コード例 #1
0
ファイル: DatabasePostgre.cpp プロジェクト: Bootz/zero
bool PostgreSQLConnection::Execute(const char *sql)
{
    if (!mPGconn)
        return false;

    uint32 _s = WorldTimer::getMSTime();

    PGresult *res = PQexec(mPGconn, sql);
    if (PQresultStatus(res) != PGRES_COMMAND_OK)
    {
        sLog.outErrorDb( "SQL: %s", sql );
        sLog.outErrorDb( "SQL %s", PQerrorMessage(mPGconn) );
        return false;
    }
    else
    {
        DEBUG_FILTER_LOG(LOG_FILTER_SQL_TEXT, "[%u ms] SQL: %s", WorldTimer::getMSTimeDiff(_s,WorldTimer::getMSTime()), sql );
    }

    PQclear(res);
    return true;
}
コード例 #2
0
ファイル: MotionMaster.cpp プロジェクト: shikulja/server
void MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
{
    if (m_owner->GetTypeId() == TYPEID_PLAYER)
    {
        if (path < sTaxiPathNodesByPath.size())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s taxi to (Path %u node %u)", m_owner->GetGuidStr().c_str(), path, pathnode);
            FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(sTaxiPathNodesByPath[path], pathnode);
            Mutate(mgen);
        }
        else
        {
            sLog.outError("%s attempt taxi to (nonexistent Path %u node %u)",
                          m_owner->GetGuidStr().c_str(), path, pathnode);
        }
    }
    else
    {
        sLog.outError("%s attempt taxi to (Path %u node %u)",
                      m_owner->GetGuidStr().c_str(), path, pathnode);
    }
}
コード例 #3
0
void MotionMaster::MoveWaypoint(uint32 pathId /*=0*/, uint32 source /*=0==PATH_NO_PATH*/, uint32 initialDelay /*=0*/, uint32 overwriteEntry /*=0*/)
{
    if (m_owner->GetTypeId() == TYPEID_UNIT)
    {
        if (GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
        {
            sLog.outError("%s attempt to MoveWaypoint() but is already using waypoint", m_owner->GetGuidStr().c_str());
            return;
        }

        Creature* creature = (Creature*)m_owner;

        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s start MoveWaypoint()", m_owner->GetGuidStr().c_str());
        WaypointMovementGenerator<Creature>* newWPMMgen = new WaypointMovementGenerator<Creature>(*creature);
        Mutate(newWPMMgen);
        newWPMMgen->InitializeWaypointPath(*creature, pathId, (WaypointPathOrigin)source, initialDelay, overwriteEntry);
    }
    else
    {
        sLog.outError("Non-creature %s attempt to MoveWaypoint()", m_owner->GetGuidStr().c_str());
    }
}
コード例 #4
0
ファイル: GuardAI.cpp プロジェクト: SpanishWoW/SpanishCore
void GuardAI::EnterEvadeMode()
{
    if (!m_creature->isAlive())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking because he's dead [guid=%u]", m_creature->GetGUIDLow());
        m_creature->StopMoving();
        m_creature->GetMotionMaster()->MoveIdle();

        i_state = STATE_NORMAL;

        i_victimGuid.Clear();
        m_creature->CombatStop(true);
        m_creature->DeleteThreatList();
        return;
    }

    Unit* victim = m_creature->GetMap()->GetUnit(i_victimGuid);

    if (!victim)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, no victim [guid=%u]", m_creature->GetGUIDLow());
    }
    else if (!victim->isAlive())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is dead [guid=%u]", m_creature->GetGUIDLow());
    }
    else if (victim->HasStealthAura())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in stealth [guid=%u]", m_creature->GetGUIDLow());
    }
    else if (victim->IsTaxiFlying())
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim is in flight [guid=%u]", m_creature->GetGUIDLow());
    }
    else
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature stopped attacking, victim out run him [guid=%u]", m_creature->GetGUIDLow());
    }

    m_creature->RemoveAllAuras();
    m_creature->DeleteThreatList();
    i_victimGuid.Clear();
    m_creature->CombatStop(true);
    i_state = STATE_NORMAL;
}
コード例 #5
0
ファイル: DatabaseMysql.cpp プロジェクト: gc/mangos
bool MySQLConnection::Execute(const char* sql)
{
    if (!mMysql)
        return false;

    {
        uint32 _s = WorldTimer::getMSTime();

        if(mysql_query(mMysql, sql))
        {
            sLog.outErrorDb("SQL: %s", sql);
            sLog.outErrorDb("SQL ERROR: %s", mysql_error(mMysql));
            return false;
        }
        else
        {
            DEBUG_FILTER_LOG(LOG_FILTER_SQL_TEXT, "[%u ms] SQL: %s", WorldTimer::getMSTimeDiff(_s,WorldTimer::getMSTime()), sql );
        }
        // end guarded block
    }

    return true;
}
コード例 #6
0
ファイル: CalendarHandler.cpp プロジェクト: xarly/mangos
void WorldSession::HandleCalendarComplain(WorldPacket& recv_data)
{
    ObjectGuid guid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: CMSG_CALENDAR_COMPLAIN [%u]", guid.GetCounter());

    ObjectGuid badGuyGuid;
    ObjectGuid eventId;
    ObjectGuid inviteId;

    recv_data >> badGuyGuid;
    recv_data >> eventId >>  inviteId;
    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "WorldSession::HandleCalendarComplain %u EventId %u, Invitee %u id: %u",
        guid.GetCounter(), eventId.GetCounter(), badGuyGuid.GetCounter(), inviteId.GetCounter());

    // Remove the invite
    if (sCalendarMgr.RemoveInvite(eventId, inviteId, guid))
    {
        WorldPacket data(SMSG_COMPLAIN_RESULT, 1 + 1);
        data << uint8(0);
        data << uint8(0); // show complain saved. We can send 0x0C to show windows with ok button
        SendPacket(&data);
    }
}
コード例 #7
0
void WorldSession::HandleCalendarComplain(WorldPacket& recv_data)
{
    ObjectGuid guid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: Received opcode CMSG_CALENDAR_COMPLAIN [%s]", guid.GetString().c_str());

    ObjectGuid badGuyGuid;
    uint64 eventId;
    uint64 inviteId;

    recv_data >> badGuyGuid;
    recv_data >> eventId >>  inviteId;
    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "EventId [" UI64FMTD "], BadGuyGuid ([%s] inviteId: [" UI64FMTD "])",
                     eventId, badGuyGuid.GetString().c_str(), inviteId);

    // Remove the invite
    if (sCalendarMgr.RemoveInvite(eventId, inviteId, guid))
    {
        WorldPacket data(SMSG_COMPLAIN_RESULT, 1 + 1);
        data << uint8(0);
        data << uint8(0); // show complain saved. We can send 0x0C to show windows with ok button
        SendPacket(&data);
    }
}
コード例 #8
0
bool MySQLConnection::_Query(const char* sql, MYSQL_RES** pResult, MYSQL_FIELD** pFields, uint64* pRowCount, uint32* pFieldCount)
{
    if (!mMysql)
        return 0;

    uint32 _s = WorldTimer::getMSTime();

    if (mysql_query(mMysql, sql))
    {
		unsigned int err = mysql_errno(mMysql);
		if (err == 2006 || err == 2003 || err == 2013)
			mysql_ping(mMysql);
        sLog.outErrorDb("SQL: %s", sql);
        sLog.outErrorDb("query ERROR: %s", mysql_error(mMysql));
        return false;
    }
    else
    {
        DEBUG_FILTER_LOG(LOG_FILTER_SQL_TEXT, "[%u ms] SQL: %s", WorldTimer::getMSTimeDiff(_s, WorldTimer::getMSTime()), sql);
    }

    *pResult = mysql_store_result(mMysql);
    *pRowCount = mysql_affected_rows(mMysql);
    *pFieldCount = mysql_field_count(mMysql);

    if (!*pResult)
        return false;

    if (!*pRowCount)
    {
        mysql_free_result(*pResult);
        return false;
    }

    *pFields = mysql_fetch_fields(*pResult);
    return true;
}
コード例 #9
0
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
{
    if (MovementInProgress())
    {
        Traveller<Player> traveller(player);
        if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )
        {
            if (!IsActive(player))                          // force stop processing (movement can move out active zone with cleanup movegens list)
                return true;                                // not expire now, but already lost

            i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
            if (i_destinationHolder.HasArrived())
            {
                uint32 curMap = (*i_path)[i_currentNode].mapid;
                ++i_currentNode;
                if (MovementInProgress())
                {
                    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "loading node %u for player %s", i_currentNode, player.GetName());
                    if ((*i_path)[i_currentNode].mapid == curMap)
                    {
                        // do not send movement, it was sent already
                        i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
                    }
                    return true;
                }
                //else HasArrived()
            }
            else
                return true;
        }
        else
            return true;
    }

    // we have arrived at the end of the path
    return false;
}
コード例 #10
0
ファイル: PathFinder.cpp プロジェクト: Elarose/MaNGOSZero
////////////////// PathInfo //////////////////
PathInfo::PathInfo(const Unit* owner, const float destX, const float destY, const float destZ,
                   bool useStraightPath, bool forceDest) :
    m_polyLength(0), m_type(PATHFIND_BLANK),
    m_useStraightPath(useStraightPath), m_forceDestination(forceDest),
    m_sourceUnit(owner), m_navMesh(NULL), m_navMeshQuery(NULL)
{
    PathNode endPoint(destX, destY, destZ);
    setEndPosition(endPoint);

    float x,y,z;
    m_sourceUnit->GetPosition(x, y, z);
    PathNode startPoint(x, y, z);
    setStartPosition(startPoint);

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::PathInfo for %u \n", m_sourceUnit->GetGUID());

    uint32 mapId = m_sourceUnit->GetMapId();
    if (MMAP::MMapFactory::IsPathfindingEnabled(mapId))
    {
        MMAP::MMapManager* mmap = MMAP::MMapFactory::createOrGetMMapManager();
        m_navMesh = mmap->GetNavMesh(mapId);
        m_navMeshQuery = mmap->GetNavMeshQuery(mapId, m_sourceUnit->GetInstanceId());
    }

    createFilter();

    if (m_navMesh && m_navMeshQuery && HaveTiles(endPoint) &&
            !m_sourceUnit->hasUnitState(UNIT_STAT_IGNORE_PATHFINDING))
    {
        BuildPolyPath(startPoint, endPoint);
    }
    else
    {
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }
}
コード例 #11
0
ファイル: PathFinder.cpp プロジェクト: Elarose/MaNGOSZero
void PathInfo::BuildPolyPath(PathNode startPos, PathNode endPos)
{
    // *** getting start/end poly logic ***

    float distToStartPoly, distToEndPoly;
    float startPoint[VERTEX_SIZE] = {startPos.y, startPos.z, startPos.x};
    float endPoint[VERTEX_SIZE] = {endPos.y, endPos.z, endPos.x};

    dtPolyRef startPoly = getPolyByLocation(startPoint, &distToStartPoly);
    dtPolyRef endPoly = getPolyByLocation(endPoint, &distToEndPoly);

    // we have a hole in our mesh
    // make shortcut path and mark it as NOPATH ( with flying exception )
    // its up to caller how he will use this info
    if (startPoly == INVALID_POLYREF || endPoly == INVALID_POLYREF)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == 0 || endPoly == 0)\n");
        BuildShortcut();
        m_type = (m_sourceUnit->GetTypeId() == TYPEID_UNIT && ((Creature*)m_sourceUnit)->CanFly())
                    ? PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH) : PATHFIND_NOPATH;
        return;
    }

