*code cleanup

*totally destroyed m_creature, use "me" for future coding

--HG--
branch : trunk
This commit is contained in:
Rat
2010-04-14 23:07:41 +02:00
parent cc262e1cde
commit 6bcb297de4
403 changed files with 9851 additions and 9852 deletions
+2 -2
View File
@@ -152,7 +152,7 @@ void CreatureAI::EnterEvadeMode()
if (Unit *owner = me->GetCharmerOrOwner())
{
me->GetMotionMaster()->Clear(false);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, m_creature->GetFollowAngle(), MOTION_SLOT_ACTIVE);
me->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, me->GetFollowAngle(), MOTION_SLOT_ACTIVE);
}
else
me->GetMotionMaster()->MoveTargetedHome();
@@ -166,6 +166,6 @@ void CreatureAI::EnterEvadeMode()
/*void CreatureAI::AttackedBy(Unit* attacker)
{
if (!m_creature->getVictim())
if (!me->getVictim())
AttackStart(attacker);
}*/
+2 -3
View File
@@ -68,7 +68,6 @@ class CreatureAI : public UnitAI
{
protected:
Creature * const me;
Creature * const m_creature;
bool UpdateVictim();
bool UpdateVictimWithGaze();
@@ -83,7 +82,7 @@ class CreatureAI : public UnitAI
Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
public:
explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c), m_MoveInLineOfSight_locked(false) {}
explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_MoveInLineOfSight_locked(false) {}
virtual ~CreatureAI() {}
@@ -169,7 +168,7 @@ class CreatureAI : public UnitAI
/// == Fields =======================================
// Pointer to controlled by AI creature
//Creature* const m_creature;
//Creature* const me;
virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
+141 -141
View File
@@ -59,7 +59,7 @@ int CreatureEventAI::Permissible(const Creature *creature)
CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c)
{
// Need make copy for filter unneeded steps and safe in case table reload
CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(m_creature->GetEntry());
CreatureEventAI_Event_Map::const_iterator CreatureEvents = CreatureEAI_Mgr.GetCreatureEventAIMap().find(me->GetEntry());
if (CreatureEvents != CreatureEAI_Mgr.GetCreatureEventAIMap().end())
{
std::vector<CreatureEventAI_Event>::const_iterator i;
@@ -71,9 +71,9 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c)
if ((*i).event_flags & EFLAG_DEBUG_ONLY)
continue;
#endif
if (m_creature->GetMap()->IsDungeon())
if (me->GetMap()->IsDungeon())
{
if ((1 << (m_creature->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
if ((1 << (me->GetMap()->GetSpawnMode()+1)) & (*i).event_flags)
{
//event flagged for instance mode
CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
@@ -84,10 +84,10 @@ CreatureEventAI::CreatureEventAI(Creature *c) : CreatureAI(c)
}
//EventMap had events but they were not added because they must be for instance
if (CreatureEventAIList.empty())
sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", m_creature->GetEntry());
sLog.outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
}
else
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", m_creature->GetEntry());
sLog.outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());
bEmptyList = CreatureEventAIList.empty();
Phase = 0;
@@ -122,52 +122,52 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
switch (event.event_type)
{
case EVENT_T_TIMER:
if (!m_creature->isInCombat())
if (!me->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
pHolder.UpdateRepeatTimer(me,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_TIMER_OOC:
if (m_creature->isInCombat())
if (me->isInCombat())
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
pHolder.UpdateRepeatTimer(me,event.timer.repeatMin,event.timer.repeatMax);
break;
case EVENT_T_HP:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxHealth())
if (!me->isInCombat() || !me->GetMaxHealth())
return false;
uint32 perc = (m_creature->GetHealth()*100) / m_creature->GetMaxHealth();
uint32 perc = (me->GetHealth()*100) / me->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_MANA:
{
if (!m_creature->isInCombat() || !m_creature->GetMaxPower(POWER_MANA))
if (!me->isInCombat() || !me->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->GetPower(POWER_MANA)*100) / m_creature->GetMaxPower(POWER_MANA);
uint32 perc = (me->GetPower(POWER_MANA)*100) / me->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_AGGRO:
break;
case EVENT_T_KILL:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.kill.repeatMin,event.kill.repeatMax);
pHolder.UpdateRepeatTimer(me,event.kill.repeatMin,event.kill.repeatMax);
break;
case EVENT_T_DEATH:
case EVENT_T_EVADE:
@@ -176,43 +176,43 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
//Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
pHolder.UpdateRepeatTimer(me,event.spell_hit.repeatMin,event.spell_hit.repeatMax);
break;
case EVENT_T_RANGE:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.range.repeatMin,event.range.repeatMax);
pHolder.UpdateRepeatTimer(me,event.range.repeatMin,event.range.repeatMax);
break;
case EVENT_T_OOC_LOS:
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
pHolder.UpdateRepeatTimer(me,event.ooc_los.repeatMin,event.ooc_los.repeatMax);
break;
case EVENT_T_RESET:
case EVENT_T_SPAWNED:
break;
case EVENT_T_TARGET_HP:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxHealth())
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxHealth())
return false;
uint32 perc = (m_creature->getVictim()->GetHealth()*100) / m_creature->getVictim()->GetMaxHealth();
uint32 perc = (me->getVictim()->GetHealth()*100) / me->getVictim()->GetMaxHealth();
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_TARGET_CASTING:
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->IsNonMeleeSpellCasted(false, false, true))
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->IsNonMeleeSpellCasted(false, false, true))
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.target_casting.repeatMin,event.target_casting.repeatMax);
pHolder.UpdateRepeatTimer(me,event.target_casting.repeatMin,event.target_casting.repeatMax);
break;
case EVENT_T_FRIENDLY_HP:
{
if (!m_creature->isInCombat())
if (!me->isInCombat())
return false;
Unit* pUnit = DoSelectLowestHpFriendly(event.friendly_hp.radius, event.friendly_hp.hpDeficit);
@@ -222,12 +222,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
pActionInvoker = pUnit;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
pHolder.UpdateRepeatTimer(me,event.friendly_hp.repeatMin,event.friendly_hp.repeatMax);
break;
}
case EVENT_T_FRIENDLY_IS_CC:
{
if (!m_creature->isInCombat())
if (!me->isInCombat())
return false;
std::list<Creature*> pList;
@@ -241,7 +241,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
pHolder.UpdateRepeatTimer(me,event.friendly_is_cc.repeatMin,event.friendly_is_cc.repeatMax);
break;
}
case EVENT_T_FRIENDLY_MISSING_BUFF:
@@ -257,7 +257,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
pActionInvoker = *(pList.begin());
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
pHolder.UpdateRepeatTimer(me,event.friendly_buff.repeatMin,event.friendly_buff.repeatMax);
break;
}
case EVENT_T_SUMMONED_UNIT:
@@ -271,21 +271,21 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.summon_unit.repeatMin,event.summon_unit.repeatMax);
pHolder.UpdateRepeatTimer(me,event.summon_unit.repeatMin,event.summon_unit.repeatMax);
break;
}
case EVENT_T_TARGET_MANA:
{
if (!m_creature->isInCombat() || !m_creature->getVictim() || !m_creature->getVictim()->GetMaxPower(POWER_MANA))
if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxPower(POWER_MANA))
return false;
uint32 perc = (m_creature->getVictim()->GetPower(POWER_MANA)*100) / m_creature->getVictim()->GetMaxPower(POWER_MANA);
uint32 perc = (me->getVictim()->GetPower(POWER_MANA)*100) / me->getVictim()->GetMaxPower(POWER_MANA);
if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.percent_range.repeatMin,event.percent_range.repeatMax);
pHolder.UpdateRepeatTimer(me,event.percent_range.repeatMin,event.percent_range.repeatMax);
break;
}
case EVENT_T_REACHED_HOME:
@@ -295,12 +295,12 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
{
//Note: checked only aura for effect 0, if need check aura for effect 1/2 then
// possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
Aura const * aura = m_creature->GetAura(event.buffed.spellId);
Aura const * aura = me->GetAura(event.buffed.spellId);
if (!aura || aura->GetStackAmount() < event.buffed.amount)
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
pHolder.UpdateRepeatTimer(me,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
case EVENT_T_TARGET_BUFFED:
@@ -316,11 +316,11 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
return false;
//Repeat Timers
pHolder.UpdateRepeatTimer(m_creature,event.buffed.repeatMin,event.buffed.repeatMax);
pHolder.UpdateRepeatTimer(me,event.buffed.repeatMin,event.buffed.repeatMax);
break;
}
default:
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", m_creature->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
sLog.outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", me->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
break;
}
@@ -374,7 +374,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target = owner;
