示例#1
0
SpellDesc* ArcScriptCreatureAI::AddSpell(uint32 pSpellId, TargetType pTargetType, float pChance, float pCastTime, int32 pCooldown, float pMinRange, float pMaxRange, bool pStrictRange, char* pText, TextType pTextType, uint32 pSoundId)
{
	//Cannot add twice same spell id
	SpellDesc* NewSpell = FindSpellById(pSpellId);
	if( NewSpell ) return NewSpell;

	//Find spell info from spell id
	SpellEntry* Info = dbcSpell.LookupEntry(pSpellId);

#ifdef USE_DBC_SPELL_INFO
	float CastTime = ( Info->CastingTimeIndex ) ? GetCastTime(dbcSpellCastTime.LookupEntry(Info->CastingTimeIndex)) : pCastTime;
	int32 Cooldown = Info->RecoveryTime;
	float MinRange = ( Info->rangeIndex ) ? GetMinRange(dbcSpellRange.LookupEntry(Info->rangeIndex)) : pMinRange;
	float MaxRange = ( Info->rangeIndex ) ? GetMaxRange(dbcSpellRange.LookupEntry(Info->rangeIndex)) : pMaxRange;
	sLog.outColor(TYELLOW, "ArcScriptCreatureAI::AddSpell(%u) : casttime=%.1f cooldown=%d minrange=%.1f maxrange=%.1f\n", pSpellId, CastTime, Cooldown, MinRange, MaxRange);
#else
	float CastTime = pCastTime;
	int32 Cooldown = pCooldown;
	float MinRange = pMinRange;
	float MaxRange = pMaxRange;
#endif

	//Create new spell
	NewSpell = new SpellDesc(Info, NULL, pTargetType, pChance, CastTime, Cooldown, MinRange, MaxRange, pStrictRange, pText, pTextType, pSoundId);
	mSpells.push_back(NewSpell);
	return NewSpell;
}
示例#2
0
void ObjectMgr::LoadExtraCreatureProtoStuff()
{
	{
		StorageContainerIterator<CreatureProto> * itr = CreatureProtoStorage.MakeIterator();
		CreatureProto * cn;
		while(!itr->AtEnd())
		{
			cn = itr->Get();
			if(itr->Get()->aura_string)
			{
				string auras = string(itr->Get()->aura_string);
				vector<string> aurs = StrSplit(auras, " ");
				for(vector<string>::iterator it = aurs.begin(); it != aurs.end(); ++it)
				{
					uint32 id = atol((*it).c_str());
					if(id)
						itr->Get()->start_auras.insert( id );
				}
			}

			if(!itr->Get()->MinHealth)
				itr->Get()->MinHealth = 1;
			if(!itr->Get()->MaxHealth)
				itr->Get()->MaxHealth = 1;
			if (itr->Get()->AttackType > SCHOOL_ARCANE)
				itr->Get()->AttackType = SCHOOL_NORMAL;

			cn->m_canFlee = cn->m_canRangedAttack = cn->m_canCallForHelp = false;
			cn->m_fleeHealth = 0.0f;
			// please.... m_fleeDuration is a uint32...
			//cn->m_fleeDuration = 0.0f;
			cn->m_fleeDuration = 0;

			if(!itr->Inc())
				break;
		}

		itr->Destruct();
	}

	{
		StorageContainerIterator<CreatureInfo> * itr = CreatureNameStorage.MakeIterator();
		CreatureInfo * ci;
		while(!itr->AtEnd())
		{
			ci = itr->Get();

			ci->lowercase_name = string(ci->Name);
			for(uint32 j = 0; j < ci->lowercase_name.length(); ++j)
				ci->lowercase_name[j] = tolower(ci->lowercase_name[j]); // Darvaleo 2008/08/15 - Copied lowercase conversion logic from ItemPrototype task

			ci->gossip_script = sScriptMgr.GetDefaultGossipScript();

