Cleanup in CreatureEventAI code (based on changes by SilverIce and VladimirMangos)

--HG--
branch : trunk
This commit is contained in:
azazel
2010-08-16 17:07:02 +06:00
parent 40e641cc1c
commit 0fad74e44a
2 changed files with 96 additions and 95 deletions
+82 -82
View File
@@ -77,32 +77,32 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c)
if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags) if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{ {
//event flagged for instance mode //event flagged for instance mode
CreatureEventAIList.push_back(CreatureEventAIHolder(*i)); m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
} }
continue; continue;
} }
CreatureEventAIList.push_back(CreatureEventAIHolder(*i)); m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
} }
//EventMap had events but they were not added because they must be for instance //EventMap had events but they were not added because they must be for instance
if (CreatureEventAIList.empty()) if (m_CreatureEventAIList.empty())
sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry()); sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
} }
else else
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry()); sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());
bEmptyList = CreatureEventAIList.empty(); m_bEmptyList = m_CreatureEventAIList.empty();
Phase = 0; m_Phase = 0;
CombatMovementEnabled = true; m_CombatMovementEnabled = true;
MeleeEnabled = true; m_MeleeEnabled = true;
AttackDistance = 0.0f; m_AttackDistance = 0.0f;
AttackAngle = 0.0f; m_AttackAngle = 0.0f;
InvinceabilityHpLevel = 0; m_InvinceabilityHpLevel = 0;
//Handle Spawned Events //Handle Spawned Events
if (!bEmptyList) if (!m_bEmptyList)
{ {
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event)) if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i); ProcessEvent(*i);
} }
@@ -114,7 +114,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
return false; return false;
//Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask) //Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
if (pHolder.Event.event_inverse_phase_mask & (1 << Phase)) if (pHolder.Event.event_inverse_phase_mask & (1 << m_Phase))
return false; return false;
CreatureEventAI_Event const& event = pHolder.Event; CreatureEventAI_Event const& event = pHolder.Event;
@@ -481,10 +481,10 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
{ {
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE) if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{ {
AttackDistance = 0.0f; m_AttackDistance = 0.0f;
AttackAngle = 0.0f; m_AttackAngle = 0.0f;
me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle); me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
} }
} }
@@ -565,17 +565,17 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value); target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
break; break;
case ACTION_T_AUTO_ATTACK: case ACTION_T_AUTO_ATTACK:
MeleeEnabled = action.auto_attack.state != 0; m_MeleeEnabled = action.auto_attack.state != 0;
break; break;
case ACTION_T_COMBAT_MOVEMENT: case ACTION_T_COMBAT_MOVEMENT:
// ignore no affect case // ignore no affect case
if (CombatMovementEnabled == (action.combat_movement.state != 0)) if (m_CombatMovementEnabled == (action.combat_movement.state != 0))
return; return;
CombatMovementEnabled = action.combat_movement.state != 0; m_CombatMovementEnabled = action.combat_movement.state != 0;
//Allow movement (create new targeted movement gen only if idle) //Allow movement (create new targeted movement gen only if idle)
if (CombatMovementEnabled) if (m_CombatMovementEnabled)
{ {
Unit* victim = me->getVictim(); Unit* victim = me->getVictim();
if (me->isInCombat() && victim) if (me->isInCombat() && victim)
@@ -586,7 +586,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
me->SendMeleeAttackStart(victim); me->SendMeleeAttackStart(victim);
} }
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE) if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
me->GetMotionMaster()->MoveChase(victim, AttackDistance, AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly me->GetMotionMaster()->MoveChase(victim, m_AttackDistance, m_AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
} }
} }
else else
