSpell; 
        SpellCount++; 
    } 
 
    //We got our usable spells so now lets randomly pick one 
    if (!SpellCount) 
        return NULL; 
 
    return Spell[rand()%SpellCount]; 
} 
 
bool ScriptedAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered) 
{ 
    //No target so we can't cast 
    if (!Target || !Spell) 
        return false; 
 
    //Silenced so we can't cast 
    if (!Triggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) 
        return false; 
 
    //Check for power 
    if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost) 
        return false; 
 
    SpellRangeEntry const *TempRange = NULL; 
 
    TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex); 
 
    //Spell has invalid range store so we can't use it 
    if (!TempRange) 
        return false; 
 
    //Unit is out of range of this spell 
    if (m_creature->GetDistanceSq(Target) > TempRange->maxRange*TempRange->maxRange || m_creature->GetDistanceSq(Target) < TempRange->minRange*TempRange->minRange) 
        return false; 
 
    return true; 
} 
 
void FillSpellSummary() 
{ 
    SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; 
 
    SpellEntry const* TempSpell; 
 
    for (int i=0; i < GetSpellStore()->GetNumRows(); i++ ) 
    { 
        SpellSummary[i].Effects = 0; 
        SpellSummary[i].Targets = 0; 
 
        TempSpell = GetSpellStore()->LookupEntry(i); 
        //This spell doesn't exist 
        if (!TempSpell) 
            continue; 
 
        for (int j=0; j<3; j++) 
        { 
            //Spell targets self 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); 
 
            //Spell targets a single enemy 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_SELECTED_ENEMY ) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); 
 
            //Spell targets AoE at enemy 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED ) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); 
 
            //Spell targets an enemy 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_SELECTED_ENEMY || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED ) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); 
 
            //Spell targets a single friend(or self) 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); 
 
            //Spell targets aoe friends 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); 
 
            //Spell targets any friend(or self) 
            if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY || 
                TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER) 
                SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); 
 
            //Make sure that this spell includes a damage effect 
            if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||  
                TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||  
                TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||  
                TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ) 
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1); 
 
            //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal) 
            if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||  
                TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||  
                TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL || 
                (TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA  && TempSpell->EffectApplyAuraName[j]== 8 )) 
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); 
 
            //Make sure that this spell applies an aura 
            if ( TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA ) 
                SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1); 
        } 
    } 
} 
 
void ScriptedAI::DoZoneInCombat(Unit* pUnit) 
{ 
    if (!pUnit) 
        pUnit = m_creature; 
 
    if (!pUnit->GetMap()->Instanceable()) 
    { 
        error_log("SD2: DoZoneInCombat call for map that isn't an instance (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetCreatureInfo()->Entry : 0); 
        return; 
    } 
 
    if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty()) 
    { 
        error_log("SD2: DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetCreatureInfo()->Entry : 0); 
 
        return; 
    } 
 
    Map::PlayerList const& PlayerList = pUnit->GetMap()->GetPlayers(); 
    for(Map::PlayerList::const_iterator i = PlayerList.begin();i != PlayerList.end(); ++i) 
    { 
        if(!(*i)->isGameMaster()) 
        { 
            pUnit->Attack(*i, false); 
            pUnit->AddThreat(*i, 0.0f); 
        } 
    } 
} 
 
void ScriptedAI::DoResetThreat() 
{ 
    if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty()) 
    { 
        error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetCreatureInfo()->Entry); 
 
        return; 
    } 
 
    std::list& m_threatlist = m_creature->getThreatManager().getThreatList(); 
    std::list::iterator itr; 
 
    for(itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr) 
    { 
        Unit* pUnit = NULL; 
        pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid()); 
        if(pUnit && m_creature->getThreatManager().getThreat(pUnit)) 
            m_creature->getThreatManager().modifyThreatPercent(pUnit, -100); 
    } 
} 
 
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o) 
{ 
    if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER) 
        return; 
 
    //Use work around packet to prevent player from being dropped from combat 
    WorldPacket data; 
    ((Player*)pUnit)->BuildTeleportAckMsg(&data, x, y, z, o); 
    ((Player*)pUnit)->GetSession()->SendPacket(&data); 
    ((Player*)pUnit)->SetPosition( x, y, z, o, true); 
} 
 
class MostHPMissingInRange 
{ 
public: 
    MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {} 
    bool operator()(Unit* u) 
    { 
        if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp) 
        { 
            i_hp = u->GetMaxHealth() - u->GetHealth(); 
            return true; 
        } 
        return false; 
    } 
private: 
    Unit const* i_obj; 
    float i_range; 
    uint32 i_hp; 
}; 
 
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff) 
{ 
    CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); 
    Cell cell(p); 
    cell.data.Part.reserved = ALL_DISTRICT; 
    cell.SetNoCreate(); 
 
    Unit* pUnit = NULL; 
 
    MostHPMissingInRange u_check(m_creature, range, MinHPDiff); 
    MaNGOS::UnitLastSearcher searcher(pUnit, u_check); 
 
    /* 
    typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes; 
    This means that if we only search grid then we cannot possibly return pets or players so this is safe 
    */ 
    TypeContainerVisitor, GridTypeMapContainer >  grid_unit_searcher(searcher); 
 
    CellLock cell_lock(cell, p); 
    cell_lock->Visit(cell_lock, grid_unit_searcher, *(m_creature->GetMap())); 
    return pUnit; 
} 
 
void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who) 
{ 
    if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) ) 
    { 
        if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE) 
            return; 
 
        float attackRadius = m_creature->GetAttackDistance(who); 
        if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) ) 
        { 
            DoStartAttackNoMovement(who); 
            who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); 
 
            if (!InCombat) 
            { 
                Aggro(who); 
                InCombat = true; 
            } 
        } 
    } 
} 
 
void Scripted_NoMovementAI::AttackStart(Unit* who) 
{ 
    if (!who) 
        return; 
 
    if (who->isTargetableForAttack()) 
    { 
        //Begin attack 
        DoStartAttackNoMovement(who); 
 
        if (!InCombat) 
        { 
            Aggro(who); 
            InCombat = true; 
        } 
    } 
}