    // we may need a better number here
    bool farFromPoly = (distToStartPoly > 7.0f || distToEndPoly > 7.0f);
    if (farFromPoly)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: farFromPoly distToStartPoly=%.3f distToEndPoly=%.3f\n", distToStartPoly, distToEndPoly);

        bool buildShotrcut = false;
        if (m_sourceUnit->GetTypeId() == TYPEID_UNIT)
        {
            Creature* owner = (Creature*)m_sourceUnit;

            PathNode p = (distToStartPoly > 7.0f) ? startPos : endPos;
            if (m_sourceUnit->GetTerrain()->IsUnderWater(p.x, p.y, p.z))
            {
                DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: underWater case\n");
                if (owner->CanSwim())
                    buildShotrcut = true;
            }
            else
            {
                DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: flying case\n");
                if (owner->CanFly())
                    buildShotrcut = true;
            }
        }

        if (buildShotrcut)
        {
            BuildShortcut();
            m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
            return;
        }
        else
        {
            float closestPoint[VERTEX_SIZE];
            // we may want to use closestPointOnPolyBoundary instead
            if (DT_SUCCESS == m_navMeshQuery->closestPointOnPoly(endPoly, endPoint, closestPoint))
            {
                dtVcopy(endPoint, closestPoint);
                setActualEndPosition(PathNode(endPoint[2],endPoint[0],endPoint[1]));
            }

            m_type = PATHFIND_INCOMPLETE;
        }
    }

    // *** poly path generating logic ***

    // start and end are on same polygon
    // just need to move in straight line
    if (startPoly == endPoly)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPoly == endPoly)\n");

        BuildShortcut();

        m_pathPolyRefs[0] = startPoly;
        m_polyLength = 1;

        m_type = farFromPoly ? PATHFIND_INCOMPLETE : PATHFIND_NORMAL;
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: path type %d\n", m_type);
        return;
    }

    // look for startPoly/endPoly in current path
    // TODO: we can merge it with getPathPolyByPosition() loop
    bool startPolyFound = false;
    bool endPolyFound = false;
    uint32 pathStartIndex, pathEndIndex;

    if (m_polyLength)
    {
        for (pathStartIndex = 0; pathStartIndex < m_polyLength; ++pathStartIndex)
        {
            // here to carch few bugs
            MANGOS_ASSERT(m_pathPolyRefs[pathStartIndex] != INVALID_POLYREF);

            if (m_pathPolyRefs[pathStartIndex] == startPoly)
            {
                startPolyFound = true;
                break;
            }
        }

        for (pathEndIndex = m_polyLength-1; pathEndIndex > pathStartIndex; --pathEndIndex)
            if (m_pathPolyRefs[pathEndIndex] == endPoly)
            {
                endPolyFound = true;
                break;
            }
    }

    if (startPolyFound && endPolyFound)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && endPolyFound)\n");

        // we moved along the path and the target did not move out of our old poly-path
        // our path is a simple subpath case, we have all the data we need
        // just "cut" it out

        m_polyLength = pathEndIndex - pathStartIndex + 1;
        memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, m_polyLength*sizeof(dtPolyRef));
    }
    else if (startPolyFound && !endPolyFound)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (startPolyFound && !endPolyFound)\n");

        // we are moving on the old path but target moved out
        // so we have atleast part of poly-path ready

        m_polyLength -= pathStartIndex;

        // try to adjust the suffix of the path instead of recalculating entire length
        // at given interval the target cannot get too far from its last location
        // thus we have less poly to cover
        // sub-path of optimal path is optimal

        // take ~80% of the original length
        // TODO : play with the values here
        uint32 prefixPolyLength = uint32(m_polyLength*0.8f + 0.5f);
        memmove(m_pathPolyRefs, m_pathPolyRefs+pathStartIndex, prefixPolyLength*sizeof(dtPolyRef));

        dtPolyRef suffixStartPoly = m_pathPolyRefs[prefixPolyLength-1];

        // we need any point on our suffix start poly to generate poly-path, so we need last poly in prefix data
        float suffixEndPoint[VERTEX_SIZE];
        if (DT_SUCCESS != m_navMeshQuery->closestPointOnPoly(suffixStartPoly, endPoint, suffixEndPoint))
        {
            // suffixStartPoly is invalid somehow, or the navmesh is broken => error state
            sLog.outError("%u's Path Build failed: invalid polyRef in path", m_sourceUnit->GetGUID());

            BuildShortcut();
            m_type = PATHFIND_NOPATH;
            return;
        }

        // generate suffix
        uint32 suffixPolyLength = 0;
        dtStatus dtResult = m_navMeshQuery->findPath(
                                suffixStartPoly,    // start polygon
                                endPoly,            // end polygon
                                suffixEndPoint,     // start position
                                endPoint,           // end position
                                &m_filter,            // polygon search filter
                                m_pathPolyRefs + prefixPolyLength - 1,    // [out] path
                                (int*)&suffixPolyLength,
                                MAX_PATH_LENGTH-prefixPolyLength);   // max number of polygons in output path

        if (!suffixPolyLength || dtResult != DT_SUCCESS)
        {
            // this is probably an error state, but we'll leave it
            // and hopefully recover on the next Update
            // we still need to copy our preffix
            sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUID());
        }

        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++  m_polyLength=%u prefixPolyLength=%u suffixPolyLength=%u \n",m_polyLength, prefixPolyLength, suffixPolyLength);

        // new path = prefix + suffix - overlap
        m_polyLength = prefixPolyLength + suffixPolyLength - 1;
    }
    else
    {
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ BuildPolyPath :: (!startPolyFound && !endPolyFound)\n");

        // either we have no path at all -> first run
        // or something went really wrong -> we aren't moving along the path to the target
        // just generate new path

        // free and invalidate old path data
        clear();

        dtStatus dtResult = m_navMeshQuery->findPath(
                startPoly,          // start polygon
                endPoly,            // end polygon
                startPoint,         // start position
                endPoint,           // end position
                &m_filter,           // polygon search filter
                m_pathPolyRefs,     // [out] path
                (int*)&m_polyLength,
                MAX_PATH_LENGTH);   // max number of polygons in output path

        if (!m_polyLength || dtResult != DT_SUCCESS)
        {
            // only happens if we passed bad data to findPath(), or navmesh is messed up
            sLog.outError("%u's Path Build failed: 0 length path", m_sourceUnit->GetGUID());
            BuildShortcut();
            m_type = PATHFIND_NOPATH;
            return;
        }
    }

    // by now we know what type of path we can get
    if (m_pathPolyRefs[m_polyLength - 1] == endPoly && !(m_type & PATHFIND_INCOMPLETE))
        m_type = PATHFIND_NORMAL;
    else
        m_type = PATHFIND_INCOMPLETE;

    // generate the point-path out of our up-to-date poly-path
    BuildPointPath(startPoint, endPoint);
}
コード例 #12
0
ファイル: Weather.cpp プロジェクト: mangosR2/mangos
/// Calculate the new weather
bool Weather::ReGenerate()
{
    if (!m_weatherChances)
    {
        m_type = WEATHER_TYPE_FINE;
        m_grade = 0.0f;
        return false;
    }

    /// Weather statistics:
    ///- 30% - no change
    ///- 30% - weather gets better (if not fine) or change weather type
    ///- 30% - weather worsens (if not fine)
    ///- 10% - radical change (if not fine)
    uint32 u = urand(0, 99);

    if (u < 30)
        return false;

    // remember old values
    WeatherType old_type = m_type;
    float old_grade = m_grade;

    //78 days between January 1st and March 20nd; 365/4=91 days by season
    // season source http://aa.usno.navy.mil/data/docs/EarthSeasons.html
    time_t gtime = sWorld.GetGameTime();
    struct tm * ltime = localtime(&gtime);
    uint32 season = ((ltime->tm_yday - 78 + 365)/91)%4;

    static char const* seasonName[WEATHER_SEASONS] = { "spring", "summer", "fall", "winter" };

    DEBUG_FILTER_LOG(LOG_FILTER_WEATHER, "Generating a change in %s weather for zone %u.", seasonName[season], m_zone);

    if ((u < 60) && (m_grade < 0.33333334f))                // Get fair
    {
        m_type = WEATHER_TYPE_FINE;
        m_grade = 0.0f;
    }

    if ((u < 60) && (m_type != WEATHER_TYPE_FINE))          // Get better
    {
        m_grade -= 0.33333334f;
        return true;
    }

    if ((u < 90) && (m_type != WEATHER_TYPE_FINE))          // Get worse
    {
        m_grade += 0.33333334f;
        return true;
    }

    if (m_type != WEATHER_TYPE_FINE)
    {
        /// Radical change:
        ///- if light -> heavy
        ///- if medium -> change weather type
        ///- if heavy -> 50% light, 50% change weather type

        if (m_grade < 0.33333334f)
        {
            m_grade = 0.9999f;                              // go nuts
            return true;
        }
        else
        {
            if (m_grade > 0.6666667f)
            {
                                                            // Severe change, but how severe?
                uint32 rnd = urand(0,99);
                if (rnd < 50)
                {
                    m_grade -= 0.6666667f;
                    return true;
                }
            }
            m_type = WEATHER_TYPE_FINE;                     // clear up
            m_grade = 0;
        }
    }

    // At this point, only weather that isn't doing anything remains but that have weather data
    uint32 chance1 =          m_weatherChances->data[season].rainChance;
    uint32 chance2 = chance1+ m_weatherChances->data[season].snowChance;
    uint32 chance3 = chance2+ m_weatherChances->data[season].stormChance;

    uint32 rnd = urand(0, 99);
    if (rnd <= chance1)
        m_type = WEATHER_TYPE_RAIN;
    else if (rnd <= chance2)
        m_type = WEATHER_TYPE_SNOW;
    else if (rnd <= chance3)
        m_type = WEATHER_TYPE_STORM;
    else
        m_type = WEATHER_TYPE_FINE;

    /// New weather statistics (if not fine):
    ///- 85% light
    ///- 7% medium
    ///- 7% heavy
    /// If fine 100% sun (no fog)

    if (m_type == WEATHER_TYPE_FINE)
    {
        m_grade = 0.0f;
    }
    else if (u < 90)
    {
        m_grade = rand_norm_f() * 0.3333f;
    }
    else
    {
        // Severe change, but how severe?
        rnd = urand(0, 99);
        if (rnd < 50)
            m_grade = rand_norm_f() * 0.3333f + 0.3334f;
        else
            m_grade = rand_norm_f() * 0.3333f + 0.6667f;
    }

    // return true only in case weather changes
    return m_type != old_type || m_grade != old_grade;
}
コード例 #13
0
void WaypointMovementGenerator<Creature>::OnArrived(Creature& creature)
{
    if (!i_path || i_path->empty())
        { return; }

    m_lastReachedWaypoint = i_currentNode;

    if (m_isArrivalDone)
        { return; }

    creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
    m_isArrivalDone = true;

    WaypointPath::const_iterator currPoint = i_path->find(i_currentNode);
    MANGOS_ASSERT(currPoint != i_path->end());
    WaypointNode const& node = currPoint->second;

    if (node.script_id)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for %s.", node.script_id, i_currentNode, creature.GetGuidStr().c_str());
        creature.GetMap()->ScriptsStart(DBS_ON_CREATURE_MOVEMENT, node.script_id, &creature, &creature);
    }