			if(!itr->Inc())
				break;
		}
		itr->Destruct();
	}

	{
		StorageContainerIterator<Quest> * itr = QuestStorage.MakeIterator();
		Quest * qst;
		while(!itr->AtEnd())
		{
			qst = itr->Get();
			qst->pQuestScript = NULL;

			if( !itr->Inc() )
				break;
		}
		itr->Destruct();
	}

	// Load AI Agents
	QueryResult * result = WorldDatabase.Query( "SELECT * FROM ai_agents" );
	CreatureProto * cn;

	if( result != NULL )
	{
		AI_Spell *sp;
		SpellEntry * spe;
		uint32 entry;

		if(Config.OptionsConfig.GetBoolDefault("Server", "LoadAIAgents", true))
		{
			do
			{
				Field *fields = result->Fetch();
				entry = fields[0].GetUInt32();
				cn = CreatureProtoStorage.LookupEntry(entry);
				spe = dbcSpell.LookupEntryForced(fields[5].GetUInt32());
				if( spe == NULL )
				{
					Log.Warning("AIAgent", "For %u has nonexistant spell %u.", fields[0].GetUInt32(), fields[5].GetUInt32());
				}
				if(!cn)
					continue;

				sp = new AI_Spell;
				sp->entryId = fields[0].GetUInt32();
				sp->agent = fields[1].GetUInt16();
				sp->procChance = fields[3].GetUInt32();
				sp->procCount = fields[4].GetUInt32();
				sp->spell = spe;
				sp->spellType = fields[6].GetUInt32();
				sp->spelltargetType = fields[7].GetUInt32();
				sp->cooldown = fields[8].GetUInt32();
				sp->floatMisc1 = fields[9].GetFloat();
				sp->autocast_type=(uint32)-1;
				sp->custom_pointer=false;
				sp->cooldowntime=getMSTime();
				sp->procCounter=0;

		/*		if (!sp->procCountDB) 
					sp->procCount = uint32(-1);
				else sp->procCount = sp->procCountDB;*/
				sp->Misc2 = fields[10].GetUInt32();
				if(sp->agent == AGENT_SPELL)
				{
					if(!sp->spell)
					{
						//printf("SpellId %u in ai_agent for %u is invalid.\n", (unsigned int)fields[5].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						continue;
					}
					
					if(sp->spell->Effect[0] == SPELL_EFFECT_LEARN_SPELL || sp->spell->Effect[1] == SPELL_EFFECT_LEARN_SPELL ||
						sp->spell->Effect[2] == SPELL_EFFECT_LEARN_SPELL)
					{
						//printf("Teaching spell %u in ai_agent for %u\n", (unsigned int)fields[5].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						continue;
					}

					sp->minrange = GetMinRange(dbcSpellRange.LookupEntry(sp->spell->rangeIndex));
					sp->maxrange = GetMaxRange(dbcSpellRange.LookupEntry(sp->spell->rangeIndex));

					//omg the poor darling has no clue about making ai_agents
					if(sp->cooldown==0xffffffff)
					{
						//now this will not be exact cooldown but maybe a bigger one to not make him spam spells to often
						int cooldown;
						SpellDuration *sd=dbcSpellDuration.LookupEntry(sp->spell->DurationIndex);
						int Dur=0;
						int Casttime=0;//most of the time 0
						int RecoveryTime=sp->spell->RecoveryTime;
						if(sp->spell->DurationIndex)
							Dur =::GetDuration(sd);
						Casttime=GetCastTime(dbcSpellCastTime.LookupEntry(sp->spell->CastingTimeIndex));
						cooldown=Dur+Casttime+RecoveryTime;
						if(cooldown<0)
							sp->cooldown=0;//huge value that should not loop while adding some timestamp to it
						else sp->cooldown=cooldown;
					}