}
}
else if ((target = m_creature->getVictim()))
else if ((target = me->getVictim()))
{
if (target->GetTypeId() != TYPEID_PLAYER)
if (Unit* owner = target->GetOwner())
@@ -382,21 +382,21 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
target = owner;
}
DoScriptText(temp, m_creature, target);
DoScriptText(temp, me, target);
}
break;
}
case ACTION_T_SET_FACTION:
{
if (action.set_faction.factionId)
m_creature->setFaction(action.set_faction.factionId);
me->setFaction(action.set_faction.factionId);
else
{
if (CreatureInfo const* ci = GetCreatureTemplateStore(m_creature->GetEntry()))
if (CreatureInfo const* ci = GetCreatureTemplateStore(me->GetEntry()))
{
//if no id provided, assume reset and then use default
if (m_creature->getFaction() != ci->faction_A)
m_creature->setFaction(ci->faction_A);
if (me->getFaction() != ci->faction_A)
me->setFaction(ci->faction_A);
}
}
break;
@@ -411,41 +411,41 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatureId))
{
uint32 display_id = objmgr.ChooseDisplayId(0,ci);
m_creature->SetDisplayId(display_id);
me->SetDisplayId(display_id);
}
}
//if no param1, then use value from param2 (modelId)
else
m_creature->SetDisplayId(action.morph.modelId);
me->SetDisplayId(action.morph.modelId);
}
else
m_creature->DeMorph();
me->DeMorph();
break;
}
case ACTION_T_SOUND:
m_creature->PlayDirectSound(action.sound.soundId);
me->PlayDirectSound(action.sound.soundId);
break;
case ACTION_T_EMOTE:
m_creature->HandleEmoteCommand(action.emote.emoteId);
me->HandleEmoteCommand(action.emote.emoteId);
break;
case ACTION_T_RANDOM_SOUND:
{
int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
if (temp >= 0)
m_creature->PlayDirectSound(temp);
me->PlayDirectSound(temp);
break;
}
case ACTION_T_RANDOM_EMOTE:
{
int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
if (temp >= 0)
m_creature->HandleEmoteCommand(temp);
me->HandleEmoteCommand(temp);
break;
}
case ACTION_T_CAST:
{
Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
Unit* caster = m_creature;
Unit* caster = me;
if (!target)
return;
@@ -477,12 +477,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
//Melee current victim if flag not set
if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
AttackDistance = 0.0f;
AttackAngle = 0.0f;
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle);
}
}
@@ -498,7 +498,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
}
else
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, m_creature->GetEntry(), action.cast.spellId);
sLog.outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, me->GetEntry(), action.cast.spellId);
}
break;
}
@@ -509,26 +509,26 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
Creature* pCreature = NULL;
if (action.summon.duration)
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
pCreature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
else
pCreature = m_creature->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
pCreature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, me->GetEntry());
else if (action.summon.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
break;
}
case ACTION_T_THREAT_SINGLE_PCT:
if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
m_creature->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
me->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
break;
case ACTION_T_THREAT_ALL_PCT:
{
std::list<HostileReference*>& threatList = m_creature->getThreatManager().getThreatList();
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
m_creature->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
if (Unit* Temp = Unit::GetUnit(*me,(*i)->getUnitGuid()))
me->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
break;
}
case ACTION_T_QUEST_EVENT:
@@ -539,7 +539,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
case ACTION_T_CAST_EVENT:
if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
if (target->GetTypeId() == TYPEID_PLAYER)
target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, m_creature->GetGUID(), action.cast_event.spellId);
target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, me->GetGUID(), action.cast_event.spellId);
break;
case ACTION_T_SET_UNIT_FIELD:
{
@@ -575,30 +575,30 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
//Allow movement (create new targeted movement gen only if idle)
if (CombatMovementEnabled)
{
Unit* victim = m_creature->getVictim();
if (m_creature->isInCombat() && victim)
Unit* victim = me->getVictim();
if (me->isInCombat() && victim)
{
if (action.combat_movement.melee)
{
m_creature->addUnitState(UNIT_STAT_MELEE_ATTACKING);
m_creature->SendMeleeAttackStart(victim);
me->addUnitState(UNIT_STAT_MELEE_ATTACKING);
me->SendMeleeAttackStart(victim);
}
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveChase(victim, AttackDistance, AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
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
}
}
else
{
if (m_creature->isInCombat())
if (me->isInCombat())
{
Unit* victim = m_creature->getVictim();
Unit* victim = me->getVictim();
if (action.combat_movement.melee && victim)
{
m_creature->clearUnitState(UNIT_STAT_MELEE_ATTACKING);
m_creature->SendMeleeAttackStop(victim);
me->clearUnitState(UNIT_STAT_MELEE_ATTACKING);
me->SendMeleeAttackStop(victim);
}
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveIdle();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveIdle();
}
}
break;
@@ -610,12 +610,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
int32 new_phase = int32(Phase)+action.set_inc_phase.step;
if (new_phase < 0)
{
sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d decrease Phase under 0. CreatureEntry = %d", EventId, me->GetEntry());
Phase = 0;
}
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, m_creature->GetEntry());
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());
Phase = MAX_PHASE-1;
}
else
@@ -627,23 +627,23 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
EnterEvadeMode();
break;
case ACTION_T_FLEE_FOR_ASSIST:
m_creature->DoFleeToGetAssistance();
me->DoFleeToGetAssistance();
break;
case ACTION_T_QUEST_EVENT_ALL:
if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
{
if (Unit* Temp = Unit::GetUnit(*m_creature,pActionInvoker->GetGUID()))
if (Unit* Temp = Unit::GetUnit(*me,pActionInvoker->GetGUID()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId,m_creature);
Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId,me);
}
break;
case ACTION_T_CAST_EVENT_ALL:
{
std::list<HostileReference*>& threatList = m_creature->getThreatManager().getThreatList();
std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
if (Unit* Temp = Unit::GetUnit(*m_creature,(*i)->getUnitGuid()))
if (Unit* Temp = Unit::GetUnit(*me,(*i)->getUnitGuid()))
if (Temp->GetTypeId() == TYPEID_PLAYER)
Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, m_creature->GetGUID(), action.cast_event_all.spellId);
Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, me->GetGUID(), action.cast_event_all.spellId);
break;
}
case ACTION_T_REMOVEAURASFROMSPELL:
@@ -656,7 +656,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
if (CombatMovementEnabled)
{
m_creature->GetMotionMaster()->MoveChase(m_creature->getVictim(), AttackDistance, AttackAngle);
me->GetMotionMaster()->MoveChase(me->getVictim(), AttackDistance, AttackAngle);
}
break;
case ACTION_T_RANDOM_PHASE:
@@ -666,7 +666,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
else
sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, me->GetEntry());
break;
case ACTION_T_SUMMON_ID:
{
@@ -675,18 +675,18 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
CreatureEventAI_Summon_Map::const_iterator i = CreatureEAI_Mgr.GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
if (i == CreatureEAI_Mgr.GetCreatureEventAISummonMap().end())
{
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, me->GetEntry());
return;
}
Creature* pCreature = NULL;
if ((*i).second.SpawnTimeSecs)
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
pCreature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
else
pCreature = m_creature->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
pCreature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);
if (!pCreature)
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, me->GetEntry());
else if (action.summon_id.target != TARGET_T_SELF && target)
pCreature->AI()->AttackStart(target);
@@ -694,22 +694,22 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
}
case ACTION_T_KILLED_MONSTER:
//first attempt player who tapped creature
if (Player* pPlayer = m_creature->GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
if (Player* pPlayer = me->GetLootRecipient())
pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, me);
else
{
//if not available, use pActionInvoker
if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, m_creature);
pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, me);
}
break;
case ACTION_T_SET_INST_DATA:
{
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
InstanceData* pInst = (InstanceData*)me->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, me->GetEntry());