    // We have reached the destination and can process behavior
    if (WaypointBehavior* behavior = node.behavior)
    {
        if (behavior->emote != 0)
            { creature.HandleEmote(behavior->emote); }

        if (behavior->spell != 0)
            { creature.CastSpell(&creature, behavior->spell, false); }

        if (behavior->model1 != 0)
            { creature.SetDisplayId(behavior->model1); }

        if (behavior->textid[0])
        {
            int32 textId = behavior->textid[0];
            // Not only one text is set
            if (behavior->textid[1])
            {
                // Select one from max 5 texts (0 and 1 already checked)
                int i = 2;
                for (; i < MAX_WAYPOINT_TEXT; ++i)
                {
                    if (!behavior->textid[i])
                        { break; }
                }

                textId = behavior->textid[urand(0, i - 1)];
            }

            if (MangosStringLocale const* textData = sObjectMgr.GetMangosStringLocale(textId))
                { creature.MonsterText(textData, NULL); }
            else
                { sLog.outErrorDb("%s reached waypoint %u, attempted to do text %i, but required text-data could not be found", creature.GetGuidStr().c_str(), i_currentNode, textId); }
        }
    }

    // Inform script
    if (creature.AI())
    {
        uint32 type = WAYPOINT_MOTION_TYPE;
        if (m_PathOrigin == PATH_FROM_EXTERNAL && m_pathId > 0)
            type = EXTERNAL_WAYPOINT_MOVE + m_pathId;
        creature.AI()->MovementInform(type, i_currentNode);
    }

    // Wait delay ms
    Stop(node.delay);
}
コード例 #14
0
void WorldSession::HandleCalendarEventInvite(WorldPacket& recv_data)
{
    ObjectGuid playerGuid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: Received opcode CMSG_CALENDAR_EVENT_INVITE [%s]", playerGuid.GetString().c_str());

    uint64 eventId;

    // TODO it seem its not inviteID but event->CreatorGuid
    uint64 inviteId;
    std::string name;
    bool isPreInvite;
    bool isGuildEvent;

    ObjectGuid inviteeGuid;
    uint32 inviteeTeam = 0;
    uint32 inviteeGuildId = 0;
    bool isIgnored = false;

    recv_data >> eventId >> inviteId >> name >> isPreInvite >> isGuildEvent;

    if (Player* player = sObjectAccessor.FindPlayerByName(name.c_str()))
    {
        // Invitee is online
        inviteeGuid = player->GetObjectGuid();
        inviteeTeam = player->GetTeam();
        inviteeGuildId = player->GetGuildId();
        if (player->GetSocial()->HasIgnore(playerGuid))
            isIgnored = true;
    }
    else
    {
        // Invitee offline, get data from database
        CharacterDatabase.escape_string(name);
        QueryResult* result = CharacterDatabase.PQuery("SELECT guid,race FROM characters WHERE name ='%s'", name.c_str());
        if (result)
        {
            Field* fields = result->Fetch();
            inviteeGuid = ObjectGuid(HIGHGUID_PLAYER, fields[0].GetUInt32());
            inviteeTeam = Player::TeamForRace(fields[1].GetUInt8());
            inviteeGuildId = Player::GetGuildIdFromDB(inviteeGuid);
            delete result;

            result = CharacterDatabase.PQuery("SELECT flags FROM character_social WHERE guid = %u AND friend = %u", inviteeGuid.GetCounter(), playerGuid.GetCounter());
            if (result)
            {
                fields = result->Fetch();
                if (fields[0].GetUInt8() & SOCIAL_FLAG_IGNORED)
                    isIgnored = true;
                delete result;
            }
        }
    }

    if (inviteeGuid.IsEmpty())
    {
        sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_PLAYER_NOT_FOUND);
        return;
    }

    if (isIgnored)
    {
        sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_IGNORING_YOU_S, name.c_str());
        return;
    }

    if (_player->GetTeam() != inviteeTeam && !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CALENDAR))
    {
        sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_NOT_ALLIED);
        return;
    }

    if (!isPreInvite)
    {
        if (CalendarEvent* event = sCalendarMgr.GetEventById(eventId))
        {
            if (event->IsGuildEvent() && event->GuildId == inviteeGuildId)
            {
                // we can't invite guild members to guild events
                sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_NO_GUILD_INVITES);
                return;
            }

            sCalendarMgr.AddInvite(event, playerGuid, inviteeGuid, CALENDAR_STATUS_INVITED, CALENDAR_RANK_PLAYER, "", time(nullptr));
        }
        else
            sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_EVENT_INVALID);
    }
    else
    {
        if (isGuildEvent && inviteeGuildId == _player->GetGuildId())
        {
            sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_NO_GUILD_INVITES);
            return;
        }

        // create a temp invite to send it back to client
        CalendarInvite invite;
        invite.SenderGuid = playerGuid;
        invite.InviteeGuid = inviteeGuid;
        invite.Status = CALENDAR_STATUS_INVITED;
        invite.Rank = CALENDAR_RANK_PLAYER;
        invite.LastUpdateTime = time(nullptr);

        sCalendarMgr.SendCalendarEventInvite(&invite);
        DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "PREINVITE> sender[%s], Invitee[%s]", playerGuid.GetString().c_str(), inviteeGuid.GetString().c_str());
    }
}
コード例 #15
0
ファイル: CalendarHandler.cpp プロジェクト: xarly/mangos
void WorldSession::HandleCalendarUpdateEvent(WorldPacket& recv_data)
{
    ObjectGuid guid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: CMSG_CALENDAR_UPDATE_EVENT [%u]", guid.GetCounter());

    time_t oldEventTime;
    ObjectGuid eventId;
    ObjectGuid inviteId;
    std::string title;
    std::string description;
    uint8 type;
    uint8 repetitionType;
    uint32 maxInvites;
    int32 dungeonId;
    uint32 eventPackedTime;
    uint32 UnknownPackedTime;
    uint32 flags;

    recv_data >> eventId >> inviteId >> title >> description >> type >> repetitionType >> maxInvites >> dungeonId;
    eventPackedTime   = recv_data.ReadPackedTime();
    UnknownPackedTime = recv_data.ReadPackedTime();
    recv_data >> flags;

    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "WorldSession::HandleCalendarUpdateEvent [%u] EventId [%u], InviteId [%u] Title %s, Description %s, type %u "
        "Repeatable %u, MaxInvites %u, Dungeon ID %d, Flags %u", guid.GetCounter(), uint32(eventId), uint32(inviteId), title.c_str(),
        description.c_str(), uint32(type), uint32(repetitionType), maxInvites, dungeonId, flags);

    if (CalendarEvent* calendarEvent = sCalendarMgr.GetEventById(eventId))
    {
        if (guid != calendarEvent->CreatorGuid)
        {
            CalendarInvite* updaterInvite = calendarEvent->GetInviteByGuid(guid);
            if (updaterInvite == NULL)
            {
                sCalendarMgr.SendCalendarCommandResult(guid, CALENDAR_ERROR_NOT_INVITED);
                return ;
            }

            if (updaterInvite->Rank != CALENDAR_RANK_MODERATOR)
            {
                // remover have not enough right to change invite status
                sCalendarMgr.SendCalendarCommandResult(guid, CALENDAR_ERROR_PERMISSIONS);
                return;
            }
        }

        oldEventTime = calendarEvent->EventTime;

        calendarEvent->Type = CalendarEventType(type);
        calendarEvent->Flags = flags;
        calendarEvent->EventTime = eventPackedTime;
        calendarEvent->UnknownTime = UnknownPackedTime;
        calendarEvent->DungeonId = dungeonId;
        calendarEvent->Title = title;
        calendarEvent->Description = description;

        calendarEvent->RemoveFlag(CALENDAR_STATE_FLAG_SAVED);
        calendarEvent->AddFlag(CALENDAR_STATE_FLAG_UPDATED);

        sCalendarMgr.SendCalendarEventUpdateAlert(calendarEvent, oldEventTime);

    }
    else
        sCalendarMgr.SendCalendarCommandResult(guid, CALENDAR_ERROR_EVENT_INVALID);
}
コード例 #16
0
ファイル: MotionMaster.cpp プロジェクト: mathman/mangos-tbc
void MotionMaster::MoveDistract(uint32 timer)
{
    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "%s distracted (timer: %u)", m_owner->GetGuidStr().c_str(), timer);
    DistractMovementGenerator* mgen = new DistractMovementGenerator(timer);
    Mutate(mgen);
}
コード例 #17
0
void PathFinder::BuildPointPath(const float* startPoint, const float* endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH * VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    if (m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                       startPoint,         // start position
                       endPoint,           // end position
                       m_pathPolyRefs,     // current path
                       m_polyLength,       // lenth of current path
                       pathPoints,         // [out] path corner points
                       NULL,               // [out] flags
                       NULL,               // [out] shortened path
                       (int*)&pointCount,
                       m_pointPathLimit);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                       startPoint,         // start position
                       endPoint,           // end position
                       m_pathPolyRefs,     // current path
                       m_polyLength,       // length of current path
                       pathPoints,         // [out] path corner points
                       (int*)&pointCount,
                       m_pointPathLimit);    // maximum number of points
    }

    if (pointCount < 2 || dtStatusFailed(dtResult))
    {
        // only happens if pass bad data to findStraightPath or navmesh is broken
        // single point paths can be generated here
        // TODO : check the exact cases
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }

    m_pathPoints.resize(pointCount);
    for (uint32 i = 0; i < pointCount; ++i)
        { m_pathPoints[i] = Vector3(pathPoints[i * VERTEX_SIZE + 2], pathPoints[i * VERTEX_SIZE], pathPoints[i * VERTEX_SIZE + 1]); }

    // first point is always our current location - we need the next one
    setActualEndPosition(m_pathPoints[pointCount - 1]);

    // force the given destination, if needed
    if (m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        // we may want to keep partial subpath
        if (dist3DSqr(getActualEndPosition(), getEndPosition()) <
            0.3f * dist3DSqr(getStartPosition(), getEndPosition()))
        {
            setActualEndPosition(getEndPosition());
            m_pathPoints[m_pathPoints.size() - 1] = getEndPosition();
        }
        else
        {
            setActualEndPosition(getEndPosition());
            BuildShortcut();
        }

        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
    }

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathFinder::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
コード例 #18
0
ファイル: PetAI.cpp プロジェクト: Kuvaldin/mangos
void PetAI::Reset()
{
    m_primaryTargetGuid.Clear();
    m_savedTargetGuid.Clear();
    m_attackDistanceRecheckTimer.SetInterval(TIME_INTERVAL_LOOK);
    m_attackDistanceRecheckTimer.Reset();
    m_updateAlliesTimer.SetInterval(ALLIES_UPDATE_TIME);
    m_updateAlliesTimer.Reset();
    UpdateAllies();

    for (uint8 i = PET_SPELL_PASSIVE; i < PET_SPELL_MAX; ++i)
        m_spellType[i].clear();

    m_AIType = PET_AI_PASSIVE;
    m_attackDistance  = 0.0f;
    float f_range   = 0.0f;

    if (!m_creature->GetCharmInfo())
        return;

    uint32 spellsSize = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellSize() : m_creature->GetPetAutoSpellSize();
    uint8 rangedDamageSpells = 0;
    uint8 meleeDamageSpells = 0;

    // classification for pet spells
    for (uint32 i = 0; i < spellsSize; ++i)
    {
        uint32 spellID = m_creature->IsPet() ? ((Pet*)m_creature)->GetPetAutoSpellOnPos(i) : m_creature->GetPetAutoSpellOnPos(i);
        if (!spellID)
            continue;

        SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
        if (!spellInfo)
            continue;

        if (IsPassiveSpell(spellInfo))
        {
            m_spellType[PET_SPELL_PASSIVE].insert(spellID);
            continue;
        }

        if (IsNonCombatSpell(spellInfo))
        {
            // Voidwalker Consume Shadows
            if (IsChanneledSpell(spellInfo))
                m_spellType[PET_SPELL_HEAL].insert(spellID);
            else
                m_spellType[PET_SPELL_NONCOMBAT].insert(spellID);
            continue;
        }

        // need more correct define this type
        if (IsSpellReduceThreat(spellInfo) || IsChanneledSpell(spellInfo))
        {
            m_spellType[PET_SPELL_DEFENCE].insert(spellID);
            continue;
        }

        // Voracious Appetite && Cannibalize && Carrion Feeder
        if (spellInfo->HasAttribute(SPELL_ATTR_ABILITY) && spellInfo->HasAttribute(SPELL_ATTR_EX2_ALLOW_DEAD_TARGET))
        {
            m_spellType[PET_SPELL_HEAL].insert(spellID);
            continue;
        }

        if (IsPositiveSpell(spellInfo) && IsSpellAppliesAura(spellInfo))
        {
            m_spellType[PET_SPELL_BUFF].insert(spellID);
            continue;
        }

        if (spellInfo->HasAttribute(SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY))
        {
            m_spellType[PET_SPELL_FREEACTION].insert(spellID);
            continue;
        }

        // don't have SPELL_ATTR_EX_DISPEL_AURAS_ON_IMMUNITY !
        if (spellInfo->HasAttribute(SPELL_ATTR_EX_CANT_REFLECTED) ||
            spellInfo->HasAttribute(SPELL_ATTR_EX7_HAS_CHARGE_EFFECT))
        {
            m_spellType[PET_SPELL_ATTACKSTART].insert(spellID);
            continue;
        }

        if (IsSpellIncreaseThreat(spellInfo))
        {
            m_spellType[PET_SPELL_THREAT].insert(spellID);
            continue;
        }

        // all non-combat spells classified.
        switch (spellInfo->rangeIndex)
        {
            case SPELL_RANGE_IDX_COMBAT:
            {
                if (IsSpellCauseDamage(spellInfo))
                {
                    m_spellType[PET_SPELL_MELEE].insert(spellID);
                    ++meleeDamageSpells;
                }
                else
                {
                    m_spellType[PET_SPELL_SPECIAL].insert(spellID);
                }
                break;
            }
            // possible debuffs or auras?
            case SPELL_RANGE_IDX_SELF_ONLY:
            case SPELL_RANGE_IDX_ANYWHERE:
            {
                m_spellType[PET_SPELL_SPECIAL].insert(spellID);
                break;
            }
            default:
            {
                float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(spellInfo->rangeIndex), false);
                if (f_range < M_NULL_F || (range > M_NULL_F && range < f_range))
                    f_range = range;
                if (IsSpellCauseDamage(spellInfo))
                {
                    m_spellType[PET_SPELL_RANGED].insert(spellID);
                    ++rangedDamageSpells;
                }
                else
                {
                    m_spellType[PET_SPELL_SPECIAL].insert(spellID);
                }
                break;
            }
        }
    }

    // define initial AI type
    if (m_creature->IsVehicle())
        m_AIType = PET_AI_PASSIVE;

    if (m_spellType[PET_SPELL_RANGED].size() > 0 && (m_spellType[PET_SPELL_MELEE].size() < m_spellType[PET_SPELL_RANGED].size()))
    {
        m_AIType = PET_AI_RANGED;
        m_attackDistance = f_range - m_creature->GetObjectBoundingRadius() - 2.0f;
        if (m_attackDistance < 20.0f)
            m_attackDistance = 18.0f;
    }
    else
    {
        m_AIType = PET_AI_MELEE;
        m_attackDistance = 0.0f;
    }
    m_savedAIType = m_AIType;

    m_creature->GetMotionMaster()->MoveTargetedHome();

    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Reset %s, AI %u dist %f, spells: "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD" "SIZEFMTD ,
        m_creature->GetObjectGuid().GetString().c_str(),
        m_AIType,
        m_attackDistance,
        m_spellType[PET_SPELL_PASSIVE].size(),
        m_spellType[PET_SPELL_NONCOMBAT].size(),
        m_spellType[PET_SPELL_BUFF].size(),
        m_spellType[PET_SPELL_DEBUFF].size(),
        m_spellType[PET_SPELL_FREEACTION].size(),
        m_spellType[PET_SPELL_ATTACKSTART].size(),
        m_spellType[PET_SPELL_THREAT].size(),
        m_spellType[PET_SPELL_MELEE].size(),
        m_spellType[PET_SPELL_RANGED].size(),
        m_spellType[PET_SPELL_DEFENCE].size(),
        m_spellType[PET_SPELL_SPECIAL].size(),
        m_spellType[PET_SPELL_HEAL].size()
        );
}
コード例 #19
0
ファイル: PetAI.cpp プロジェクト: ErYayo/mangos-cata
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (inCombat && (!m_creature->getVictim() || (m_creature->IsPet() && ((Pet*)m_creature)->GetModeFlags() & PET_MODE_DISABLE_ACTIONS)))
        _stopAttack();

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if (m_creature->getVictim())
    {
        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }

        bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim());

        if (m_creature->IsStopped() || meleeReach)
        {
            // required to be stopped cases
            if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
                    m_creature->InterruptNonMeleeSpells(false);
                else
                    return;
            }
            // not required to be stopped case
            else if (DoMeleeAttackIfReady())
            {
                if (!m_creature->getVictim())
                    return;

                // if pet misses its target, it will also be the first in threat list
                m_creature->getVictim()->AddThreat(m_creature);

                if (_needToStop())
                    _stopAttack();
            }
        }
    }
    else if (owner && m_creature->GetCharmInfo())
    {
        if (owner->isInCombat() && !(m_creature->GetCharmInfo()->HasReactState(REACT_PASSIVE) || m_creature->GetCharmInfo()->HasCommandState(COMMAND_STAY)))
        {
            AttackStart(owner->getAttackerForHelper());
        }
        else if (m_creature->GetCharmInfo()->HasCommandState(COMMAND_FOLLOW))
        {
            if (!m_creature->hasUnitState(UNIT_STAT_FOLLOW))
            {
                m_creature->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
            }
        }
    }

    // Autocast (casted only in combat or persistent spells in any state)
    if (!m_creature->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            // ignore some combinations of combat state and combat/noncombat spells
            if (!inCombat)
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    continue;

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
                    SpellPowerEntry const* spellPower = spellInfo->GetSpellPower();
                    if (spellPower && (spellPower->manaCost || spellPower->ManaCostPercentage || spellPower->manaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }
            }
            else
            {
                // just ignore non-combat spells
                if (IsNonCombatSpell(spellInfo))
                    continue;
            }

            Spell* spell = new Spell(m_creature, spellInfo, false);

            if (inCombat && !m_creature->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(m_creature->getVictim()))
            {
                targetSpellStore.push_back(TargetSpellList::value_type(m_creature->getVictim(), spell));
                continue;
            }
            else
            {
                bool spellUsed = false;
                for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* Target = m_creature->GetMap()->GetUnit(*tar);

                    // only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!Target)
                        continue;

                    if (spell->CanAutoCast(Target))
                    {
                        targetSpellStore.push_back(TargetSpellList::value_type(Target, spell));
                        spellUsed = true;
                        break;
                    }
                }
                if (!spellUsed)
                    delete spell;
            }
        }

        // found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget(target);

            if (!m_creature->HasInArc(M_PI_F, target))
            {
                m_creature->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)target);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_creature->SendCreateUpdateToPlayer((Player*)owner);
            }

            m_creature->AddCreatureSpellCooldown(spell->m_spellInfo->Id);

            spell->prepare(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }
}
コード例 #20
0
ファイル: PetAI.cpp プロジェクト: Kuvaldin/mangos
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_creature->isAlive())
        return;

    Unit* owner = m_creature->GetCharmerOrOwner();

    m_updateAlliesTimer.Update(diff);
    if (m_updateAlliesTimer.Passed())
    {
        UpdateAllies();
        m_updateAlliesTimer.Reset();
    }

    if (!inCombat && !m_savedTargetGuid.IsEmpty())
    {
        if (Unit* saved_target = m_creature->GetMap()->GetUnit(m_savedTargetGuid))
        {
            if (!saved_target->isAlive())
                m_savedTargetGuid.Clear();
            else if (!saved_target->IsCrowdControlled())
                AttackStart(saved_target);
        }
        else
            m_savedTargetGuid.Clear();
    }

    if (inCombat &&
        (!m_creature->getVictim() ||
         !m_creature->getVictim()->isAlive() ||
        (m_creature->IsPet() && m_creature->GetCharmInfo()->HasState(CHARM_STATE_ACTION, ACTIONS_DISABLE))))
        _stopAttack();

    if (m_creature->hasUnitState(UNIT_STAT_CAN_NOT_REACT) || m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
    {
        UpdateAIType();
        return;
    }

    // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
    if (m_creature->getVictim())
    {
        bool meleeReach = m_creature->CanReachWithMeleeAttack(m_creature->getVictim());

        if (_needToStop())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_creature->GetGUIDLow());
            _stopAttack();
            return;
        }
        else if (!m_creature->getVictim()->isAlive())        // Stop attack if target dead
        {
            m_creature->InterruptNonMeleeSpells(false);
            _stopAttack();
            return;
        }
        else if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && IsInCombat() && m_creature->getVictim() && m_creature->getVictim()->IsCrowdControlled())  // Stop attack if target under CC effect
        {
            m_savedTargetGuid = m_creature->getVictim()->GetObjectGuid();
            m_creature->InterruptSpell(CURRENT_GENERIC_SPELL, true);
            if (!m_creature->IsNonMeleeSpellCasted(false, false, true))
                _stopAttack();
            return;
        }
        else if (m_creature->IsStopped() || meleeReach)
        {
            // required to be stopped cases
            if (m_creature->IsStopped() && m_creature->IsNonMeleeSpellCasted(false))
            {
                if (m_creature->hasUnitState(UNIT_STAT_FOLLOW_MOVE))
                    m_creature->InterruptNonMeleeSpells(false);
                else
                    return;
            }
            // not required to be stopped case
            else if (DoMeleeAttackIfReady())
            {
                if (!m_creature->getVictim())
                    return;

                //if pet misses its target, it will also be the first in threat list
                m_creature->getVictim()->AddThreat(m_creature);

                if (_needToStop())
                    _stopAttack();
            }
        }

        if (!m_creature->IsNonMeleeSpellCasted(true))
        {
            m_attackDistanceRecheckTimer.Update(diff);
            if (m_attackDistanceRecheckTimer.Passed())
            {
                m_attackDistanceRecheckTimer.Reset();
                if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && m_AIType == PET_AI_RANGED)
                {
                    float dist = m_creature->GetDistance(m_creature->getVictim());
                    if ((m_creature->CanReachWithMeleeAttack(m_creature->getVictim()) &&
                        m_creature->IsWithinDist(m_creature->GetOwner(), m_creature->GetMap()->GetVisibilityDistance() / 2.0f)) ||
                        dist > (m_attackDistance + 2.0f))
                    {
                        MoveToVictim(m_creature->getVictim());
                        return;
                    }
                }

                if (sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI))
                {
                    // AOE check
                }
            }
        }
    }
    else if (Unit* target = GetPrimaryTarget())
    {
        AttackStart(target);
    }
    else if (owner && owner->IsInCombat())
    {
        switch (m_creature->GetCharmState(CHARM_STATE_REACT))
        {
            case REACT_DEFENSIVE:
            {
                if (!m_creature->getVictim()
                    || !m_creature->getVictim()->isAlive()
                    || (m_primaryTargetGuid.IsEmpty() && owner->getVictim() != m_creature->getVictim() && owner->getVictim()->isAlive()))
                    AttackStart(owner->getAttackerForHelper());
                break;
            }
            case REACT_AGGRESSIVE:
            {
                if (!m_creature->getVictim() || !m_creature->getVictim()->isAlive())
                    AttackStart(owner->getAttackerForHelper());
                break;
            }
            case REACT_PASSIVE:
            default:
                break;
        }
    }