					/*
					//now apply the morron filter
					if(sp->procChance==0)
					{
						//printf("SpellId %u in ai_agent for %u is invalid.\n", (unsigned int)fields[5].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						continue;
					}
					if(sp->spellType==0)
					{
						//right now only these 2 are used
						if(IsBeneficSpell(sp->spell))
							sp->spellType==STYPE_HEAL;
						else sp->spellType==STYPE_BUFF;
					}
					if(sp->spelltargetType==0)
						sp->spelltargetType = RecommandAISpellTargetType(sp->spell);
						*/
				}

				if(sp->agent == AGENT_RANGED)
				{
					cn->m_canRangedAttack = true;
					delete sp;
				}
				else if(sp->agent == AGENT_FLEE)
				{
					cn->m_canFlee = true;
					if(sp->floatMisc1)
						cn->m_canFlee = (sp->floatMisc1>0.0f ? true : false);
					else
						cn->m_fleeHealth = 0.2f;

					if(sp->Misc2)
						cn->m_fleeDuration = sp->Misc2;
					else
						cn->m_fleeDuration = 10000;

					delete sp;
				}
				else if(sp->agent == AGENT_CALLFORHELP)
				{
					cn->m_canCallForHelp = true;
					if(sp->floatMisc1)
						cn->m_callForHelpHealth = 0.2f;
					delete sp;
				}
				else
				{
					cn->spells.push_back(sp);
				}
			} while( result->NextRow() );
		}

		delete result;
	}
}
示例#3
0
void AiAgentHealSupport::Update(uint32 p_time)
{
	_UpdateTimer(p_time);
	_UpdateMovement(p_time);

	if( !m_PetOwner )
		return; //oh noez, our master has abandoned us ! Where is te luv ?

	//we used this spell to create healbot. To avoid logout / login recreate we need to remove aura
	// lol, this will never work :(
	if( !m_Unit->isAlive() )
		m_PetOwner->RemoveAura( 36765 );

	if( m_Unit->GetMapMgr() != m_PetOwner->GetMapMgr() )
	{
		m_PetOwner->RemoveAura( 36765 );
		m_Unit->EventSummonPetExpire();
	}

	if( m_Unit->isCasting() )
		return; // we are already supporting someone ...get back later

	//we should be at same level at owner so we profit of fighting formulas same as owner
	if(	m_Unit->GetUInt32Value( UNIT_FIELD_LEVEL ) != m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) )
	{
		m_Unit->SetUInt32Value( UNIT_FIELD_LEVEL, m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) );
		DifficultyLevel = m_PetOwner->GetUInt32Value( UNIT_FIELD_LEVEL ) / 80.0f;
//printf("difficulty changed to %f \n",DifficultyLevel);
		//scale health and mana.when we level we max out our stats
		m_Unit->SetUInt32Value( UNIT_FIELD_MAXHEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_MAXPOWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_BASE_MANA ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_HEALTH , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
		m_Unit->SetUInt32Value( UNIT_FIELD_POWER1 , (uint32)(m_Unit->GetUInt32Value( UNIT_FIELD_POWER1 ) * ( 1 + DifficultyLevel ) * CREATURE_STATS_SCALE_WITH_DIFFICULTY) );
	}

	//if owner fights a long combat then we he desrvers to get lasy at the end ?
	if( m_PetOwner->CombatStatus.IsInCombat() )
		CombatDifficultyLevel += DIFFICULTY_UPDATE_SPEED;
	else CombatDifficultyLevel = 0;
	if( CombatDifficultyLevel > 1 )
		CombatDifficultyLevel = 1;

	uint32 Time_Now = getMSTime();

	std::list<healagentspell*>::iterator itr;
	SpellCastTargets targets( m_PetOwner->GetGUID() );
	healagentspell *m_castingSpell = NULL;
	Unit			*SpellTarget = m_PetOwner;

	//poor thing died. Res him. 
	//will never work
	if( !m_PetOwner->isAlive() && CheckCanCast( revive_spell.sp, SpellTarget ) )
	{
		m_castingSpell = &revive_spell;
//printf("master died, we are going to resurect him\n");
	}