@@ -605,23 +605,23 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
} }
break; break;
case ACTION_T_SET_PHASE: case ACTION_T_SET_PHASE:
Phase = action.set_phase.phase; m_Phase = action.set_phase.phase;
break; break;
case ACTION_T_INC_PHASE: case ACTION_T_INC_PHASE:
{ {
int32 new_phase = int32(Phase)+action.set_inc_phase.step; int32 new_phase = int32(m_Phase)+action.set_inc_phase.step;
if (new_phase < 0) if (new_phase < 0)
{ {
sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, me->GetEntry()); sLog.outErrorDb("CreatureEventAI: Event %d decrease m_Phase under 0. CreatureEntry = %d", EventId, me->GetEntry());
Phase = 0; m_Phase = 0;
} }
else if (new_phase >= MAX_PHASE) else if (new_phase >= MAX_PHASE)
{ {
sLog.outErrorDb("CreatureEventAI: Event %d incremented Phase above %u. Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry()); sLog.outErrorDb("CreatureEventAI: Event %d incremented m_Phase above %u. m_Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE-1, MAX_PHASE-1, me->GetEntry());
Phase = MAX_PHASE-1; m_Phase = MAX_PHASE-1;
} }
else else
Phase = new_phase; m_Phase = new_phase;
break; break;
} }
@@ -653,20 +653,20 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target->RemoveAurasDueToSpell(action.remove_aura.spellId); target->RemoveAurasDueToSpell(action.remove_aura.spellId);
break; break;
case ACTION_T_RANGED_MOVEMENT: case ACTION_T_RANGED_MOVEMENT:
AttackDistance = (float)action.ranged_movement.distance; m_AttackDistance = (float)action.ranged_movement.distance;
AttackAngle = action.ranged_movement.angle/180.0f*M_PI; m_AttackAngle = action.ranged_movement.angle/180.0f*M_PI;
if (CombatMovementEnabled) if (m_CombatMovementEnabled)
{ {
me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle); me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
} }
break; break;
case ACTION_T_RANDOM_PHASE: case ACTION_T_RANDOM_PHASE:
Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3); m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
break; break;
case ACTION_T_RANDOM_PHASE_RANGE: case ACTION_T_RANDOM_PHASE_RANGE:
if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax) if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax); m_Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
else else
sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, me->GetEntry()); sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, me->GetEntry());
break; break;
@@ -821,9 +821,9 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL: case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{ {
if (action.invincibility_hp_level.is_percent) if (action.invincibility_hp_level.is_percent)
InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100; m_InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else else
InvinceabilityHpLevel = action.invincibility_hp_level.hp_level; m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break; break;
} }
} }
@@ -833,25 +833,25 @@ void CreatureEventAI::JustRespawned()
{ {
Reset(); Reset();
if (bEmptyList) if (m_bEmptyList)
return; return;
//Handle Spawned Events //Handle Spawned Events
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if (SpawnedEventConditionsCheck((*i).Event)) if (SpawnedEventConditionsCheck((*i).Event))
ProcessEvent(*i); ProcessEvent(*i);
} }
void CreatureEventAI::Reset() void CreatureEventAI::Reset()
{ {
EventUpdateTime = EVENT_UPDATE_TIME; m_EventUpdateTime = EVENT_UPDATE_TIME;
EventDiff = 0; m_EventDiff = 0;
if (bEmptyList) if (m_bEmptyList)
return; return;
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_RESET) if ((*i).Event.event_type == EVENT_T_RESET)
ProcessEvent(*i); ProcessEvent(*i);
@@ -859,7 +859,7 @@ void CreatureEventAI::Reset()
//Reset all events to enabled //Reset all events to enabled
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
CreatureEventAI_Event const& event = (*i).Event; CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type) switch (event.event_type)
@@ -884,9 +884,9 @@ void CreatureEventAI::JustReachedHome()
{ {
me->LoadCreaturesAddon(); me->LoadCreaturesAddon();
if (!bEmptyList) if (!m_bEmptyList)
{ {
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_REACHED_HOME) if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
ProcessEvent(*i); ProcessEvent(*i);
@@ -900,11 +900,11 @@ void CreatureEventAI::EnterEvadeMode()
{ {