return;
}
@@ -721,14 +721,14 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
if (!target)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, me->GetEntry());
return;
}
InstanceData* pInst = (InstanceData*)m_creature->GetInstanceData();
InstanceData* pInst = (InstanceData*)me->GetInstanceData();
if (!pInst)
{
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, me->GetEntry());
return;
}
@@ -736,32 +736,32 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
break;
}
case ACTION_T_UPDATE_TEMPLATE:
if (m_creature->GetEntry() == action.update_template.creatureId)
if (me->GetEntry() == action.update_template.creatureId)
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, me->GetEntry());
return;
}
m_creature->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
me->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
break;
case ACTION_T_DIE:
if (m_creature->isDead())
if (me->isDead())
{
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, m_creature->GetEntry());
sLog.outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, me->GetEntry());
return;
}
m_creature->Kill(m_creature);
me->Kill(me);
break;
case ACTION_T_ZONE_COMBAT_PULSE:
{
m_creature->SetInCombatWithZone();
me->SetInCombatWithZone();
break;
}
case ACTION_T_CALL_FOR_HELP:
{
m_creature->CallForHelp(action.call_for_help.radius);
me->CallForHelp(action.call_for_help.radius);
break;
}
break;
@@ -797,29 +797,29 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
GameObject* pObject = NULL;
float x,y,z;
m_creature->GetPosition(x,y,z);
pObject = m_creature->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
me->GetPosition(x,y,z);
pObject = me->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
if (!pObject)
{
sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, EventId, m_creature->GetEntry());
sLog.outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, EventId, me->GetEntry());
}
break;
}
case ACTION_T_SET_SHEATH:
{
m_creature->SetSheath(SheathState(action.set_sheath.sheath));
me->SetSheath(SheathState(action.set_sheath.sheath));
break;
}
case ACTION_T_FORCE_DESPAWN:
{
m_creature->ForcedDespawn(action.forced_despawn.msDelay);
me->ForcedDespawn(action.forced_despawn.msDelay);
break;
}
case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
{
if (action.invincibility_hp_level.is_percent)
InvinceabilityHpLevel = m_creature->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
InvinceabilityHpLevel = me->GetMaxHealth()*action.invincibility_hp_level.hp_level/100;
else
InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
break;
@@ -865,7 +865,7 @@ void CreatureEventAI::Reset()
//Reset all out of combat timers
case EVENT_T_TIMER_OOC:
{
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
if ((*i).UpdateRepeatTimer(me,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
}
@@ -880,7 +880,7 @@ void CreatureEventAI::Reset()
void CreatureEventAI::JustReachedHome()
{
m_creature->LoadCreaturesAddon();
me->LoadCreaturesAddon();
if (!bEmptyList)
{
@@ -967,7 +967,7 @@ void CreatureEventAI::EnterCombat(Unit *enemy)
break;
//Reset all in combat timers
case EVENT_T_TIMER:
if ((*i).UpdateRepeatTimer(m_creature,event.timer.initialMin,event.timer.initialMax))
if ((*i).UpdateRepeatTimer(me,event.timer.initialMin,event.timer.initialMax))
(*i).Enabled = true;
break;
//All normal events need to be re-enabled and their time set to 0
@@ -988,15 +988,15 @@ void CreatureEventAI::AttackStart(Unit *who)
if (!who)
return;
if (m_creature->Attack(who, MeleeEnabled))
if (me->Attack(who, MeleeEnabled))
{
if (CombatMovementEnabled)
{
m_creature->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
me->GetMotionMaster()->MoveChase(who, AttackDistance, AttackAngle);
}
else
{
m_creature->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->MoveIdle();
}
}
}
@@ -1017,11 +1017,11 @@ void CreatureEventAI::MoveInLineOfSight(Unit *who)
float fMaxAllowedRange = (*itr).Event.ooc_los.maxRange;
//if range is ok and we are actually in LOS
if (m_creature->IsWithinDistInMap(who, fMaxAllowedRange) && m_creature->IsWithinLOSInMap(who))
if (me->IsWithinDistInMap(who, fMaxAllowedRange) && me->IsWithinLOSInMap(who))
{
//if friendly event&&who is not hostile OR hostile event&&who is hostile
if (((*itr).Event.ooc_los.noHostile && !m_creature->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && m_creature->IsHostileTo(who)))
if (((*itr).Event.ooc_los.noHostile && !me->IsHostileTo(who)) ||
((!(*itr).Event.ooc_los.noHostile) && me->IsHostileTo(who)))
ProcessEvent(*itr, who);
}
}
@@ -1092,8 +1092,8 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
break;
case EVENT_T_RANGE:
if (me->getVictim())
if (m_creature->IsInMap(m_creature->getVictim()))
if (m_creature->IsInRange(m_creature->getVictim(),(float)(*i).Event.range.minDist,(float)(*i).Event.range.maxDist))
if (me->IsInMap(me->getVictim()))
if (me->IsInRange(me->getVictim(),(float)(*i).Event.range.minDist,(float)(*i).Event.range.maxDist))
ProcessEvent(*i);
break;
}
@@ -1141,9 +1141,9 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoke
switch (Target)
{
case TARGET_T_SELF:
return m_creature;
return me;
case TARGET_T_HOSTILE:
return m_creature->getVictim();
return me->getVictim();
case TARGET_T_HOSTILE_SECOND_AGGRO:
return SelectTarget(SELECT_TARGET_TOPAGGRO,1);
case TARGET_T_HOSTILE_LAST_AGGRO:
@@ -1161,15 +1161,15 @@ inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoke
Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
CellPair p(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Unit* pUnit = NULL;
Trinity::MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);
Trinity::MostHPMissingInRange u_check(me, range, MinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
/*
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
@@ -1177,38 +1177,38 @@ Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
*/
TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
cell.Visit(p, grid_unit_searcher, *m_creature->GetMap(), *m_creature, range);
cell.Visit(p, grid_unit_searcher, *me->GetMap(), *me, range);
return pUnit;
}
void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
CellPair p(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::FriendlyCCedInRange u_check(m_creature, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(m_creature, _list, u_check);
Trinity::FriendlyCCedInRange u_check(me, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, _list, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
cell.Visit(p, grid_creature_searcher, *m_creature->GetMap());
cell.Visit(p, grid_creature_searcher, *me->GetMap());
}
void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
CellPair p(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(m_creature, _list, u_check);
Trinity::FriendlyMissingBuffInRange u_check(me, range, spellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, _list, u_check);
TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
cell.Visit(p, grid_creature_searcher, *m_creature->GetMap());
cell.Visit(p, grid_creature_searcher, *me->GetMap());
}
//*********************************
@@ -1311,7 +1311,7 @@ bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Trigge
return false;
//Unit is out of range of this spell
if (!m_creature->IsInRange(Target,TempRange->minRangeHostile,TempRange->maxRangeHostile))
if (!me->IsInRange(Target,TempRange->minRangeHostile,TempRange->maxRangeHostile))
return false;
return true;
@@ -1341,12 +1341,12 @@ void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
void CreatureEventAI::DamageTaken(Unit* done_by, uint32& damage)
{
if (InvinceabilityHpLevel > 0 && m_creature->GetHealth() < InvinceabilityHpLevel+damage)
if (InvinceabilityHpLevel > 0 && me->GetHealth() < InvinceabilityHpLevel+damage)
{
if (m_creature->GetHealth() <= InvinceabilityHpLevel)
if (me->GetHealth() <= InvinceabilityHpLevel)
damage = 0;
else
damage = m_creature->GetHealth() - InvinceabilityHpLevel;
damage = me->GetHealth() - InvinceabilityHpLevel;
}
}
@@ -1362,12 +1362,12 @@ bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& e
return true;
case SPAWNED_EVENT_MAP:
// map ID check
return m_creature->GetMapId() == event.spawned.conditionValue1;
return me->GetMapId() == event.spawned.conditionValue1;
case SPAWNED_EVENT_ZONE:
{
// zone ID check
uint32 zone, area;
m_creature->GetZoneAndAreaId(zone,area);
me->GetZoneAndAreaId(zone,area);
return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
}
default:
+1 -1
View File
@@ -123,7 +123,7 @@ enum EventAI_ActionType
enum Target
{
//Self (m_creature)
//Self (me)
TARGET_T_SELF = 0, //Self cast
//Hostile targets (if pet then returns pet owner)
+6 -6
View File
@@ -943,7 +943,7 @@ namespace Trinity
class NearestHostileUnitInAttackDistanceCheck
{
public:
explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist = 0) : m_creature(creature)
explicit NearestHostileUnitInAttackDistanceCheck(Creature const* creature, float dist = 0) : me(creature)
{
m_range = (dist == 0 ? 9999 : dist);
m_force = (dist == 0 ? false : true);
@@ -951,26 +951,26 @@ namespace Trinity
bool operator()(Unit* u)
{
// TODO: addthreat for every enemy in range?