	//if we are injusred we should try to survive it
	if ( m_castingSpell== NULL && m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("we are injured, diff is %u \n",m_Unit->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) - m_Unit->GetUInt32Value( UNIT_FIELD_HEALTH ));
		if(	!Protect_self() ) //first we try to escape combat
		{
			m_castingSpell = PickSpellFromList( &m_healspells, m_Unit );
			SpellTarget = m_Unit;
		}
		else
		{
			m_castingSpell = &m_defend_self;
			SpellTarget = m_Unit;
		}
	}

	//select an augment spell if we have nothing better to do
	if( m_castingSpell== NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) == m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("master is ok, we can try augment someone\n");
		m_castingSpell = PickSpellFromList( &m_AugmentSelf, m_Unit );
		//try augment owner ?
		if( !m_castingSpell )
		{
			m_castingSpell = PickSpellFromList( &m_AugmentTarget, m_PetOwner );
			SpellTarget = m_Unit;
		}
	}

	//master is injured, this should be most common case
	if( m_castingSpell==NULL && m_PetOwner->GetUInt32Value( UNIT_FIELD_HEALTH ) < m_PetOwner->GetUInt32Value( UNIT_FIELD_MAXHEALTH ) )
	{
//printf("master is injured, will try to heal him\n");
		m_castingSpell = PickSpellFromList( &m_healspells , m_PetOwner);
		SpellTarget = m_PetOwner;
	}

	if( m_castingSpell )
	{
//printf("we have a spell to cast\n");

		SpellCastTime *sd = dbcSpellCastTime.LookupEntry( m_castingSpell->sp->CastingTimeIndex );

		//do not stop for instant casts
		if(GetCastTime(sd) != 0)
		{
			StopMovement(0);
//printf("spell is not instant so we are going to stop movement \n");
		}

		float distance = m_Unit->GetDistanceSq( SpellTarget );
		if(	distance <= m_castingSpell->sp->base_range_or_radius_sqr || m_castingSpell->sp->base_range_or_radius_sqr == 0 )
		{

//printf("we are in range and going to cast spell \n");
			m_AIState = STATE_CASTING;
			
			Spell *nspell = SpellPool.PooledNew();
			nspell->Init(m_Unit, m_castingSpell->sp, false, NULL);

#ifdef SPELL_EFF_PCT_SCALE_WITH_DIFFICULTY
			if( m_castingSpell->max_scale )
			{
				nspell->forced_basepoints[ 0 ] = (uint32)( m_castingSpell->max_scale * ( DifficultyLevel + CombatDifficultyLevel) );
				if( nspell->forced_basepoints[ 0 ] > m_castingSpell->max_scale * 2)
					nspell->forced_basepoints[ 0 ] = m_castingSpell->max_scale * 2;
			}
#endif

			targets.m_unitTarget = SpellTarget->GetGUID();
			nspell->prepare( &targets );

			CastSpell( m_Unit, m_castingSpell->sp, targets );

			SetSpellDuration( m_castingSpell );

			//mana regen is to big, he can cast forever, double mana usage maybe regulates this
			m_Unit->ModSignedInt32Value( UNIT_FIELD_POWER1, -m_castingSpell->sp->manaCost );

		}
		else // Target out of Range -> Run to it
		{
//printf("we are going to move closer \n");
			m_moveRun = true;
			_CalcDestinationAndMove( SpellTarget, sqrt( m_castingSpell->sp->base_range_or_radius_sqr ) );
		}
	}

// check if pets regenrate mana, If not then we should implement that too
	//if owner is mounted then we mount too. Speed is not set though
	if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 )
	{
		if( Owner_side == OWNER_SIDE_ALIANCE )
			m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, HELPER_MOUNT_A_DISPLAY );
		else
			m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, OWNER_SIDE_HORDE );
		m_moveSprint =  true;
	}
	else if( m_PetOwner->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) == 0 && m_Unit->GetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID ) != 0 )
	{
		m_Unit->SetUInt32Value( UNIT_FIELD_MOUNTDISPLAYID, 0 );
		m_moveSprint = false;
	}