    UpdateAIType();

    if (m_creature->IsNonMeleeSpellCasted(true))
        return;

    // Autocast (casted only in combat or persistent spells in any state)
    if (!sWorld.getConfig(CONFIG_BOOL_PET_ADVANCED_AI) && m_AIType != PET_AI_PASSIVE)
    {
        typedef std::vector<std::pair<ObjectGuid, uint32> > TargetSpellList;
        TargetSpellList targetSpellStore;

        for (uint8 i = 0; i < m_creature->GetPetAutoSpellSize(); ++i)
        {
            uint32 spellID = m_creature->GetPetAutoSpellOnPos(i);
            if (!spellID)
                continue;

            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            if (m_creature->HasSpellCooldown(spellInfo))
                continue;

            // ignore some combinations of combat state and combat/noncombat spells
            if (!inCombat)
            {
                // ignore attacking spells, and allow only self/around spells
                if (!IsPositiveSpell(spellInfo->Id))
                    continue;

                // non combat spells allowed
                // only pet spells have IsNonCombatSpell and not fit this reqs:
                // Consume Shadows, Lesser Invisibility, so ignore checks for its
                if (!IsNonCombatSpell(spellInfo))
                {
                    // allow only spell without spell cost or with spell cost but not duration limit
                    int32 duration = GetSpellDuration(spellInfo);
                    if ((spellInfo->manaCost || spellInfo->ManaCostPercentage || spellInfo->manaPerSecond) && duration > 0)
                        continue;

                    // allow only spell without cooldown > duration
                    int32 cooldown = GetSpellRecoveryTime(spellInfo);
                    if (cooldown >= 0 && duration >= 0 && cooldown > duration)
                        continue;
                }
            }
            else
            {
                // just ignore non-combat spells
                if (IsNonCombatSpell(spellInfo))
                    continue;
            }

            Unit* autoCastTarget = NULL;

            if (inCombat && m_creature->getVictim() && !m_creature->hasUnitState(UNIT_STAT_FOLLOW))
            {
                SpellCastResult result = CanAutoCast(m_creature->getVictim(), spellInfo);
                if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
                    autoCastTarget = m_creature->getVictim();
            }

            if (!autoCastTarget)
            {
                for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                {
                    Unit* target = m_creature->GetMap()->GetUnit(*tar);

                    // Only buff targets that are in combat, unless the spell can only be cast while out of combat
                    if (!target)
                        continue;

                    SpellCastResult result = CanAutoCast(target, spellInfo);
                    if (result == SPELL_CAST_OK || result == SPELL_FAILED_UNIT_NOT_INFRONT)
                    {
                        autoCastTarget = target;
                        break;
                    }
                }
            }

            if (autoCastTarget)
                targetSpellStore.push_back(TargetSpellList::value_type(autoCastTarget->GetObjectGuid(), spellInfo->Id));
        }

        // found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);
            if (Unit* target = m_creature->GetMap()->GetUnit(targetSpellStore[index].first))
                m_creature->DoPetCastSpell(target, targetSpellStore[index].second);
        }
    }
    else
    {
        AutoSpellList currentSpells;
        switch (m_AIType)
        {
            case PET_AI_PASSIVE:
            {
                currentSpells.push_back(GetSpellType(PET_SPELL_BUFF));
                break;
            }
            case PET_AI_SLACKER:
            {
                if (!IsInCombat())
                    break;

                if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled()))
                    currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION));
                currentSpells.push_back(GetSpellType(PET_SPELL_DEFENCE));
                currentSpells.push_back(GetSpellType(PET_SPELL_BUFF));
                currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF));
                currentSpells.push_back(GetSpellType(PET_SPELL_RANGED));
                break;
            }
            case PET_AI_HEALER:
            {
                if (!IsInCombat())
                    break;

                if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled()))
                    currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION));
                if (m_creature->GetHealth() < m_creature->GetMaxHealth() ||
                    (owner && (owner->GetHealth() < owner->GetMaxHealth())))
                    currentSpells.push_back(GetSpellType(PET_SPELL_HEAL));
                currentSpells.push_back(GetSpellType(PET_SPELL_BUFF));
                currentSpells.push_back(GetSpellType(PET_SPELL_RANGED));
                break;
            }
            case PET_AI_RANGED:
            {
                if (!IsInCombat())
                    break;

                if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled()))
                    currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION));
                currentSpells.push_back(GetSpellType(PET_SPELL_RANGED));
                currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF));
                currentSpells.push_back(GetSpellType(PET_SPELL_BUFF));
                break;
            }
            case PET_AI_MELEE:
            case PET_AI_RANGED_NOAMMO:
            {
                if (!IsInCombat())
                    break;

                if (Unit* victim = m_creature->getVictim())
                {
                    if (!victim->getVictim() || (victim->getVictim()->GetObjectGuid() != m_creature->GetObjectGuid()))
                    {
                        currentSpells.push_back(GetSpellType(PET_SPELL_ATTACKSTART));
                        currentSpells.push_back(GetSpellType(PET_SPELL_THREAT));
                    }
                }

                if (m_creature->IsCrowdControlled() || (owner && owner->IsCrowdControlled()))
                    currentSpells.push_back(GetSpellType(PET_SPELL_FREEACTION));
            }
            /* no break here!*/
            default:
            {
                if (!IsInCombat())
                    break;

                currentSpells.push_back(GetSpellType(PET_SPELL_MELEE));
                currentSpells.push_back(GetSpellType(PET_SPELL_DEBUFF));
                currentSpells.push_back(GetSpellType(PET_SPELL_RANGED));
                currentSpells.push_back(GetSpellType(PET_SPELL_BUFF));
                break;
            }
        }

        if (!IsInCombat())
        {
            currentSpells.push_back(GetSpellType(PET_SPELL_NONCOMBAT));
            if (m_creature->GetHealthPercent() < 95.0f)
                currentSpells.push_back(GetSpellType(PET_SPELL_HEAL));
        }
        else
            currentSpells.push_back(GetSpellType(PET_SPELL_SPECIAL));

        for (AutoSpellList::const_iterator itr = currentSpells.begin(); itr != currentSpells.end(); ++itr)
        {
            uint32 spellID = *itr;
            if (!spellID)
                continue;

            SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellID);
            if (!spellInfo)
                continue;

            if (m_creature->GetCharmInfo() && m_creature->GetCharmInfo()->GetGlobalCooldownMgr().HasGlobalCooldown(spellInfo))
                continue;

            Unit* pTarget =  m_creature->IsPet() ? ((Pet*)m_creature)->SelectPreferredTargetForSpell(spellInfo) :
                                                   ((Creature*)m_creature)->SelectPreferredTargetForSpell(spellInfo);
            bool b_castOk = false;

            if (pTarget)
            {
                SpellCastResult result = CanAutoCast(pTarget, spellInfo);
                DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Update %s, AI %u try cast %u Target %s",
                            m_creature->GetGuidStr().c_str(),
                            m_AIType,
                            spellID,
                            pTarget ? pTarget->GetGuidStr().c_str() : "<none>");
                switch (result)
                {
                    case SPELL_FAILED_UNIT_NOT_INFRONT:
                    {
                        if (DoCastSpellIfCan(pTarget, spellID) == CAST_OK)
                        {
                            b_castOk = true;
                            m_creature->SetInFront(pTarget);
                            if (pTarget->GetTypeId() == TYPEID_PLAYER)
                                m_creature->SendCreateUpdateToPlayer((Player*)pTarget);
                        }
                        break;
                    }
                    case SPELL_CAST_OK:
                    {
                        if (DoCastSpellIfCan(pTarget, spellID) == CAST_OK)
                            b_castOk = true;
                        break;
                    }
                    default:
                    {
                        Player* owner = (Player*)m_creature->GetOwner();
                        if (owner)
                            Spell::SendCastResult(owner,spellInfo,0,result, true);

                        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"PetAI::Update cast %s, AI %u Target %s spell %u result %u",
                            m_creature->GetGuidStr().c_str(),
                            m_AIType,
                            pTarget ? pTarget->GetGuidStr().c_str() : "<none>",
                            spellID,
                            result);
                        break;
                    }
                }
            }
            else
                continue;

            if (b_castOk)
            {
                m_creature->AddSpellAndCategoryCooldowns(spellInfo);
                if (m_creature->IsPet())
                {
                    if(((Pet*)m_creature)->getPetType() == SUMMON_PET && (urand(0, 100) < 10))
                        m_creature->SendPetTalk((uint32)PET_TALK_SPECIAL_SPELL);
                    else
                        m_creature->SendPetAIReaction();
                }
                break;
            }
        }
    }
}
コード例 #21
0
ファイル: PetAI.cpp プロジェクト: conan513/mangos-wotlk
void PetAI::UpdateAI(const uint32 diff)
{
    if (!m_unit->isAlive())
        return;
    Creature* creature = (m_unit->GetTypeId() == TYPEID_UNIT) ? static_cast<Creature*>(m_unit) : nullptr;
    Pet* pet = (creature && creature->IsPet()) ? static_cast<Pet*>(m_unit) : nullptr;
    
    Unit* owner = m_unit->GetMaster();
    if (!owner)
        return;

    Unit* victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim();

    if (m_updateAlliesTimer <= diff)
        // UpdateAllies self set update timer
        UpdateAllies();
    else
        m_updateAlliesTimer -= diff;

    if (inCombat && !victim)
    {
        m_unit->AttackStop(true, true);
        inCombat = false;
    }

    CharmInfo* charminfo = m_unit->GetCharmInfo();
    MANGOS_ASSERT(charminfo);

    if (charminfo->GetIsRetreating())
    {
        if (!owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2)))
        {
            if (!m_unit->hasUnitState(UNIT_STAT_FOLLOW))
                m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);

            return;
        }
        else
            charminfo->SetIsRetreating();
    }
    else if (charminfo->GetSpellOpener() != 0) // have opener stored
    {
        uint32 minRange = charminfo->GetSpellOpenerMinRange();

        if (!(victim = m_unit->getVictim())
            || (minRange != 0 && m_unit->IsWithinDistInMap(victim, minRange)))
            charminfo->SetSpellOpener();
        else if (m_unit->IsWithinDistInMap(victim, charminfo->GetSpellOpenerMaxRange())
                && m_unit->IsWithinLOSInMap(victim))
        {
            // stop moving
            m_unit->clearUnitState(UNIT_STAT_MOVING);

            // auto turn to target
            m_unit->SetInFront(victim);

            if (victim->GetTypeId() == TYPEID_PLAYER)
                m_unit->SendCreateUpdateToPlayer((Player*)victim);

            if (owner->GetTypeId() == TYPEID_PLAYER)
                m_unit->SendCreateUpdateToPlayer((Player*)owner);

            uint32 spell_id = charminfo->GetSpellOpener();
            SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spell_id);