if (!m_creature->IsWithinDistInMap(u, m_range))
if (!me->IsWithinDistInMap(u, m_range))
return false;
if (m_force)
{
if (!m_creature->canAttack(u))
if (!me->canAttack(u))
return false;
}
else
{
if (!m_creature->canStartAttack(u, false))
if (!me->canStartAttack(u, false))
return false;
}
m_range = m_creature->GetDistance(u);
m_range = me->GetDistance(u);
return true;
}
float GetLastRange() const { return m_range; }
private:
Creature const *m_creature;
Creature const *me;
float m_range;
bool m_force;
NearestHostileUnitInAttackDistanceCheck(NearestHostileUnitInAttackDistanceCheck const&);
+31 -31
View File
@@ -40,15 +40,15 @@ GuardAI::GuardAI(Creature *c) : CreatureAI(c), i_victimGuid(0), i_state(STATE_NO
void GuardAI::MoveInLineOfSight(Unit *u)
{
// Ignore Z for flying creatures
if (!m_creature->canFly() && m_creature->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
if (!me->canFly() && me->GetDistanceZ(u) > CREATURE_Z_ATTACK_RANGE)
return;
if (!m_creature->getVictim() && m_creature->canAttack(u) &&
(u->IsHostileToPlayers() || m_creature->IsHostileTo(u) /*|| u->getVictim() && m_creature->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(m_creature))
if (!me->getVictim() && me->canAttack(u) &&
(u->IsHostileToPlayers() || me->IsHostileTo(u) /*|| u->getVictim() && me->IsFriendlyTo(u->getVictim())*/) &&
u->isInAccessiblePlaceFor(me))
{
float attackRadius = m_creature->GetAttackDistance(u);
if (m_creature->IsWithinDistInMap(u,attackRadius))
float attackRadius = me->GetAttackDistance(u);
if (me->IsWithinDistInMap(u,attackRadius))
{
//Need add code to let guard support player
AttackStart(u);
@@ -59,80 +59,80 @@ void GuardAI::MoveInLineOfSight(Unit *u)
void GuardAI::EnterEvadeMode()
{
if (!m_creature->isAlive())
if (!me->isAlive())
{
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->MoveIdle();
DEBUG_LOG("Creature stopped attacking because he's dead [guid=%u]", me->GetGUIDLow());
me->GetMotionMaster()->MoveIdle();
i_state = STATE_NORMAL;
i_victimGuid = 0;
m_creature->CombatStop(true);
m_creature->DeleteThreatList();
me->CombatStop(true);
me->DeleteThreatList();
return;
}
Unit* victim = ObjectAccessor::GetUnit(*m_creature, i_victimGuid);
Unit* victim = ObjectAccessor::GetUnit(*me, i_victimGuid);
if (!victim)
{
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is non exist [guid=%u]", me->GetGUIDLow());
}
else if (!victim ->isAlive())
{
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is dead [guid=%u]", me->GetGUIDLow());
}
else if (victim ->HasStealthAura())
{
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is using stealth [guid=%u]", me->GetGUIDLow());
}
else if (victim ->isInFlight())
{
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim is flying away [guid=%u]", me->GetGUIDLow());
}
else
{
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Creature stopped attacking because victim outran him [guid=%u]", me->GetGUIDLow());
}
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
me->RemoveAllAuras();
me->DeleteThreatList();
i_victimGuid = 0;
m_creature->CombatStop(true);
me->CombatStop(true);
i_state = STATE_NORMAL;
// Remove TargetedMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
void GuardAI::UpdateAI(const uint32 /*diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
// update i_victimGuid if me->getVictim() !=0 and changed
if (!UpdateVictim())
return;
i_victimGuid = m_creature->getVictim()->GetGUID();
i_victimGuid = me->getVictim()->GetGUID();
if (m_creature->isAttackReady())
if (me->isAttackReady())
{
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (me->IsWithinMeleeRange(me->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
bool GuardAI::IsVisible(Unit *pl) const
{
return m_creature->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(m_creature,true);
return me->IsWithinDist(pl,sWorld.getConfig(CONFIG_SIGHT_GUARDER))
&& pl->isVisibleForOrDetect(me,true);
}
void GuardAI::JustDied(Unit *killer)
{
if (Player* pkiller = killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pkiller);
me->SendZoneUnderAttackMessage(pkiller);
}
+30 -30
View File
@@ -51,36 +51,36 @@ void PetAI::EnterEvadeMode()
bool PetAI::_needToStop() const
{
// This is needed for charmed creatures, as once their target was reset other effects can trigger threat
if (m_creature->isCharmed() && m_creature->getVictim() == m_creature->GetCharmer())
if (me->isCharmed() && me->getVictim() == me->GetCharmer())
return true;
return !m_creature->canAttack(m_creature->getVictim());
return !me->canAttack(me->getVictim());
}
void PetAI::_stopAttack()
{
if (!m_creature->isAlive())
if (!me->isAlive())
{
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", m_creature->GetGUIDLow());
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
m_creature->CombatStop();
m_creature->getHostileRefManager().deleteReferences();
DEBUG_LOG("Creature stoped attacking cuz his dead [guid=%u]", me->GetGUIDLow());
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
me->CombatStop();
me->getHostileRefManager().deleteReferences();
return;
}
m_creature->AttackStop();
me->AttackStop();
me->GetCharmInfo()->SetIsCommandAttack(false);
HandleReturnMovement();
}
void PetAI::UpdateAI(const uint32 diff)
{
if (!m_creature->isAlive())
if (!me->isAlive())
return;
Unit* owner = m_creature->GetCharmerOrOwner();
Unit* owner = me->GetCharmerOrOwner();
if (m_updateAlliesTimer <= diff)
// UpdateAllies self set update timer
@@ -88,19 +88,19 @@ void PetAI::UpdateAI(const uint32 diff)
else
m_updateAlliesTimer -= diff;
// m_creature->getVictim() can't be used for check in case stop fighting, m_creature->getVictim() clear at Unit death etc.
if (m_creature->getVictim())
// me->getVictim() can't be used for check in case stop fighting, me->getVictim() clear at Unit death etc.
if (me->getVictim())
{
if (_needToStop())
{
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", m_creature->GetGUIDLow());
DEBUG_LOG("Pet AI stoped attacking [guid=%u]", me->GetGUIDLow());
_stopAttack();
return;
}
DoMeleeAttackIfReady();
}
else if (owner && m_creature->GetCharmInfo()) //no victim
else if (owner && me->GetCharmInfo()) //no victim
{
Unit *nextTarget = SelectNextTarget();
@@ -109,21 +109,21 @@ void PetAI::UpdateAI(const uint32 diff)
else
HandleReturnMovement();
}
else if (owner && !m_creature->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
m_creature->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, m_creature->GetFollowAngle());
else if (owner && !me->hasUnitState(UNIT_STAT_FOLLOW)) // no charm info and no victim
me->GetMotionMaster()->MoveFollow(owner,PET_FOLLOW_DIST, me->GetFollowAngle());
if (!me->GetCharmInfo())
return;
// Autocast (casted only in combat or persistent spells in any state)
if (m_creature->GetGlobalCooldown() == 0 && !m_creature->hasUnitState(UNIT_STAT_CASTING))
if (me->GetGlobalCooldown() == 0 && !me->hasUnitState(UNIT_STAT_CASTING))
{
typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
TargetSpellList targetSpellStore;
for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
for (uint8 i = 0; i < me->GetPetAutoSpellSize(); ++i)
{
uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
uint32 spellID = me->GetPetAutoSpellOnPos(i);
if (!spellID)
continue;
@@ -161,12 +161,12 @@ void PetAI::UpdateAI(const uint32 diff)
continue;
}
Spell *spell = new Spell(m_creature, spellInfo, false, 0);
Spell *spell = new Spell(me, spellInfo, false, 0);
// Fix to allow pets on STAY to autocast
if (me->getVictim() && _CanAttack(me->getVictim()) && spell->CanAutoCast(me->getVictim()))
{
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(m_creature->getVictim(), spell));
targetSpellStore.push_back(std::make_pair<Unit*, Spell*>(me->getVictim(), spell));
continue;
}
else
@@ -174,7 +174,7 @@ void PetAI::UpdateAI(const uint32 diff)
bool spellUsed = false;
for (std::set<uint64>::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
{
Unit* Target = ObjectAccessor::GetUnit(*m_creature,*tar);
Unit* Target = ObjectAccessor::GetUnit(*me,*tar);
//only buff targets that are in combat, unless the spell can only be cast while out of combat
if (!Target)
@@ -205,17 +205,17 @@ void PetAI::UpdateAI(const uint32 diff)
SpellCastTargets targets;
targets.setUnitTarget(target);
if (!m_creature->HasInArc(M_PI, target))
if (!me->HasInArc(M_PI, target))
{
m_creature->SetInFront(target);
me->SetInFront(target);
if (target && target->GetTypeId() == TYPEID_PLAYER)
m_creature->SendUpdateToPlayer(target->ToPlayer());
me->SendUpdateToPlayer(target->ToPlayer());
if (owner && owner->GetTypeId() == TYPEID_PLAYER)
m_creature->SendUpdateToPlayer(owner->ToPlayer());
me->SendUpdateToPlayer(owner->ToPlayer());
}
m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
me->AddCreatureSpellCooldown(spell->m_spellInfo->Id);
spell->prepare(&targets);
}
@@ -228,7 +228,7 @@ void PetAI::UpdateAI(const uint32 diff)
void PetAI::UpdateAllies()
{
Unit* owner = m_creature->GetCharmerOrOwner();
Unit* owner = me->GetCharmerOrOwner();
Group *pGroup = NULL;
m_updateAlliesTimer = 10*IN_MILISECONDS; //update friendly targets every 10 seconds, lesser checks increase performance
@@ -246,7 +246,7 @@ void PetAI::UpdateAllies()
return;
m_AllySet.clear();
m_AllySet.insert(m_creature->GetGUID());
m_AllySet.insert(me->GetGUID());
if (pGroup) //add group
{
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+5 -5
View File
@@ -44,16 +44,16 @@ ReactorAI::MoveInLineOfSight(Unit *)
void
ReactorAI::UpdateAI(const uint32 /*time_diff*/)
{
// update i_victimGuid if m_creature->getVictim() !=0 and changed
// update i_victimGuid if me->getVictim() !=0 and changed
if (!UpdateVictim())
return;
if (m_creature->isAttackReady())
if (me->isAttackReady())
{
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (me->IsWithinMeleeRange(me->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
+70 -70
View File
@@ -22,7 +22,7 @@ void SummonList::DoZoneInCombat(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*m_creature, *i);
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
@@ -34,7 +34,7 @@ void SummonList::DoAction(uint32 entry, uint32 info)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*m_creature, *i);
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
@@ -46,7 +46,7 @@ void SummonList::DespawnEntry(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*m_creature, *i);
Creature *summon = Unit::GetCreature(*me, *i);
if (!summon)
erase(i++);
