Пример #1
0
void HostileRefManager::threatAssist(Unit *pVictim, float pThreat, SpellEntry const *pThreatSpell, bool pSingleTarget)
{
    float redirectedMod = pVictim->getHostileRefManager().GetThreatRedirectionMod();
    Unit* redirectedTarget = redirectedMod ? pVictim->getHostileRefManager().GetThreatRedirectionTarget() : NULL;

    uint32 size = pSingleTarget ? 1 : getSize();            // if pSingleTarget do not devide threat
    HostileReference* ref = getFirst();
    while(ref != NULL)
    {
        float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, false, (pThreatSpell ? GetSpellSchoolMask(pThreatSpell) : SPELL_SCHOOL_MASK_NORMAL), pThreatSpell);

        if (threat > 0.0f)
        {
            if (redirectedTarget && redirectedTarget != ref->getTarget() && redirectedTarget->isAlive())
            {
                float redirectedThreat = threat * redirectedMod;
                threat -= redirectedThreat;

                if(redirectedTarget == getOwner())          // It is faster to modify the threat durectly if possible
                    ref->addThreat(float (threat) / size);
                else
                    ref->getSource()->addThreat(redirectedTarget, redirectedThreat);
            }
        }

        if (pVictim == getOwner())
            ref->addThreat(float (threat) / size);          // It is faster to modify the threat durectly if possible
        else
            ref->getSource()->addThreat(pVictim, float (threat) / size);

        ref = ref->next();
    }
}
Пример #2
0
HostileReference* ThreatContainer::addThreat(Unit* pVictim, float pThreat)
{
    HostileReference* ref = getReferenceByTarget(pVictim);
    if (ref)
        ref->addThreat(pThreat);
    return ref;
}
Пример #3
0
void ThreatManager::addThreatDirectly(Unit* pVictim, float threat)
{
    // not to self
    if (pVictim == getOwner())
        return;

    HostileReference* ref = iThreatContainer.addThreat(pVictim, threat);
    // Ref is online
    if (ref)
        iUpdateNeed = true;
    // Ref is not in the online refs, search the offline refs next
    else
        ref = iThreatOfflineContainer.addThreat(pVictim, threat);

    if(!ref)                                                // there was no ref => create a new one
    {
        // threat has to be 0 here
        HostileReference* hostileReference = new HostileReference(pVictim, this, 0);
        iThreatContainer.addReference(hostileReference);
        hostileReference->addThreat(threat);                // now we add the real threat
        iUpdateNeed = true;
        if(pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster())
            hostileReference->setOnlineOfflineState(false); // GM is always offline
    }
}
Пример #4
0
void HostileRefManager::threatAssist(Unit *pVictim, float fThreat, SpellEntry const *pThreatSpell, bool pSingleTarget)
{
    HostileReference* ref;

    float size = pSingleTarget ? 1.0f : getSize();            // if pSingleTarget do not divide threat
    ref = getFirst();
    while (ref != NULL)
    {
        float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, fThreat, (pThreatSpell ? GetSpellSchoolMask(pThreatSpell) : SPELL_SCHOOL_MASK_NORMAL), pThreatSpell);
        if (pVictim == getOwner())
            ref->addThreat(threat / size);          // It is faster to modify the threat durectly if possible
        else
            ref->getSource()->addThreat(pVictim, threat / size);
        ref = ref->next();
    }
}
Пример #5
0
void ThreatManager::_addThreat(Unit* victim, float threat)
{
    HostileReference* ref = iThreatContainer.addThreat(victim, threat);
    // Ref is not in the online refs, search the offline refs next
    if (!ref)
        ref = iThreatOfflineContainer.addThreat(victim, threat);

    if (!ref) // there was no ref => create a new one
    {
                                                            // threat has to be 0 here
        HostileReference* hostileRef = new HostileReference(victim, this, 0);
        iThreatContainer.addReference(hostileRef);
        hostileRef->addThreat(threat); // now we add the real threat
        if (victim->GetTypeId() == TYPEID_PLAYER && victim->ToPlayer()->isGameMaster())
            hostileRef->setOnlineOfflineState(false); // GM is always offline
    }
}
Пример #6
0
void HostileRefManager::threatAssist(Unit *pVictim, float pThreat, SpellEntry const *pThreatSpell, bool pSingleTarget)
{
    if (iOwner->hasUnitState(UNIT_STAT_IGNORE_ATTACKERS))
        return;

    HostileReference* ref;

    uint32 size = pSingleTarget ? 1 : getSize();            // if pSingleTarget do not divide threat
    ref = getFirst();
    while (ref != NULL)
    {
        float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, (pThreatSpell ? SpellMgr::GetSpellSchoolMask(pThreatSpell) : SPELL_SCHOOL_MASK_NORMAL), pThreatSpell);
        if (pVictim == getOwner())
            ref->addThreat(float (threat) / size);          // It is faster to modify the threat directly if possible
        else
            ref->getSource()->addThreat(pVictim, float (threat) / size);
        ref = ref->next();
    }
}
Пример #7
0
void ThreatManager::addThreat(Unit* pVictim, float pThreat, bool crit, SpellSchoolMask schoolMask, SpellEntry const *pThreatSpell)
{
    //function deals with adding threat and adding players and pets into ThreatList
    //mobs, NPCs, guards have ThreatList and HateOfflineList
    //players and pets have only InHateListOf
    //HateOfflineList is used co contain unattackable victims (in-flight, in-water, GM etc.)

    // not to self
    if (pVictim == getOwner())
        return;

    // not to GM
    if (!pVictim || (pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster()) )
        return;

    // not to dead and not for dead
    if (!pVictim->isAlive() || !getOwner()->isAlive() )
        return;

    ASSERT(getOwner()->GetTypeId()== TYPEID_UNIT);

    float threat = ThreatCalcHelper::calcThreat(pVictim, iOwner, pThreat, crit, schoolMask, pThreatSpell);

    HostileReference* ref = iThreatContainer.addThreat(pVictim, threat);
    // Ref is online
    if (ref)
        iUpdateNeed = true;
    // Ref is not in the online refs, search the offline refs next
    else
        ref = iThreatOfflineContainer.addThreat(pVictim, threat);

    if (!ref)                                                // there was no ref => create a new one
    {
                                                            // threat has to be 0 here
        HostileReference* hostileReference = new HostileReference(pVictim, this, 0);
        iThreatContainer.addReference(hostileReference);
        hostileReference->addThreat(threat);                // now we add the real threat
        iUpdateNeed = true;
        if (pVictim->GetTypeId() == TYPEID_PLAYER && ((Player*)pVictim)->isGameMaster())
            hostileReference->setOnlineOfflineState(false); // GM is always offline
    }
}