CreatureAI::EnterEvadeMode(); CreatureAI::EnterEvadeMode();
if (bEmptyList) if (m_bEmptyList)
return; return;
//Handle Evade events //Handle Evade events
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_EVADE) if ((*i).Event.event_type == EVENT_T_EVADE)
ProcessEvent(*i); ProcessEvent(*i);
@@ -915,26 +915,26 @@ void CreatureEventAI::JustDied(Unit* killer)
{ {
Reset(); Reset();
if (bEmptyList) if (m_bEmptyList)
return; return;
//Handle Evade events //Handle Evade events
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_DEATH) if ((*i).Event.event_type == EVENT_T_DEATH)
ProcessEvent(*i, killer); ProcessEvent(*i, killer);
} }
// reset phase after any death state events // reset phase after any death state events
Phase = 0; m_Phase = 0;
} }
void CreatureEventAI::KilledUnit(Unit* victim) void CreatureEventAI::KilledUnit(Unit* victim)
{ {
if (bEmptyList || victim->GetTypeId() != TYPEID_PLAYER) if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
return; return;
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_KILL) if ((*i).Event.event_type == EVENT_T_KILL)
ProcessEvent(*i, victim); ProcessEvent(*i, victim);
@@ -943,10 +943,10 @@ void CreatureEventAI::KilledUnit(Unit* victim)
void CreatureEventAI::JustSummoned(Creature* pUnit) void CreatureEventAI::JustSummoned(Creature* pUnit)
{ {
if (bEmptyList || !pUnit) if (m_bEmptyList || !pUnit)
return; return;
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT) if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
ProcessEvent(*i, pUnit); ProcessEvent(*i, pUnit);
@@ -956,9 +956,9 @@ void CreatureEventAI::JustSummoned(Creature* pUnit)
void CreatureEventAI::EnterCombat(Unit *enemy) void CreatureEventAI::EnterCombat(Unit *enemy)
{ {
//Check for on combat start events //Check for on combat start events
if (!bEmptyList) if (!m_bEmptyList)
{ {
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
CreatureEventAI_Event const& event = (*i).Event; CreatureEventAI_Event const& event = (*i).Event;
switch (event.event_type) switch (event.event_type)
@@ -981,8 +981,8 @@ void CreatureEventAI::EnterCombat(Unit *enemy)
} }
} }
EventUpdateTime = EVENT_UPDATE_TIME; m_EventUpdateTime = EVENT_UPDATE_TIME;
EventDiff = 0; m_EventDiff = 0;
} }
void CreatureEventAI::AttackStart(Unit *who) void CreatureEventAI::AttackStart(Unit *who)
@@ -990,11 +990,11 @@ void CreatureEventAI::AttackStart(Unit *who)
if (!who) if (!who)
return; return;
if (me->Attack(who, MeleeEnabled)) if (me->Attack(who, m_MeleeEnabled))
{ {
if (CombatMovementEnabled) if (m_CombatMovementEnabled)
{ {
me->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle); me->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
} }
else else
{ {
@@ -1009,9 +1009,9 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
return; return;
//Check for OOC LOS Event //Check for OOC LOS Event
if (!bEmptyList) if (!m_bEmptyList)
{ {
for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr) for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{ {
if ((*itr).Event.event_type == EVENT_T_OOC_LOS) if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
{ {
@@ -1036,10 +1036,10 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell) void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{ {
if (bEmptyList) if (m_bEmptyList)
return; return;
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
if ((*i).Event.event_type == EVENT_T_SPELLHIT) if ((*i).Event.event_type == EVENT_T_SPELLHIT)
//If spell id matches (or no spell id) & if spell school matches (or no spell school) //If spell id matches (or no spell id) & if spell school matches (or no spell school)
if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId) if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
@@ -1052,24 +1052,24 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
//Check if we are in combat (also updates calls threat update code) //Check if we are in combat (also updates calls threat update code)
bool Combat = UpdateVictim(); bool Combat = UpdateVictim();
if (!bEmptyList) if (!m_bEmptyList)
{ {
//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events //Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
if (EventUpdateTime <= diff) if (m_EventUpdateTime <= diff)
{ {
EventDiff += diff; m_EventDiff += diff;
//Check for time based events //Check for time based events