else if (summon->GetEntry() == entry)
@@ -64,7 +64,7 @@ void SummonList::DespawnAll()
{
while (!empty())
{
Creature *summon = Unit::GetCreature(*m_creature, *begin());
Creature *summon = Unit::GetCreature(*me, *begin());
if (!summon)
erase(begin());
else
@@ -82,13 +82,13 @@ void SummonList::DespawnAll()
}
ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
m_creature(pCreature),
me(pCreature),
IsFleeing(false),
m_bCombatMovement(true),
m_uiEvadeCheckCooldown(2500)
{
m_heroicMode = m_creature->GetMap()->IsHeroic();
m_difficulty = Difficulty(m_creature->GetMap()->GetSpawnMode());
m_heroicMode = me->GetMap()->IsHeroic();
m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
}
void ScriptedAI::AttackStartNoMove(Unit* pWho)
@@ -96,7 +96,7 @@ void ScriptedAI::AttackStartNoMove(Unit* pWho)
if (!pWho)
return;
if (m_creature->Attack(pWho, false))
if (me->Attack(pWho, false))
DoStartNoMovement(pWho);
}
@@ -106,13 +106,13 @@ void ScriptedAI::UpdateAI(const uint32 uiDiff)
if (!UpdateVictim())
return;
if (m_creature->isAttackReady())
if (me->isAttackReady())
{
//If we are within range melee the target
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (me->IsWithinMeleeRange(me->getVictim()))
{
m_creature->AttackerStateUpdate(m_creature->getVictim());
m_creature->resetAttackTimer();
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
@@ -120,7 +120,7 @@ void ScriptedAI::UpdateAI(const uint32 uiDiff)
void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
{
if (pVictim)
m_creature->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
}
void ScriptedAI::DoStartNoMovement(Unit* pVictim)
@@ -128,22 +128,22 @@ void ScriptedAI::DoStartNoMovement(Unit* pVictim)
if (!pVictim)
return;
m_creature->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->MoveIdle();
}
void ScriptedAI::DoStopAttack()
{
if (m_creature->getVictim())
m_creature->AttackStop();
if (me->getVictim())
me->AttackStop();
}
void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
{
if (!pTarget || m_creature->IsNonMeleeSpellCasted(false))
if (!pTarget || me->IsNonMeleeSpellCasted(false))
return;
m_creature->StopMoving();
m_creature->CastSpell(pTarget, pSpellInfo, bTriggered);
me->StopMoving();
me->CastSpell(pTarget, pSpellInfo, bTriggered);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
@@ -162,13 +162,13 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
{
return m_creature->SummonCreature(uiId, m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
}
Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
{
//ThreatList m_threatlist;
std::list<HostileReference*>& threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
std::list<HostileReference*>::iterator itr = threatlist.begin();
std::list<HostileReference*>::reverse_iterator ritr = threatlist.rbegin();
@@ -179,17 +179,17 @@ Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
{
case SELECT_TARGET_RANDOM:
advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition)));
return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid());
return Unit::GetUnit((*me),(*itr)->getUnitGuid());
break;
case SELECT_TARGET_TOPAGGRO:
advance (itr , uiPosition);
return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid());
return Unit::GetUnit((*me),(*itr)->getUnitGuid());
break;
case SELECT_TARGET_BOTTOMAGGRO:
advance (ritr , uiPosition);
return Unit::GetUnit((*m_creature),(*ritr)->getUnitGuid());
return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
break;
default:
@@ -206,7 +206,7 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 u
return false;
//Silenced so we can't cast
if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Using the extended script system we first create a list of viable spells
@@ -221,7 +221,7 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 u
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
//This spell doesn't exist
if (!pTempSpell)
@@ -229,11 +229,11 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 u
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1))))
if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1))))
if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
continue;
//Check for school if specified
@@ -252,7 +252,7 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 u
continue;
//Continue if we don't have the mana to actually cast this spell
if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType))
if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
continue;
//Get the Range
@@ -263,13 +263,13 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 u
continue;
//Check if the spell meets our range requirements
if (fRangeMin && m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
continue;
if (fRangeMax && m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
continue;
//Check if our target is in range
if (m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
if (me->IsWithinDistInMap(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
continue;
//All good so lets add it to the spell list
@@ -305,7 +305,7 @@ bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggere
return false;
//Unit is out of range of this spell
if (me->IsInRange(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange), m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
if (me->IsInRange(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange), me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
return false;
return true;
@@ -398,17 +398,17 @@ void FillSpellSummary()
void ScriptedAI::DoResetThreat()
{
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
std::list<HostileReference*>& threatlist = m_creature->getThreatManager().getThreatList();
std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid());
Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
if (pUnit && DoGetThreat(pUnit))
DoModifyThreatPercent(pUnit, -100);
@@ -418,19 +418,19 @@ void ScriptedAI::DoResetThreat()
float ScriptedAI::DoGetThreat(Unit* pUnit)
{
if (!pUnit) return 0.0f;
return m_creature->getThreatManager().getThreat(pUnit);
return me->getThreatManager().getThreat(pUnit);
}
void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
{
if (!pUnit) return;
m_creature->getThreatManager().modifyThreatPercent(pUnit, pct);
me->getThreatManager().modifyThreatPercent(pUnit, pct);
}
void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
{
m_creature->Relocate(fX, fY, fZ);
m_creature->SendMonsterMove(fX, fY, fZ, uiTime);
me->Relocate(fX, fY, fZ);
me->SendMonsterMove(fX, fY, fZ, uiTime);
}
void ScriptedAI::DoTeleportTo(const float fPos[4])
@@ -443,7 +443,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo
if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
{
if (pUnit)
error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
return;
}
@@ -452,7 +452,7 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo
void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
{
Map *map = m_creature->GetMap();
Map *map = me->GetMap();
if (!map->IsDungeon())
return;
@@ -460,15 +460,15 @@ void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* i_pl = i->getSource())
if (i_pl->isAlive())
i_pl->TeleportTo(m_creature->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
{
Unit* pUnit = NULL;
Trinity::MostHPMissingInRange u_check(m_creature, fRange, uiMinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);
m_creature->VisitNearbyObject(fRange, searcher);
Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
me->VisitNearbyObject(fRange, searcher);
return pUnit;
}
@@ -476,18 +476,18 @@ Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
{
std::list<Creature*> pList;
Trinity::FriendlyCCedInRange u_check(m_creature, fRange);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(m_creature, pList, u_check);
m_creature->VisitNearbyObject(fRange, searcher);
Trinity::FriendlyCCedInRange u_check(me, fRange);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
{
std::list<Creature*> pList;
Trinity::FriendlyMissingBuffInRange u_check(m_creature, fRange, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(m_creature, pList, u_check);
m_creature->VisitNearbyObject(fRange, searcher);
Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
@@ -495,16 +495,16 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
{
Player* pPlayer = NULL;
CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);
Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, visitor, *(m_creature->GetMap()));
cell.Visit(pair, visitor, *(me->GetMap()));
return pPlayer;
}
@@ -513,20 +513,20 @@ void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 ui
{
if (bLoadDefault)
{
if (CreatureInfo const* pInfo = GetCreatureTemplateStore(m_creature->GetEntry()))
m_creature->LoadEquipment(pInfo->equipmentId,true);
if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
me->LoadEquipment(pInfo->equipmentId,true);
return;
}
if (uiMainHand >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
if (uiOffHand >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
if (uiRanged >= 0)
m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
}
void ScriptedAI::SetCombatMovement(bool bCombatMove)
@@ -554,21 +554,21 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
return false;
}
if (m_creature->IsInEvadeMode() || !m_creature->getVictim())
if (me->IsInEvadeMode() || !me->getVictim())
return false;
float fX = m_creature->GetPositionX();
float fY = m_creature->GetPositionY();
float fZ = m_creature->GetPositionZ();
float fX = me->GetPositionX();
float fY = me->GetPositionY();
float fZ = me->GetPositionZ();
switch(m_creature->GetEntry())
switch(me->GetEntry())
{
case NPC_BROODLORD: // broodlord (not move down stairs)
if (fZ > 448.60f)
return false;
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f)
if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
return false;
break;
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
@@ -580,7 +580,7 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
return false;
break;
default:
error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry());
error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
return false;
}
@@ -593,7 +593,7 @@ void Scripted_NoMovementAI::AttackStart(Unit* pWho)
if (!pWho)
return;
if (m_creature->Attack(pWho, true))
if (me->Attack(pWho, true))
{
DoStartNoMovement(pWho);
}
+7 -7
View File
@@ -29,7 +29,7 @@ class ScriptedInstance;
class SummonList : public std::list<uint64>
{
public:
explicit SummonList(Creature* creature) : m_creature(creature) {}
explicit SummonList(Creature* creature) : me(creature) {}
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
@@ -37,7 +37,7 @@ class SummonList : public std::list<uint64>
void DoAction(uint32 entry, uint32 info);
void DoZoneInCombat(uint32 entry = 0);
private:
Creature *m_creature;
Creature *me;
};
struct ScriptedAI : public CreatureAI
@@ -86,7 +86,7 @@ struct ScriptedAI : public CreatureAI
//*************
//Pointer to creature we are manipulating
Creature* m_creature;
Creature* me;
//For fleeing
bool IsFleeing;
@@ -144,16 +144,16 @@ struct ScriptedAI : public CreatureAI
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
//Return a player with at least minimumRange from m_creature
//Return a player with at least minimumRange from me
Player* GetPlayerAtMinimumRange(float fMinimumRange);
//Spawns a creature relative to m_creature
//Spawns a creature relative to me
Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
//Selects a unit from the creature's current aggro list
Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < me->GetMaxHealth() * pct; }
//Returns spells that meet the specified criteria from the creatures spell list
SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
@@ -238,7 +238,7 @@ struct Scripted_NoMovementAI : public ScriptedAI
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
virtual ~Scripted_NoMovementAI() {}
//Called at each attack of m_creature by any victim
//Called at each attack of me by any victim
void AttackStart(Unit* who);
};
+58 -58
View File
@@ -39,13 +39,13 @@ void npc_escortAI::AttackStart(Unit* pWho)
if (!pWho)
return;
if (m_creature->Attack(pWho, true))
if (me->Attack(pWho, true))
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
m_creature->GetMotionMaster()->MovementExpired();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
if (IsCombatMovement())
m_creature->GetMotionMaster()->MoveChase(pWho);
me->GetMotionMaster()->MoveChase(pWho);
}
}
@@ -56,7 +56,7 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
return false;
//experimental (unknown) flag not present
if (!(m_creature->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
return false;
//not a player
@@ -64,22 +64,22 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
return false;
//never attack friendly
if (m_creature->IsFriendlyTo(pWho))
if (me->IsFriendlyTo(pWho))
return false;
//too far away and no free sight?
if (m_creature->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && m_creature->IsWithinLOSInMap(pWho))
if (me->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(pWho))
{
//already fighting someone?
if (!m_creature->getVictim())
if (!me->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
return true;
}
}
@@ -89,28 +89,28 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
void npc_escortAI::MoveInLineOfSight(Unit* pWho)
{
if (!m_creature->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(m_creature))
if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
return;
if (!m_creature->canFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (m_creature->IsHostileTo(pWho))
if (me->IsHostileTo(pWho))
{
float fAttackRadius = m_creature->GetAttackDistance(pWho);
if (m_creature->IsWithinDistInMap(pWho, fAttackRadius) && m_creature->IsWithinLOSInMap(pWho))
float fAttackRadius = me->GetAttackDistance(pWho);
if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
{
if (!m_creature->getVictim())
if (!me->getVictim())
{
pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (m_creature->GetMap()->IsDungeon())
else if (me->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
}
}
}
@@ -153,7 +153,7 @@ void npc_escortAI::JustRespawned()
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (m_creature->getFaction() != m_creature->GetCreatureInfo()->faction_A)
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
me->RestoreFaction();
Reset();
@@ -162,16 +162,16 @@ void npc_escortAI::JustRespawned()
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
m_creature->GetHomePosition(x, y, z, o);
m_creature->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
}
void npc_escortAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->SetLootRecipient(NULL);
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
@@ -181,7 +181,7 @@ void npc_escortAI::EnterEvadeMode()
}
else
{
m_creature->GetMotionMaster()->MoveTargetedHome();
me->GetMotionMaster()->MoveTargetedHome();
Reset();
}
}
@@ -196,7 +196,7 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
{
Player* pMember = pRef->getSource();
if (pMember && m_creature->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
if (pMember && me->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
{
return true;
break;
@@ -205,7 +205,7 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
}
else
{
if (m_creature->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
if (me->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
return true;
}
}
@@ -215,7 +215,7 @@ bool npc_escortAI::IsPlayerOrGroupInRange()
void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
//Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !m_creature->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= uiDiff)
{
@@ -229,9 +229,9 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
m_creature->GetRespawnCoord(fRetX, fRetY, fRetZ);
me->GetRespawnCoord(fRetX, fRetY, fRetZ);
m_creature->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
@@ -241,11 +241,11 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
m_creature->ForcedDespawn();
me->ForcedDespawn();
return;
}
@@ -259,7 +259,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
m_creature->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
@@ -272,7 +272,7 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
}
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !m_creature->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !me->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiPlayerCheckTimer <= uiDiff)
{
@@ -282,11 +282,11 @@ void npc_escortAI::UpdateAI(const uint32 uiDiff)
if (m_bCanInstantRespawn)
{
m_creature->setDeathState(JUST_DIED);
m_creature->Respawn();
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
m_creature->ForcedDespawn();
me->ForcedDespawn();
return;
}
@@ -318,10 +318,10 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
{
debug_log("TSCR: EscortAI has returned to original position before combat");
if (m_bIsRunning && m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else if (!m_bIsRunning && !m_creature->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else if (!m_bIsRunning && !me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
RemoveEscortState(STATE_ESCORT_RETURNING);
@@ -340,7 +340,7 @@ void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
//Make sure that we are still on the right waypoint
if (CurrentWP->id != uiPointId)
{
error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, m_creature->GetEntry());
error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
return;
}
@@ -363,12 +363,12 @@ void npc_escortAI::OnPossess(bool apply)
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (apply)
m_creature->GetPosition(LastPos.x, LastPos.y, LastPos.z);
me->GetPosition(LastPos.x, LastPos.y, LastPos.z);
else
{
Returning = true;
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
}
}
}
@@ -394,7 +394,7 @@ void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 Wait
void npc_escortAI::FillPointMovementListForCreature()
{
std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(m_creature->GetEntry());
std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(me->GetEntry());
if (pPointsEntries.empty())
return;
@@ -413,14 +413,14 @@ void npc_escortAI::SetRun(bool bRun)
if (bRun)
{
if (!m_bIsRunning)
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
@@ -430,7 +430,7 @@ void npc_escortAI::SetRun(bool bRun)
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
if (m_creature->getVictim())
if (me->getVictim())
{
error_log("TSCR ERROR: EscortAI attempt to Start while in combat.");
return;
@@ -471,15 +471,15 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
if (m_bCanReturnToStart && m_bCanInstantRespawn)
debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
m_creature->GetMotionMaster()->MovementExpired();
m_creature->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
@@ -487,9 +487,9 @@ void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID,
//Set initial speed
if (m_bIsRunning)
m_creature->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
m_creature->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
AddEscortState(STATE_ESCORT_ESCORTING);
}
+1 -1
View File
@@ -83,7 +83,7 @@ struct npc_escortAI : public ScriptedAI
uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
protected:
Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*m_creature, m_uiPlayerGUID); }
Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* pWho);
+60 -60
View File
@@ -31,22 +31,22 @@ void FollowerAI::AttackStart(Unit* pWho)
if (!pWho)
return;
if (m_creature->Attack(pWho, true))
if (me->Attack(pWho, true))
{
m_creature->AddThreat(pWho, 0.0f);
m_creature->SetInCombatWith(pWho);
pWho->SetInCombatWith(m_creature);
me->AddThreat(pWho, 0.0f);
me->SetInCombatWith(pWho);
pWho->SetInCombatWith(me);
if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
m_creature->clearUnitState(UNIT_STAT_FOLLOW);
if (me->hasUnitState(UNIT_STAT_FOLLOW))
me->clearUnitState(UNIT_STAT_FOLLOW);
if (IsCombatMovement())
m_creature->GetMotionMaster()->MoveChase(pWho);
me->GetMotionMaster()->MoveChase(pWho);
}
}
//This part provides assistance to a player that are attacked by pWho, even if out of normal aggro range
//It will cause m_creature to attack pWho that are attacking _any_ player (which has been confirmed may happen also on offi)
//It will cause me to attack pWho that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
{
@@ -54,7 +54,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
return false;
//experimental (unknown) flag not present
if (!(m_creature->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
return false;
//not a player
@@ -62,22 +62,22 @@ bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
return false;
//never attack friendly
if (m_creature->IsFriendlyTo(pWho))
if (me->IsFriendlyTo(pWho))
return false;
//too far away and no free sight?