            Spell* spell = new Spell(m_unit, spellInfo, false);

            SpellCastResult result = spell->CheckPetCast(victim);

            if (result == SPELL_CAST_OK)
                spell->SpellStart(&(spell->m_targets));
            else
                delete spell;

            charminfo->SetSpellOpener();
        }
        else
            return;
    }
    // Auto cast (casted only in combat or persistent spells in any state)
    else if (!m_unit->IsNonMeleeSpellCasted(false))
    {
        typedef std::vector<std::pair<Unit*, Spell*> > TargetSpellList;
        TargetSpellList targetSpellStore;
        if (pet)
        {
            for (uint8 i = 0; i < pet->GetPetAutoSpellSize(); ++i)
            {
                uint32 spellID = pet->GetPetAutoSpellOnPos(i);
                if (!spellID)
                    continue;

                SpellEntry const* spellInfo = sSpellTemplate.LookupEntry<SpellEntry>(spellID);
                if (!spellInfo)
                    continue;

                if (!m_unit->IsSpellReady(*spellInfo))
                    continue;

                // ignore some combinations of combat state and combat/non combat spells
                if (!inCombat)
                {
                    // ignore attacking spells, and allow only self/around spells
                    if (!IsPositiveSpell(spellInfo->Id))
                        continue;

                    // non combat spells allowed
                    // only pet spells have IsNonCombatSpell and not fit this requirements:
                    // Consume Shadows, Lesser Invisibility, so ignore checks for its
                    if (!IsNonCombatSpell(spellInfo))
                    {
                        int32 duration = GetSpellDuration(spellInfo);
                        int32 cooldown = GetSpellRecoveryTime(spellInfo);

                        // allow only spell not on cooldown
                        if (cooldown != 0 && duration < cooldown)
                            continue;

                        // not allow instant kill auto casts as full health cost
                        if (IsSpellHaveEffect(spellInfo, SPELL_EFFECT_INSTAKILL))
                            continue;
                    }
                }
                // just ignore non-combat spells
                else if (IsNonCombatSpell(spellInfo))
                    continue;

                Spell* spell = new Spell(m_unit, spellInfo, false);

                if (inCombat && !m_unit->hasUnitState(UNIT_STAT_FOLLOW) && spell->CanAutoCast(victim))
                {
                    targetSpellStore.push_back(TargetSpellList::value_type(victim, spell));
                    continue;
                }
                else
                {
                    bool spellUsed = false;
                    for (GuidSet::const_iterator tar = m_AllySet.begin(); tar != m_AllySet.end(); ++tar)
                    {
                        Unit* Target = m_unit->GetMap()->GetUnit(*tar);

                        // only buff targets that are in combat, unless the spell can only be cast while out of combat
                        if (!Target)
                            continue;

                        if (spell->CanAutoCast(Target))
                        {
                            targetSpellStore.push_back(TargetSpellList::value_type(Target, spell));
                            spellUsed = true;
                            break;
                        }
                    }
                    if (!spellUsed)
                        delete spell;
                }
            }
        }

        // found units to cast on to
        if (!targetSpellStore.empty())
        {
            uint32 index = urand(0, targetSpellStore.size() - 1);

            Spell* spell  = targetSpellStore[index].second;
            Unit*  target = targetSpellStore[index].first;

            targetSpellStore.erase(targetSpellStore.begin() + index);

            SpellCastTargets targets;
            targets.setUnitTarget(target);

            if (!m_unit->HasInArc(M_PI_F, target))
            {
                m_unit->SetInFront(target);
                if (target->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)target);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)owner);
            }

            spell->SpellStart(&targets);
        }

        // deleted cached Spell objects
        for (TargetSpellList::const_iterator itr = targetSpellStore.begin(); itr != targetSpellStore.end(); ++itr)
            delete itr->second;
    }

    // Stop here if casting spell (No melee and no movement)
    if (m_unit->IsNonMeleeSpellCasted(false))
        return;

    // we may get our actions disabled during spell casting, so do entire recheck for victim
    victim = (pet && pet->GetModeFlags() & PET_MODE_DISABLE_ACTIONS) ? nullptr : m_unit->getVictim();

    if (victim)
    {
        // i_pet.getVictim() can't be used for check in case stop fighting, i_pet.getVictim() clear at Unit death etc.
        // This is needed for charmed creatures, as once their target was reset other effects can trigger threat
        if (!victim->isTargetableForAttack())
        {
            DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "PetAI (guid = %u) is stopping attack.", m_unit->GetGUIDLow());
            m_unit->CombatStop();
            inCombat = false;
            
            return;
        }

        // if pet misses its target, it will also be the first in threat list
        if ((!creature || !(creature->GetCreatureInfo()->ExtraFlags & CREATURE_EXTRA_FLAG_NO_MELEE))
            && m_unit->CanReachWithMeleeAttack(victim))
        {
            if (!m_unit->HasInArc(2 * M_PI_F / 3, victim))
            {
                m_unit->SetInFront(victim);
                if (victim->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)victim);

                if (owner && owner->GetTypeId() == TYPEID_PLAYER)
                    m_unit->SendCreateUpdateToPlayer((Player*)owner);
            }

            DoMeleeAttackIfReady();
        }
        else if (!m_unit->hasUnitState(UNIT_STAT_MOVING))
            AttackStart(victim);
    }
    else if (owner)
    {
        CharmInfo* charmInfo = m_unit->GetCharmInfo();

        if (owner->isInCombat() && !(charmInfo && charmInfo->HasReactState(REACT_PASSIVE)))
            AttackStart(owner->getAttackerForHelper());
        else
        {
            if (charmInfo && charmInfo->HasCommandState(COMMAND_STAY))
            {
                //if stay command is set but we don't have stay pos set then we need to establish current pos as stay position
                if (!charminfo->IsStayPosSet())
                    charminfo->SetStayPosition(true);

                float stayPosX = charminfo->GetStayPosX();
                float stayPosY = charminfo->GetStayPosY();
                float stayPosZ = charminfo->GetStayPosZ();

                if (m_unit->GetPositionX() == stayPosX
                    && m_unit->GetPositionY() == stayPosY
                    && m_unit->GetPositionZ() == stayPosZ)
                {
                    float StayPosO = charminfo->GetStayPosO();

                    if (m_unit->hasUnitState(UNIT_STAT_MOVING))
                    {
                        m_unit->GetMotionMaster()->Clear(false);
                        m_unit->GetMotionMaster()->MoveIdle();
                    }
                    else if (m_unit->GetOrientation() != StayPosO)
                        m_unit->SetOrientation(StayPosO);
                }
                else
                    m_unit->GetMotionMaster()->MovePoint(0, stayPosX, stayPosY, stayPosZ, false);
            }
            else if (m_unit->hasUnitState(UNIT_STAT_FOLLOW))
            {
                if (owner->IsWithinDistInMap(m_unit, PET_FOLLOW_DIST))
                {
                    m_unit->GetMotionMaster()->Clear(false);
                    m_unit->GetMotionMaster()->MoveIdle();
                }
            }
            else if (charmInfo && charmInfo->HasCommandState(COMMAND_FOLLOW)
                && !owner->IsWithinDistInMap(m_unit, (PET_FOLLOW_DIST * 2)))
                m_unit->GetMotionMaster()->MoveFollow(owner, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
        }
    }
}
コード例 #22
0
bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{
    if (!&creature)
        return true;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if (creature.hasUnitState(UNIT_STAT_NOT_MOVE))
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    // prevent a crash at empty waypoint path.
    if (!i_path || i_path->empty())
    {
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    if (i_currentNode >= i_path->size())
    {
        sLog.outError("WaypointMovement currentNode (%u) is equal or bigger than path size (creature entry %u)", i_currentNode, creature.GetEntry());
        i_currentNode = 0;
    }

    CreatureTraveller traveller(creature);

    i_nextMoveTime.Update(diff);

    if (i_destinationHolder.UpdateTraveller(traveller, diff, false, true))
    {
        if (!IsActive(creature))                            // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                    // not expire now, but already lost
    }

    // creature has been stopped in middle of the waypoint segment
    if (!i_destinationHolder.HasArrived() && creature.IsStopped())
    {
        // Timer has elapsed, meaning this part controlled it
        if (i_nextMoveTime.Passed())
        {
            SetStoppedByPlayer(false);

            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            // Now we re-set destination to same node and start travel
            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else // if( !i_nextMoveTime.Passed())
        {
            // unexpected end of timer && creature stopped && not at end of segment
            if (!IsStoppedByPlayer())
            {
                // Put 30 seconds delay
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                SetStoppedByPlayer(true);                   // Mark we did it
            }
        }
        return true;                                        // Abort here this update
    }

    if (creature.IsStopped())
    {
        if (!m_isArrivalDone)
        {
            if (i_path->at(i_currentNode).orientation != 100)
                creature.SetOrientation(i_path->at(i_currentNode).orientation);

            if (i_path->at(i_currentNode).script_id)
            {
                DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Creature movement start script %u at point %u for creature %u (entry %u).", i_path->at(i_currentNode).script_id, i_currentNode, creature.GetDBTableGUIDLow(), creature.GetEntry());
                creature.GetMap()->ScriptsStart(sCreatureMovementScripts, i_path->at(i_currentNode).script_id, &creature, &creature);
            }

            // We have reached the destination and can process behavior
            if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
            {
                if (behavior->emote != 0)
                    creature.HandleEmote(behavior->emote);

                if (behavior->spell != 0)
                {
                    creature.CastSpell(&creature, behavior->spell, false);

                    if (!IsActive(creature))                // force stop processing (cast can change movegens list)
                        return true;                        // not expire now, but already lost
                }

                if (behavior->model1 != 0)
                    creature.SetDisplayId(behavior->model1);

                if (behavior->textid[0])
                {
                    // Not only one text is set
                    if (behavior->textid[1])
                    {
                        // Select one from max 5 texts (0 and 1 already checked)
                        int i = 2;
                        for(; i < MAX_WAYPOINT_TEXT; ++i)
                        {
                            if (!behavior->textid[i])
                                break;
                        }

                        creature.Say(behavior->textid[rand() % i], 0, 0);
                    }
                    else
                        creature.Say(behavior->textid[0], 0, 0);
                }
            }                                               // wpBehaviour found

            // Can only do this once for the node
            m_isArrivalDone = true;

            // Inform script
            MovementInform(creature);

            if (!IsActive(creature))                        // force stop processing (movement can move out active zone with cleanup movegens list)
                return true;                                // not expire now, but already lost

            // prevent a crash at empty waypoint path.
            if (!i_path || i_path->empty() || i_currentNode >= i_path->size())
            {
                creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
                return true;
            }
        }
    }                                                       // i_creature.IsStopped()

    // This is at the end of waypoint segment (incl. was previously stopped by player, extending the time)
    if (i_nextMoveTime.Passed())
    {
        // If stopped then begin a new move segment
        if (creature.IsStopped())
        {
            creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

            if (creature.canFly())
                creature.AddSplineFlag(SPLINEFLAG_UNKNOWN7);

            if (WaypointBehavior *behavior = i_path->at(i_currentNode).behavior)
            {
                if (behavior->model2 != 0)
                    creature.SetDisplayId(behavior->model2);

                creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
            }

            // behavior for "departure" of the current node is done
            m_isArrivalDone = false;

            // Proceed with increment current node and then send to the next destination
            ++i_currentNode;