for (std::list<CreatureEventAIHolder>::iterator i = CreatureEventAIList.begin(); i != CreatureEventAIList.end(); ++i) for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
{ {
//Decrement Timers //Decrement Timers
if ((*i).Time) if ((*i).Time)
{ {
if (EventDiff <= (*i).Time) if (m_EventDiff <= (*i).Time)
{ {
//Do not decrement timers if event cannot trigger in this phase //Do not decrement timers if event cannot trigger in this phase
if (!((*i).Event.event_inverse_phase_mask & (1 << Phase))) if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
(*i).Time -= EventDiff; (*i).Time -= m_EventDiff;
//Skip processing of events that have time remaining //Skip processing of events that have time remaining
continue; continue;
@@ -1101,18 +1101,18 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
} }
} }
EventDiff = 0; m_EventDiff = 0;
EventUpdateTime = EVENT_UPDATE_TIME; m_EventUpdateTime = EVENT_UPDATE_TIME;
} }
else else
{ {
EventDiff += diff; m_EventDiff += diff;
EventUpdateTime -= diff; m_EventUpdateTime -= diff;
} }
} }
//Melee Auto-Attack //Melee Auto-Attack
if (Combat && MeleeEnabled) if (Combat && m_MeleeEnabled)
DoMeleeAttackIfReady(); DoMeleeAttackIfReady();
} }
@@ -1321,10 +1321,10 @@ bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Trigge
void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote) void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{ {
if (bEmptyList) if (m_bEmptyList)
return; return;
for (std::list<CreatureEventAIHolder>::iterator itr = CreatureEventAIList.begin(); itr != CreatureEventAIList.end(); ++itr) for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
{ {
if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE) if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
{ {
@@ -1347,12 +1347,12 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage) void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{ {
if (InvinceabilityHpLevel > 0 && me->GetHealth() < InvinceabilityHpLevel+damage) if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel+damage)
{ {
if (me->GetHealth() <= InvinceabilityHpLevel) if (me->GetHealth() <= m_InvinceabilityHpLevel)
damage = 0; damage = 0;
else else
damage = me->GetHealth() - InvinceabilityHpLevel; damage = me->GetHealth() - m_InvinceabilityHpLevel;
} }
} }
+13 -12
View File
@@ -587,7 +587,7 @@ class CreatureEventAI : public CreatureAI
explicit CreatureEventAI(Creature *c); explicit CreatureEventAI(Creature *c);
~CreatureEventAI() ~CreatureEventAI()
{ {
CreatureEventAIList.clear(); m_CreatureEventAIList.clear();
} }
void JustRespawned(); void JustRespawned();
void Reset(); void Reset();
@@ -620,18 +620,19 @@ class CreatureEventAI : public CreatureAI
void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid); void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid);
void DoFindFriendlyCC(std::list<Creature*>& _list, float range); void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
//Holder for events (stores enabled, time, and eventid) protected:
std::list<CreatureEventAIHolder> CreatureEventAIList; uint32 m_EventUpdateTime; // Time between event updates
uint32 EventUpdateTime; //Time between event updates uint32 m_EventDiff; // Time between the last event call
uint32 EventDiff; //Time between the last event call bool m_bEmptyList;
bool bEmptyList;
typedef std::vector<CreatureEventAIHolder> CreatureEventAIList;
CreatureEventAIList m_CreatureEventAIList; // Holder for events (stores enabled, time, and eventid)
// Variables used by Events themselves // Variables used by Events themselves
uint8 Phase; // Current phase, max 32 phases uint8 m_Phase; // Current phase, max 32 phases
bool CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat) bool m_CombatMovementEnabled; // If we allow targeted movment gen (movement twoards top threat)
bool MeleeEnabled; // If we allow melee auto attack bool m_MeleeEnabled; // If we allow melee auto attack
float AttackDistance; // Distance to attack from float m_AttackDistance; // Distance to attack from
float AttackAngle; // Angle of attack float m_AttackAngle; // Angle of attack
uint32 InvinceabilityHpLevel; // Minimal health level allowed at damage apply uint32 m_InvinceabilityHpLevel; // Minimal health level allowed at damage apply
}; };
#endif #endif