if (m_creature->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && m_creature->IsWithinLOSInMap(pWho))
if (me->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(pWho))
{
//already fighting someone?
if (!m_creature->getVictim())
if (!me->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
return true;
}
}
@@ -87,28 +87,28 @@ bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
void FollowerAI::MoveInLineOfSight(Unit* pWho)
{
if (!m_creature->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(m_creature))
if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho))
return;
if (!m_creature->canFly() && m_creature->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (m_creature->IsHostileTo(pWho))
if (me->IsHostileTo(pWho))
{
float fAttackRadius = m_creature->GetAttackDistance(pWho);
if (m_creature->IsWithinDistInMap(pWho, fAttackRadius) && m_creature->IsWithinLOSInMap(pWho))
float fAttackRadius = me->GetAttackDistance(pWho);
if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
{
if (!m_creature->getVictim())
if (!me->getVictim())
{
pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (m_creature->GetMap()->IsDungeon())
else if (me->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(m_creature);
m_creature->AddThreat(pWho, 0.0f);
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
}
}
}
@@ -149,34 +149,34 @@ void FollowerAI::JustRespawned()
if (!IsCombatMovement())
SetCombatMovement(true);
if (m_creature->getFaction() != m_creature->GetCreatureInfo()->faction_A)
m_creature->setFaction(m_creature->GetCreatureInfo()->faction_A);
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
me->setFaction(me->GetCreatureInfo()->faction_A);
Reset();
}
void FollowerAI::EnterEvadeMode()
{
m_creature->RemoveAllAuras();
m_creature->DeleteThreatList();
m_creature->CombatStop(true);
m_creature->SetLootRecipient(NULL);
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->SetLootRecipient(NULL);
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
debug_log("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
float fPosX, fPosY, fPosZ;
m_creature->GetPosition(fPosX, fPosY, fPosZ);
m_creature->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
me->GetPosition(fPosX, fPosY, fPosZ);
me->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
}
}
else
{
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
m_creature->GetMotionMaster()->MoveTargetedHome();
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
Reset();
@@ -184,14 +184,14 @@ void FollowerAI::EnterEvadeMode()
void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !m_creature->getVictim())
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->getVictim())
{
if (m_uiUpdateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
debug_log("TSCR: FollowerAI is set completed, despawns.");
m_creature->ForcedDespawn();
me->ForcedDespawn();
return;
}
@@ -204,7 +204,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
debug_log("TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
m_creature->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
@@ -214,7 +214,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
{
Player* pMember = pRef->getSource();
if (pMember && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
if (pMember && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
bIsMaxRangeExceeded = false;
break;
@@ -223,7 +223,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
}
else
{
if (m_creature->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
if (me->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
bIsMaxRangeExceeded = false;
}
}
@@ -231,7 +231,7 @@ void FollowerAI::UpdateAI(const uint32 uiDiff)
if (bIsMaxRangeExceeded)
{
debug_log("TSCR: FollowerAI failed because player/group was to far away or not found");
m_creature->ForcedDespawn();
me->ForcedDespawn();
return;
}
@@ -265,13 +265,13 @@ void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
AddFollowState(STATE_FOLLOW_RETURNING);
}
else
m_creature->ForcedDespawn();
me->ForcedDespawn();
}
}
void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest)
{
if (m_creature->getVictim())
if (me->getVictim())
{
debug_log("TSCR: FollowerAI attempt to StartFollow while in combat.");
return;
@@ -287,22 +287,22 @@ void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const
m_uiLeaderGUID = pLeader->GetGUID();
if (uiFactionForFollower)
m_creature->setFaction(uiFactionForFollower);
me->setFaction(uiFactionForFollower);
m_pQuestForFollow = pQuest;
if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
debug_log("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
m_creature->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);
m_creature->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
debug_log("TSCR: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
}
@@ -321,7 +321,7 @@ Player* FollowerAI::GetLeaderForFollower()
{
Player* pMember = pRef->getSource();
if (pMember && pMember->isAlive() && m_creature->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
debug_log("TSCR: FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = pMember->GetGUID();
@@ -339,13 +339,13 @@ Player* FollowerAI::GetLeaderForFollower()
void FollowerAI::SetFollowComplete(bool bWithEndEvent)
{
if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
if (me->hasUnitState(UNIT_STAT_FOLLOW))
{
m_creature->clearUnitState(UNIT_STAT_FOLLOW);
me->clearUnitState(UNIT_STAT_FOLLOW);
m_creature->StopMoving();
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
if (bWithEndEvent)
@@ -368,13 +368,13 @@ void FollowerAI::SetFollowPaused(bool bPaused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
if (m_creature->hasUnitState(UNIT_STAT_FOLLOW))
if (me->hasUnitState(UNIT_STAT_FOLLOW))
{
m_creature->clearUnitState(UNIT_STAT_FOLLOW);
me->clearUnitState(UNIT_STAT_FOLLOW);
m_creature->StopMoving();
m_creature->GetMotionMaster()->Clear();
m_creature->GetMotionMaster()->MoveIdle();
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
else
@@ -382,6 +382,6 @@ void FollowerAI::SetFollowPaused(bool bPaused)
RemoveFollowState(STATE_FOLLOW_PAUSED);
if (Player* pLeader = GetLeaderForFollower())
m_creature->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
+34 -34
View File
@@ -45,10 +45,10 @@ void guardAI::Reset()
void guardAI::EnterCombat(Unit *who)
{
if (m_creature->GetEntry() == 15184)
DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), m_creature, who);
if (me->GetEntry() == 15184)
DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who);
if (SpellEntry const *spell = m_creature->reachWithSpellAttack(who))
if (SpellEntry const *spell = me->reachWithSpellAttack(who))
DoCastSpell(who, spell);
}
@@ -56,7 +56,7 @@ void guardAI::JustDied(Unit *Killer)
{
//Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
m_creature->SendZoneUnderAttackMessage(pKiller);
me->SendZoneUnderAttackMessage(pKiller);
}
void guardAI::UpdateAI(const uint32 diff)
@@ -67,16 +67,16 @@ void guardAI::UpdateAI(const uint32 diff)
else GlobalCooldown = 0;
//Buff timer (only buff when we are alive and not in combat
if (m_creature->isAlive() && !m_creature->isInCombat())
if (me->isAlive() && !me->isInCombat())
if (BuffTimer <= diff)
{
//Find a spell that targets friendly and applies an aura (these are generally buffs)
SpellEntry const *info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
SpellEntry const *info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (info && !GlobalCooldown)
{
//Cast the buff spell
DoCastSpell(m_creature, info);
DoCastSpell(me, info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
@@ -92,77 +92,77 @@ void guardAI::UpdateAI(const uint32 diff)
return;
// Make sure our attack is ready and we arn't currently casting
if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
{
//If we are within range melee the target
if (m_creature->IsWithinMeleeRange(m_creature->getVictim()))
if (me->IsWithinMeleeRange(me->getVictim()))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp
if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30)
info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
if (me->GetHealth()*100 / me->GetMaxHealth() < 30)
info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, select a hostile spell
if (info) Healing = true;
else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
//20% chance to replace our white hit with a spell
if (info && rand() % 5 == 0 && !GlobalCooldown)
{
//Cast the spell
if (Healing)DoCastSpell(m_creature, info);
else DoCastSpell(m_creature->getVictim(), info);
if (Healing)DoCastSpell(me, info);