            // Oops, end of the line so need to start from the beginning
            if (i_currentNode >= i_path->size())
                i_currentNode = 0;

            if (i_path->at(i_currentNode).orientation != 100)
                creature.SetOrientation(i_path->at(i_currentNode).orientation);

            const WaypointNode &node = i_path->at(i_currentNode);
            i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
        }
        else
        {
            // If not stopped then stop it
            creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);

            SetStoppedByPlayer(false);

            // Set TimeTracker to waittime for the current node
            i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
        }
    }

    return true;
}
コード例 #23
0
ファイル: PathFinder.cpp プロジェクト: Elarose/MaNGOSZero
void PathInfo::BuildPointPath(float *startPoint, float *endPoint)
{
    float pathPoints[MAX_POINT_PATH_LENGTH*VERTEX_SIZE];
    uint32 pointCount = 0;
    dtStatus dtResult = DT_FAILURE;
    bool usedOffmesh = false;
    if (m_useStraightPath)
    {
        dtResult = m_navMeshQuery->findStraightPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // lenth of current path
                pathPoints,         // [out] path corner points
                NULL,               // [out] flags
                NULL,               // [out] shortened path
                (int*)&pointCount,
                MAX_POINT_PATH_LENGTH);   // maximum number of points/polygons to use
    }
    else
    {
        dtResult = findSmoothPath(
                startPoint,         // start position
                endPoint,           // end position
                m_pathPolyRefs,     // current path
                m_polyLength,       // length of current path
                pathPoints,         // [out] path corner points
                (int*)&pointCount,
                usedOffmesh,
                MAX_POINT_PATH_LENGTH);    // maximum number of points
    }

    if (pointCount < 2 || dtResult != DT_SUCCESS)
    {
        // only happens if pass bad data to findStraightPath or navmesh is broken
        // single point paths can be generated here
        // TODO : check the exact cases
        DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::BuildPointPath FAILED! path sized %d returned\n", pointCount);
        BuildShortcut();
        m_type = PATHFIND_NOPATH;
        return;
    }

    // we need to flash our poly path to prevent it being used as subpath next cycle
    // in case of off mesh connection was used
    if(usedOffmesh)
        m_polyLength = 0;

    m_pathPoints.resize(pointCount);
    for (uint32 i = 0; i < pointCount; ++i)
        m_pathPoints.set(i, PathNode(pathPoints[i*VERTEX_SIZE+2], pathPoints[i*VERTEX_SIZE], pathPoints[i*VERTEX_SIZE+1]));

    // first point is always our current location - we need the next one
    setNextPosition(m_pathPoints[1]);
    setActualEndPosition(m_pathPoints[pointCount-1]);

    // force the given destination, if needed
    if(m_forceDestination &&
        (!(m_type & PATHFIND_NORMAL) || !inRange(getEndPosition(), getActualEndPosition(), 1.0f, 1.0f)))
    {
        setActualEndPosition(getEndPosition());
        BuildShortcut();
        m_type = PathType(PATHFIND_NORMAL | PATHFIND_NOT_USING_PATH);
        return;
    }

    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::BuildPointPath path type %d size %d poly-size %d\n", m_type, pointCount, m_polyLength);
}
コード例 #24
0
void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T& owner, bool updateDestination)
{
    if (!i_target.isValid() || !i_target->IsInWorld())
        return;

    if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
        return;

    if (owner.IsNonMeleeSpellCasted(false))
    {
        // some spells should be able to be cast while moving
        // maybe some attribute? here, check the entry of creatures useing these spells
        switch(owner.GetEntry())
        {
            case 36633: // Ice Sphere (Lich King)
            case 37562: // Volatile Ooze and Gas Cloud (Putricide)
            case 37697:
                break;
            default:
                return;
        }
    }

    if (!i_target->isInAccessablePlaceFor(&owner))
        return;

    float x, y, z;
    bool targetIsVictim = owner.getVictim() && owner.getVictim()->GetObjectGuid() == i_target->GetObjectGuid();

    // i_path can be NULL in case this is the first call for this MMGen (via Update)
    // Can happen for example if no path was created on MMGen-Initialize because of the owner being stunned
    if (updateDestination || !i_path)
    {
        // prevent redundant micro-movement for pets, other followers.
        if ((fabs(i_offset) > M_NULL_F) && i_target->IsWithinDistInMap(&owner, i_offset + PET_FOLLOW_DIST))
        {
            if (!owner.movespline->Finalized())
                return;

            owner.GetPosition(x, y, z);
        }
        else if (fabs(i_offset) < M_NULL_F)
        {
            // to nearest contact position
            float dist = 0.0f;
            if (targetIsVictim)
                dist = owner.GetFloatValue(UNIT_FIELD_COMBATREACH) + i_target->GetFloatValue(UNIT_FIELD_COMBATREACH) - i_target->GetObjectBoundingRadius() - owner.GetObjectBoundingRadius() - 1.0f;

            if (dist < 0.5f)
                dist = 0.5f;

            i_target->GetContactPoint(&owner, x, y, z, dist);
        }
        else
        {
            // to at i_offset distance from target and i_angle from target facing
            i_target->GetClosePoint(x, y, z, owner.GetObjectBoundingRadius(), i_offset, i_angle, &owner);
        }
    }
    else
    {
        // the destination has not changed, we just need to refresh the path (usually speed change)
        G3D::Vector3 end = i_path->getEndPosition();
        x = end.x;
        y = end.y;
        z = end.z;
    }

    if (!i_path)
        i_path = new PathFinder(&owner);

    // allow pets following their master to cheat while generating paths
    bool forceDest = (owner.GetTypeId() == TYPEID_UNIT && ((Creature*)&owner)->IsPet()
                      && owner.hasUnitState(UNIT_STAT_FOLLOW));
    i_path->calculate(x, y, z, forceDest);
    if (i_path->getPathType() & PATHFIND_NOPATH)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"TargetedMovementGeneratorMedium::  unit %s cannot find path to %s (%f, %f, %f),  gained PATHFIND_NOPATH! Owerride used.",
            owner.GetObjectGuid().GetString().c_str(),
            i_target.isValid() ? i_target->GetObjectGuid().GetString().c_str() : "<none>",
            x,y,z);
        //return;
    }

    D::_addUnitStateMove(owner);
    i_targetReached = false;
    m_speedChanged = false;

    Movement::MoveSplineInit init(owner);
    init.MovebyPath(i_path->getPath());
    init.SetWalk(((D*)this)->EnableWalking());
    init.Launch();
}
コード例 #25
0
ファイル: PathFinder.cpp プロジェクト: Elarose/MaNGOSZero
PathInfo::~PathInfo()
{
    DEBUG_FILTER_LOG(LOG_FILTER_PATHFINDING, "++ PathInfo::~PathInfo() for %u \n", m_sourceUnit->GetGUID());
}
コード例 #26
0
ファイル: CalendarHandler.cpp プロジェクト: xarly/mangos
void WorldSession::HandleCalendarEventInvite(WorldPacket& recv_data)
{
    ObjectGuid playerGuid = GetPlayer()->GetObjectGuid();
    DEBUG_LOG("WORLD: CMSG_CALENDAR_EVENT_INVITE [%u]", playerGuid.GetCounter());

    ObjectGuid eventId;

    // TODO it seem its not inviteID but event->CreatorGuid
    ObjectGuid inviteId;
    std::string name;
    bool isPreInvite;
    bool isGuildEvent;

    ObjectGuid inviteeGuid = ObjectGuid();
    uint32 inviteeTeam = 0;
    uint32 inviteeGuildId = 0;

    recv_data >> eventId >> inviteId >> name >> isPreInvite >> isGuildEvent;

    if (Player* player = sObjectAccessor.FindPlayerByName(name.c_str()))
    {
        // Invitee is online
        inviteeGuid = player->GetObjectGuid();
        inviteeTeam = player->GetTeam();
        inviteeGuildId = player->GetGuildId();
    }
    else
    {
        // Invitee offline, get data from database
        PlayerDataCache const* data = sAccountMgr.GetPlayerDataCache(name);
        if (data)
        {
            inviteeGuid = ObjectGuid(HIGHGUID_PLAYER, data->lowguid);
            inviteeTeam = Player::TeamForRace(data->race);
            inviteeGuildId = Player::GetGuildIdFromDB(inviteeGuid);
        }
    }

    if (inviteeGuid.IsEmpty() || !inviteeGuid.IsPlayer())
    {
        sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_PLAYER_NOT_FOUND);
        return;
    }

    if (_player->GetTeam() != inviteeTeam && !sWorld.getConfig(CONFIG_BOOL_ALLOW_TWO_SIDE_INTERACTION_CALENDAR))
    {
        sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_NOT_ALLIED);
        return;
    }

/*
    wrong query (must be checked in another place), also memleak here. FIXME!
    if (QueryResult* result = CharacterDatabase.PQuery("SELECT flags FROM character_social WHERE guid = " UI64FMTD " AND friend = " UI64FMTD, inviteeGuid, playerGuid))
    {
        Field* fields = result->Fetch();
        if (fields[0].GetUInt8() & SOCIAL_FLAG_IGNORED)
        {
            sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_IGNORING_YOU_S, name.c_str());
            return;
        }
    }
*/
    if (!isPreInvite)
    {
        if (CalendarEvent* calendarEvent = sCalendarMgr.GetEventById(eventId))
        {
            if (calendarEvent->IsGuildEvent() && calendarEvent->GuildId == inviteeGuildId)
            {
                // we can't invite guild members to guild events
                sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_NO_GUILD_INVITES);
                return;
            }

            sCalendarMgr.AddInvite(calendarEvent, playerGuid, inviteeGuid, CALENDAR_STATUS_INVITED, CALENDAR_RANK_PLAYER, "", time(NULL));
        }
        else
            sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_EVENT_INVALID);
    }
    else
    {
        if (isGuildEvent && inviteeGuildId == _player->GetGuildId())
        {
            sCalendarMgr.SendCalendarCommandResult(playerGuid, CALENDAR_ERROR_NO_GUILD_INVITES);
            return;
        }

        // create a temp invite to send it back to client
        CalendarInvite calendarInvite;
        calendarInvite.SenderGuid = playerGuid;
        calendarInvite.InviteeGuid = inviteeGuid;
        calendarInvite.Status = CALENDAR_STATUS_INVITED;
        calendarInvite.Rank = CALENDAR_RANK_PLAYER;
        calendarInvite.LastUpdateTime = time(NULL);

        sCalendarMgr.SendCalendarEventInvite(&calendarInvite);
        DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "WorldSession::HandleCalendarEventInvite PREINVITE sender[%u], Invitee[%u]", playerGuid.GetCounter(), inviteeGuid.GetCounter());
    }
}
コード例 #27
0
ファイル: StateMgr.cpp プロジェクト: alolo/mangos
void UnitStateMgr::DropAllStates()
{
    DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "UnitStateMgr:DropAllStates %s drop all active states", GetOwnerStr().c_str());
    DropActionHigherThen(UNIT_ACTION_PRIORITY_IDLE);
    PushAction(UNIT_ACTION_IDLE);
}
コード例 #28
0
void WorldSession::HandleCalendarUpdateEvent(WorldPacket& recv_data)
{
    ObjectGuid guid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: Received opcode CMSG_CALENDAR_UPDATE_EVENT [%s]", guid.GetString().c_str());

    time_t oldEventTime;
    uint64 eventId;
    uint64 inviteId;
    std::string title;
    std::string description;
    uint8 type;
    uint8 repetitionType;
    uint32 maxInvites;
    int32 dungeonId;
    uint32 eventPackedTime;
    uint32 UnknownPackedTime;
    uint32 flags;

    recv_data >> eventId >> inviteId >> title >> description >> type >> repetitionType >> maxInvites >> dungeonId;
    recv_data >> eventPackedTime;
    recv_data >> UnknownPackedTime;
    recv_data >> flags;

