* Change system logic - unify Auras, AreaAuras and PersistentAreaAuras: * Aura has now its owner - which is the WorldObject, which applies aura (creates AuraApplication object) dependant on aura radius, and effect type * Owner can be Dynobj (DynObjAura class) for PersistentAreaAuras, or Unit (UnitAura class) for Area and nonArea auras * Aura data is shared for all units which have AuraApplication of the Aura * Because of that AuraEffect handlers , and periodic tick functions can't modify AuraEffect object (they are const now) * Remove spell source and AreaAuraEffect classes * Add AuraEffect::UpdatePeriodic function, to allow periodic aura object modification (target independant) * Add AuraEffect::CalculateAmount and AuraEffect::CalculateSpellMod function, to allow non-default amount calculation * AreaAura updates are done in owner _UpdateSpells cycle * Since now you don't need to wait an aura update cycle to get area aura applied on it's correct target list * And you can access area aura target list * Add basic support for aura amount recalculation * Save recalculation state and base amount of auras to db * Add AuraEffect::CalculatePeriodic function to determine if aura is periodic, and to set correct tick number after aura is loaded from db * Add ChangeAmount function in addition to SetAmount function, to allow easy reapplication of AuraEffect handlers on all targets * Sort aura effect handlers in SpellAuras.cpp and .h by their use * Add check for already existing aura of that type to some AuraEffect handlers, to prevent incorrect effect removal * SPELL_AURA_CONVERT_RUNE and MOD_POWER_REGEN and MOD_REGEN hacky handlers are now implemented correctly * Send aura application client update only once per unit update - prevent unnecesary packet spam * Fix ByteBuffer::appendPackGUID function - it added additionall 0s at the end of the packet * Fix memory leak at player creation (not deleted auras) * Updated some naming conventions (too many to mention) * Added Unit::GetAuraOfRankedSpell() function * Remove procflags on aura remove, use Aura::HandleAuraSpecificMods instead * Added functions to maintain owned auras (GetOwnedAuras, GetOwnedAura, RemoveOwnedAura, etc) * Implement AURA_INTERRUPT_FLAG_LANDING * Implement EffectPlayerNotification (thanks to Spp) * Remove wrong aura 304 handler * Add better handler for death runes * Remove unnecesary variables from DynamicObject class, and cleanup related code, link dynobj duration with aura * Add GetAuraEffectTriggerTarget function in CreatureAi for special target selection for periodic trigger auras used in a script * Add many assert() procection from idiots using some functions in wrong way * I am to lazy to write here anything more Thanks to Visagalis for testing this patch PS: Do not make patches like this, please --HG-- branch : trunk
191 lines
6.9 KiB
C++
191 lines
6.9 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_CREATUREAI_H
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#define TRINITY_CREATUREAI_H
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#include "UnitAI.h"
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#include "Common.h"
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class WorldObject;
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class Unit;
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class Creature;
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class Player;
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struct SpellEntry;
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#define TIME_INTERVAL_LOOK 5000
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#define VISIBILITY_RANGE 10000
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//Spell targets used by SelectSpell
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enum SelectTargetType
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{
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SELECT_TARGET_DONTCARE = 0, //All target types allowed
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SELECT_TARGET_SELF, //Only Self casting
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SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy
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SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy
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SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy
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SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend
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SELECT_TARGET_AOE_FRIEND, //Only AoE Friend
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SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend
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};
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//Spell Effects used by SelectSpell
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enum SelectEffect
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{
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SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed
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SELECT_EFFECT_DAMAGE, //Spell does damage
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SELECT_EFFECT_HEALING, //Spell does healing
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SELECT_EFFECT_AURA, //Spell applies an aura
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};
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enum SCEquip
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{
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EQUIP_NO_CHANGE = -1,
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EQUIP_UNEQUIP = 0
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};
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class TRINITY_DLL_SPEC CreatureAI : public UnitAI
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{
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protected:
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Creature * const me;
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Creature * const m_creature;
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bool UpdateVictim();
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bool UpdateVictimWithGaze();
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bool UpdateCombatState();
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void SelectNearestTarget(Unit *who);
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void SetGazeOn(Unit *target);
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Creature *DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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public:
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explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {}
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virtual ~CreatureAI() {}
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///== Reactions At =================================
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// Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
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virtual void MoveInLineOfSight(Unit *);
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// Called for reaction at stopping attack at no attackers or targets
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virtual void EnterEvadeMode();
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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virtual void EnterCombat(Unit* /*enemy*/) {}
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// Called at any Damage from any attacker (before damage apply)
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// Note: it for recalculation damage or special reaction at damage
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {}
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// Called when the creature is killed
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virtual void JustDied(Unit *) {}
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// Called when the creature kills a unit
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virtual void KilledUnit(Unit *) {}
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// Called when the creature summon successfully other creature
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virtual void JustSummoned(Creature* ) {}
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virtual void IsSummonedBy(Unit *summoner) {}
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virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
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// Called when hit by a spell
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virtual void SpellHit(Unit*, const SpellEntry*) {}
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// Called when spell hits a target
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virtual void SpellHitTarget(Unit* target, const SpellEntry*) {}
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// Called to get trigger target for aura effect
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virtual Unit * GetAuraEffectTriggerTarget(uint32 spellId, uint8 effIndex) {return NULL;}
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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//virtual void AttackedBy(Unit* attacker);
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virtual bool IsEscorted() { return false; }
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// Called when creature is spawned or respawned (for reseting variables)
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virtual void JustRespawned() { Reset(); }
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// Called at waypoint reached or point movement finished
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virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
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void OnCharmed(bool apply);
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//virtual void SpellClick(Player *player) {}
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// Called at reaching home after evade
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virtual void JustReachedHome() {}
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void DoZoneInCombat(Creature* pUnit = NULL);
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// Called at text emote receive from player
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virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {}
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///== Triggered Actions Requested ==================
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// Called when creature attack expected (if creature can and no have current victim)
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// Note: for reaction at hostile action must be called AttackedBy function.
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//virtual void AttackStart(Unit *) {}
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// Called at World update tick
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//virtual void UpdateAI(const uint32 diff ) {}
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///== State checks =================================
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// Is unit visible for MoveInLineOfSight
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//virtual bool IsVisible(Unit *) const { return false; }
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// called when the corpse of this creature gets removed
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virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {}
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// Called when victim entered water and creature can not enter water
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//virtual bool canReachByRangeAttack(Unit*) { return false; }
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///== Fields =======================================
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// Pointer to controlled by AI creature
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//Creature* const m_creature;
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virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {}
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protected:
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bool _EnterEvadeMode();
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};
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enum Permitions
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{
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PERMIT_BASE_NO = -1,
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PERMIT_BASE_IDLE = 1,
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PERMIT_BASE_REACTIVE = 100,
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PERMIT_BASE_PROACTIVE = 200,
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PERMIT_BASE_FACTION_SPECIFIC = 400,
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PERMIT_BASE_SPECIAL = 800
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};
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#endif
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