else DoCastSpell(me->getVictim(), info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}
else m_creature->AttackerStateUpdate(m_creature->getVictim());
else me->AttackerStateUpdate(me->getVictim());
m_creature->resetAttackTimer();
me->resetAttackTimer();
}
}
else
{
//Only run this code if we arn't already casting
if (!m_creature->IsNonMeleeSpellCasted(false))
if (!me->IsNonMeleeSpellCasted(false))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp ONLY 33% of the time
if (m_creature->GetHealth()*100 / m_creature->GetMaxHealth() < 30 && rand() % 3 == 0)
info = SelectSpell(m_creature, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0)
info = SelectSpell(me, -1, -1, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
if (info) Healing = true;
else info = SelectSpell(m_creature->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
else info = SelectSpell(me->getVictim(), -1, -1, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
//Found a spell, check if we arn't on cooldown
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->MoveIdle();
(*me).GetMotionMaster()->Clear(false);
(*me).GetMotionMaster()->MoveIdle();
}
//Cast spell
if (Healing) DoCastSpell(m_creature,info);
else DoCastSpell(m_creature->getVictim(),info);
if (Healing) DoCastSpell(me,info);
else DoCastSpell(me->getVictim(),info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
else if ((*m_creature).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
m_creature->InterruptNonMeleeSpells(false);
(*m_creature).GetMotionMaster()->Clear(false);
(*m_creature).GetMotionMaster()->MoveChase(m_creature->getVictim());
me->InterruptNonMeleeSpells(false);
(*me).GetMotionMaster()->Clear(false);
(*me).GetMotionMaster()->MoveChase(me->getVictim());
}
}
}
@@ -172,12 +172,12 @@ void guardAI::DoReplyToTextEmote(uint32 em)
{
switch(em)
{
case TEXTEMOTE_KISS: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
case TEXTEMOTE_WAVE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
case TEXTEMOTE_SALUTE: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
case TEXTEMOTE_SHY: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
case TEXTEMOTE_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
case TEXTEMOTE_RUDE:
case TEXTEMOTE_CHICKEN: m_creature->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
}
}
+19 -19
View File
@@ -99,11 +99,11 @@ void SimpleAI::EnterCombat(Unit *who)
//Random text
if (Aggro_TextId[random_text])
DoScriptText(Aggro_TextId[random_text], m_creature, who);
DoScriptText(Aggro_TextId[random_text], me, who);
//Random sound
if (Aggro_Sound[random_text])
DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]);
DoPlaySoundToSet(me, Aggro_Sound[random_text]);
}
void SimpleAI::KilledUnit(Unit *victim)
@@ -112,11 +112,11 @@ void SimpleAI::KilledUnit(Unit *victim)
//Random yell
if (Kill_TextId[random_text])
DoScriptText(Kill_TextId[random_text], m_creature, victim);
DoScriptText(Kill_TextId[random_text], me, victim);
//Random sound
if (Kill_Sound[random_text])
DoPlaySoundToSet(m_creature, Kill_Sound[random_text]);
DoPlaySoundToSet(me, Kill_Sound[random_text]);
if (!Kill_Spell)
return;
@@ -126,10 +126,10 @@ void SimpleAI::KilledUnit(Unit *victim)
switch (Kill_Target_Type)
{
case CAST_SELF:
pTarget = m_creature;
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = m_creature->getVictim();
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
@@ -153,18 +153,18 @@ void SimpleAI::KilledUnit(Unit *victim)
void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
{
//Return if damage taken won't kill us
if (m_creature->GetHealth() > damage)
if (me->GetHealth() > damage)
return;
uint8 random_text = urand(0,2);
//Random yell
if (Death_TextId[random_text])
DoScriptText(Death_TextId[random_text], m_creature, killer);
DoScriptText(Death_TextId[random_text], me, killer);
//Random sound
if (Death_Sound[random_text])
DoPlaySoundToSet(m_creature, Death_Sound[random_text]);
DoPlaySoundToSet(me, Death_Sound[random_text]);
if (!Death_Spell)
return;
@@ -174,10 +174,10 @@ void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
switch (Death_Target_Type)
{
case CAST_SELF:
pTarget = m_creature;
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = m_creature->getVictim();
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
@@ -214,21 +214,21 @@ void SimpleAI::UpdateAI(const uint32 diff)
if (Spell_Timer[i] <= diff)
{
//Check if this is a percentage based
if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast)
if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast)
continue;
//Check Current spell
if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false)))
if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
{
Unit *pTarget = NULL;
switch (Spell[i].Cast_Target_Type)
{
case CAST_SELF:
pTarget = m_creature;
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = m_creature->getVictim();
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
@@ -244,8 +244,8 @@ void SimpleAI::UpdateAI(const uint32 diff)
//Target is ok, cast a spell on it and then do our random yell
if (pTarget)
{
if (m_creature->IsNonMeleeSpellCasted(false))
m_creature->InterruptNonMeleeSpells(false);
if (me->IsNonMeleeSpellCasted(false))
me->InterruptNonMeleeSpells(false);
DoCast(pTarget, Spell[i].Spell_Id);
@@ -255,11 +255,11 @@ void SimpleAI::UpdateAI(const uint32 diff)
//Random yell
if (Spell[i].TextId[random_text])
DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget);
DoScriptText(Spell[i].TextId[random_text], me, pTarget);
//Random sound
if (Spell[i].Text_Sound[random_text])
DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]);
DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]);
}
}
+17 -17
View File
@@ -50,20 +50,20 @@ TotemAI::MoveInLineOfSight(Unit *)
void TotemAI::EnterEvadeMode()
{
m_creature->CombatStop(true);
me->CombatStop(true);
}
void
TotemAI::UpdateAI(const uint32 /*diff*/)
{
if (m_creature->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
if (me->ToTotem()->GetTotemType() != TOTEM_ACTIVE)
return;
if (!m_creature->isAlive() || m_creature->IsNonMeleeSpellCasted(false))
if (!me->isAlive() || me->IsNonMeleeSpellCasted(false))
return;
// Search spell
SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_creature->ToTotem()->GetSpell());
SpellEntry const *spellInfo = sSpellStore.LookupEntry(me->ToTotem()->GetSpell());
if (!spellInfo)
return;
@@ -74,17 +74,17 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
// 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(*m_creature, i_victimGuid) : NULL;
Unit* victim = i_victimGuid ? ObjectAccessor::GetUnit(*me, i_victimGuid) : NULL;
// Search victim if no, not attackable, or out of range, or friendly (possible in case duel end)
if (!victim ||
!victim->isTargetableForAttack() || !m_creature->IsWithinDistInMap(victim, max_range) ||
m_creature->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(m_creature,false))
!victim->isTargetableForAttack() || !me->IsWithinDistInMap(victim, max_range) ||
me->IsFriendlyTo(victim) || !victim->isVisibleForOrDetect(me,false))
{
victim = NULL;
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(m_creature, m_creature, max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(m_creature, victim, u_check);
m_creature->VisitNearbyObject(max_range, checker);
Trinity::NearestAttackableUnitInObjectRangeCheck u_check(me, me, max_range);
Trinity::UnitLastSearcher<Trinity::NearestAttackableUnitInObjectRangeCheck> checker(me, victim, u_check);
me->VisitNearbyObject(max_range, checker);
}
// If have target
@@ -94,8 +94,8 @@ TotemAI::UpdateAI(const uint32 /*diff*/)
i_victimGuid = victim->GetGUID();
// attack
m_creature->SetInFront(victim); // client change orientation by self
m_creature->CastSpell(victim, m_creature->ToTotem()->GetSpell(), false);
me->SetInFront(victim); // client change orientation by self
me->CastSpell(victim, me->ToTotem()->GetSpell(), false);
}
else
i_victimGuid = 0;
@@ -105,12 +105,12 @@ void
TotemAI::AttackStart(Unit *)
{
// Sentry totem sends ping on attack
if (m_creature->GetEntry() == SENTRY_TOTEM_ENTRY && m_creature->GetOwner()->GetTypeId() == TYPEID_PLAYER)
if (me->GetEntry() == SENTRY_TOTEM_ENTRY && me->GetOwner()->GetTypeId() == TYPEID_PLAYER)
{
WorldPacket data(MSG_MINIMAP_PING, (8+4+4));
data << m_creature->GetGUID();
data << m_creature->GetPositionX();
data << m_creature->GetPositionY();
((Player*)m_creature->GetOwner())->GetSession()->SendPacket(&data);
data << me->GetGUID();
data << me->GetPositionX();
data << me->GetPositionY();
((Player*)me->GetOwner())->GetSession()->SendPacket(&data);
}
}