    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "EventId [" UI64FMTD "], InviteId [" UI64FMTD "] Title %s, Description %s, type %u "
                     "Repeatable %u, MaxInvites %u, Dungeon ID %d, Flags %u", eventId, inviteId, title.c_str(),
                     description.c_str(), uint32(type), uint32(repetitionType), maxInvites, dungeonId, flags);

    if (CalendarEvent* event = sCalendarMgr.GetEventById(eventId))
    {
        if (guid != event->CreatorGuid)
        {
            CalendarInvite* updaterInvite = event->GetInviteByGuid(guid);
            if (updaterInvite == nullptr)
            {
                sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_NOT_INVITED);
                return ;
            }

            if (updaterInvite->Rank != CALENDAR_RANK_MODERATOR)
            {
                // remover have not enough right to change invite status
                sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_PERMISSIONS);
                return;
            }
        }

        oldEventTime = event->EventTime;

        event->Type = CalendarEventType(type);
        event->Flags = flags;
        event->EventTime = timeBitFieldsToSecs(eventPackedTime);
        event->UnknownTime = timeBitFieldsToSecs(UnknownPackedTime);
        event->DungeonId = dungeonId;
        event->Title = title;
        event->Description = description;

        sCalendarMgr.SendCalendarEventUpdateAlert(event, oldEventTime);

        // query construction
        CharacterDatabase.escape_string(title);
        CharacterDatabase.escape_string(description);
        CharacterDatabase.PExecute("UPDATE calendar_events SET "
                                   "type=%u, flags=%u, dungeonId=%d, eventTime=%u, title='%s', description='%s'"
                                   "WHERE eventid=" UI64FMTD,
                                   uint32(type), flags, dungeonId, uint32(event->EventTime), title.c_str(), description.c_str(), eventId);
    }
    else
        sCalendarMgr.SendCalendarCommandResult(_player, CALENDAR_ERROR_EVENT_INVALID);
}
コード例 #29
0
void TargetedMovementGeneratorMedium<T, D>::_setTargetLocation(T& owner, bool updateDestination)
{
    if (!m_target.isValid() || !m_target->IsInWorld())
        return;

    if (owner.hasUnitState(UNIT_STAT_NOT_MOVE))
        return;

    if (!IsAbleMoveWhenCast(owner.GetEntry()) && owner.IsNonMeleeSpellCasted(false))
        return;

    if (!m_target->isInAccessablePlaceFor(&owner))
        return;

    float x, y, z;

    // m_path can be nullptr in case this is the first call for this MMGen (via Update)
    // Can happen for example if no path was created on MMGen-Initialize because of the owner being stunned
    if (updateDestination || !m_path)
    {
        owner.GetPosition(x, y, z);

        // Prevent redundant micro-movement for pets, other followers.
        if (!RequiresNewPosition(owner, x, y, z))
        {
            if (!owner.movespline->Finalized())
                return;
        }
        else
        {
            float absAngle;

            // Chase Movement and angle == 0 case: Chase to current angle
            if (this->GetMovementGeneratorType() == CHASE_MOTION_TYPE && m_angle == 0.0f)
                absAngle = m_target->GetAngle(&owner);
            // Targeted movement to at m_offset distance from target and m_angle from target facing
            else
                absAngle = m_target->GetOrientation() + m_angle;

            m_target->GetNearPoint(&owner, x, y, z, owner.GetObjectBoundingRadius(),
                                   static_cast<D*>(this)->GetDynamicTargetDistance(owner, false), absAngle);

            // Add hover height
            if (owner.IsLevitating())
                z += owner.GetFloatValue(UNIT_FIELD_HOVERHEIGHT);
        }
    }
    else
    {
        // the destination has not changed, we just need to refresh the path (usually speed change)
        G3D::Vector3 endPos = m_path->getEndPosition();
        x = endPos.x;
        y = endPos.y;
        z = endPos.z;
    }

    if (!m_path)
        m_path = new PathFinder(&owner);

    // allow pets following their master to cheat while generating paths
    bool forceDest = (owner.GetTypeId() == TYPEID_UNIT &&
                      ((Creature*)&owner)->IsPet() && owner.hasUnitState(UNIT_STAT_FOLLOW));

    m_path->calculate(x, y, z, forceDest);

    m_speedChanged = false;

    // don't move if path points equivalent
    if (m_path->getStartPosition() == m_path->getEndPosition())
    {
        owner.StopMoving(true);
        return;
    }

    if (m_path->getPathType() & PATHFIND_NOPATH)
    {
        DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS,"TargetedMovementGeneratorMedium::  unit %s cannot find path to %s (%f, %f, %f),  gained PATHFIND_NOPATH! Owerride used.",
                         owner.GetGuidStr().c_str(),
                         m_target.isValid() ? m_target->GetObjectGuid().GetString().c_str() : "<none>",
                         x, y, z);
        //return;
    }

    D::_addUnitStateMove(owner);
    m_targetReached = false;

    Movement::MoveSplineInit<Unit*> init(owner);
    init.MovebyPath(m_path->getPath());
    init.SetSmooth(); // fix broken fly movement for old creatures
    init.SetWalk(
        ((D*)this)->EnableWalking() ||
        // hack for old creatures with bugged fly animation
        (owner.GetTypeId() == TYPEID_UNIT && owner.IsLevitating() && owner.GetFloatValue(UNIT_FIELD_HOVERHEIGHT) == 0.0f));
    init.Launch();
}
コード例 #30
0
void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recv_data*/)
{
    ObjectGuid guid = _player->GetObjectGuid();
    DEBUG_LOG("WORLD: Received opcode CMSG_CALENDAR_GET_CALENDAR [%s]", guid.GetString().c_str());

    time_t currTime = time(nullptr);

    WorldPacket data(SMSG_CALENDAR_SEND_CALENDAR);

    CalendarInvitesList invites;
    sCalendarMgr.GetPlayerInvitesList(guid, invites);

    data << uint32(invites.size());
    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "Sending > %u invites", uint32(invites.size()));

    for (CalendarInvitesList::const_iterator itr = invites.begin(); itr != invites.end(); ++itr)
    {
        CalendarEvent const* event = (*itr)->GetCalendarEvent();
        MANGOS_ASSERT(event);                           // TODO: be sure no way to have a null event

        data << uint64(event->EventId);
        data << uint64((*itr)->InviteId);
        data << uint8((*itr)->Status);
        data << uint8((*itr)->Rank);

        data << uint8(event->IsGuildEvent());
        data << event->CreatorGuid.WriteAsPacked();
        DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "invite> EventId[" UI64FMTD "], InviteId[" UI64FMTD "], status[%u], rank[%u]",
                         event->EventId, (*itr)->InviteId, uint32((*itr)->Status), uint32((*itr)->Rank));
    }

    CalendarEventsList events;
    sCalendarMgr.GetPlayerEventsList(guid, events);

    data << uint32(events.size());
    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "Sending > %u events", uint32(events.size()));

    for (CalendarEventsList::const_iterator itr = events.begin(); itr != events.end(); ++itr)
    {
        CalendarEvent const* event = *itr;

        data << uint64(event->EventId);
        data << event->Title;
        data << uint32(event->Type);
        data << secsToTimeBitFields(event->EventTime);
        data << uint32(event->Flags);
        data << int32(event->DungeonId);
        data << event->CreatorGuid.WriteAsPacked();

        std::string timeStr = TimeToTimestampStr(event->EventTime);
        DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "Events> EventId[" UI64FMTD "], Title[%s], Time[%s], Type[%u],  Flag[%u], DungeonId[%d], CreatorGuid[%s]",
                         event->EventId, event->Title.c_str(), timeStr.c_str(), uint32(event->Type),
                         uint32(event->Flags), event->DungeonId, event->CreatorGuid.GetString().c_str());
    }

    data << uint32(currTime);                               // server time
    data << secsToTimeBitFields(currTime);                  // zone time ??

    ByteBuffer dataBuffer;
    uint32 boundCounter = 0;
    for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
    {
        Player::BoundInstancesMap boundInstances = _player->GetBoundInstances(Difficulty(i));
        for (Player::BoundInstancesMap::const_iterator itr = boundInstances.begin(); itr != boundInstances.end(); ++itr)
        {
            if (itr->second.perm)
            {
                DungeonPersistentState const* state = itr->second.state;
                dataBuffer << uint32(state->GetMapId());
                dataBuffer << uint32(state->GetDifficulty());
                dataBuffer << uint32(state->GetResetTime() - currTime);
                dataBuffer << uint64(state->GetInstanceId());   // instance save id as unique instance copy id
                ++boundCounter;
            }
        }
    }

    data << uint32(boundCounter);
    data.append(dataBuffer);

    data << uint32(1135753200);                             // Constant date, unk (28.12.2005 07:00)

    // Reuse variables
    boundCounter = 0;
    std::set<uint32> sentMaps;
    dataBuffer.clear();

    for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
    {
        uint32 map_diff_pair = itr->first;
        uint32 mapId = PAIR32_LOPART(map_diff_pair);
        MapDifficultyEntry const* mapDiff = itr->second;

        // skip mapDiff without global reset time
        if (!mapDiff->resetTime)
            continue;

        // skip non raid map
        MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
        if (!mapEntry || !mapEntry->IsRaid())
            continue;

        // skip already sent map (not same difficulty?)
        if (sentMaps.find(mapId) != sentMaps.end())
            continue;

        uint32 resetTime = sMapPersistentStateMgr.GetScheduler().GetMaxResetTimeFor(mapDiff);

        sentMaps.insert(mapId);
        dataBuffer << mapId;
        dataBuffer << resetTime;

        DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "MapId [%u] -> Reset Time: %u", mapId, resetTime);
        dataBuffer << int32(0); // showed 68400 on map 509 must investigate more
        ++boundCounter;
    }
    DEBUG_FILTER_LOG(LOG_FILTER_CALENDAR, "Map sent [%u]", boundCounter);

    data << uint32(boundCounter);
    data.append(dataBuffer);

    // TODO: Fix this, how we do know how many and what holidays to send?
    uint32 holidayCount = 0;
    data << uint32(holidayCount);
    /*for (uint32 i = 0; i < holidayCount; ++i)
    {
        HolidaysEntry const* holiday = sHolidaysStore.LookupEntry(666);

        data << uint32(holiday->Id);                        // m_ID
        data << uint32(holiday->Region);                    // m_region, might be looping
        data << uint32(holiday->Looping);                   // m_looping, might be region
        data << uint32(holiday->Priority);                  // m_priority
        data << uint32(holiday->CalendarFilterType);        // m_calendarFilterType

        for (uint8 j = 0; j < MAX_HOLIDAY_DATES; ++j)
            data << uint32(holiday->Date[j]);               // 26 * m_date -- WritePackedTime ?

        for (uint8 j = 0; j < MAX_HOLIDAY_DURATIONS; ++j)
            data << uint32(holiday->Duration[j]);           // 10 * m_duration

        for (uint8 j = 0; j < MAX_HOLIDAY_FLAGS; ++j)
            data << uint32(holiday->CalendarFlags[j]);      // 10 * m_calendarFlags

        data << holiday->TextureFilename;                   // m_textureFilename (holiday name)
    }*/

    SendPacket(&data);
}