	//for fun : mimic master standstate. Note that this might give strange results
	if( m_PetOwner->GetStandState() != m_Unit->GetStandState() )
		m_Unit->SetStandState( m_PetOwner->GetStandState() );

	if( m_castingSpell == NULL )
	{
		if( First_noaction_stamp == 0 )
			First_noaction_stamp = Time_Now;

		float dist = m_Unit->CalcDistance( m_PetOwner );

//printf("we are far from owner, we should move closer , dist %f from %f \n",dist,(FollowDistance*FollowDistance));
		if ( dist > FollowDistance ) //if out of range
		{
			m_moveRun = true;

			if(dist > 20.0f)
				m_moveSprint = true;

			float delta_x = UnitToFollow->GetPositionX();
			float delta_y = UnitToFollow->GetPositionY();
			float d = 3;

			MoveTo(delta_x+(d*(cosf(m_fallowAngle+m_PetOwner->GetOrientation()))),
				delta_y+(d*(sinf(m_fallowAngle+m_PetOwner->GetOrientation()))),
				m_PetOwner->GetPositionZ(),m_PetOwner->GetOrientation());				
		}
	}
	else if(m_castingSpell != NULL )
		First_noaction_stamp = 0;

//if( First_noaction_stamp )printf("ms to say something %u and ms for say cooldown %u\n",First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING - Time_Now,Boredom_cooldown - Time_Now );
	if( 
		First_noaction_stamp
		&& First_noaction_stamp + BOREDOM_TIMER_TO_START_TRIGGERING < Time_Now 
		&& Boredom_cooldown < Time_Now
		)
	{
		//some chance to say something
		if( Rand( 50 ) )
			m_Unit->SendChatMessage(CHAT_MSG_MONSTER_SAY, LANG_UNIVERSAL, bored_texts[ RandomUInt( BOREDOM_TEXTCOUNT ) ]);
		else
			m_Unit->SetUInt32Value ( UNIT_NPC_EMOTESTATE, bored_emotes[ RandomUInt( BOREDOM_EMOTECOUNT ) ] );
		Boredom_cooldown = Time_Now + BOREDOM_TRIGGER_INTERVAL;
	}
}
示例#4
0
void ObjectMgr::LoadExtraCreatureProtoStuff()
{
	{
		StorageContainerIterator<CreatureProto> * itr = CreatureProtoStorage.MakeIterator();
		CreatureProto* cn;
		while(!itr->AtEnd())
		{
			cn = itr->Get();

			// Process spell fields
			for( uint32 i = 0; i < MAX_CREATURE_PROTO_SPELLS; i++ ){
				if( cn->AISpells[ i ] == 0 )
					continue;

				SpellEntry *sp = dbcSpell.LookupEntryForced( cn->AISpells[ i ] );
				if( sp == NULL )
					continue;

				if( ( sp->Attributes & ATTRIBUTES_PASSIVE ) == 0 )
					cn->castable_spells.push_back( sp->Id );
				else
					cn->start_auras.insert( sp->Id );

			}

			// process creature spells from creaturespelldata.dbc
			if( cn->spelldataid != 0 ){
				CreatureSpellDataEntry* spe = dbcCreatureSpellData.LookupEntry( cn->spelldataid );
				for( uint32 i = 0; i < 3; i++ ){
					if( spe->Spells[ i ] == 0 )
						continue;

					SpellEntry *sp = dbcSpell.LookupEntryForced( spe->Spells[ i ] );
					if( sp == NULL )
						continue;

					if( ( sp->Attributes & ATTRIBUTES_PASSIVE ) == 0 )
						cn->castable_spells.push_back( sp->Id );
					else
						cn->start_auras.insert( sp->Id );
				}
			}

			if(cn->aura_string)
			{
				string auras = string(cn->aura_string);
				vector<string> aurs = StrSplit(auras, " ");
				for(vector<string>::iterator it = aurs.begin(); it != aurs.end(); ++it)
				{
					uint32 id = atol((*it).c_str());
					if(id)
						cn->start_auras.insert(id);
				}
			}

			if(!cn->MinHealth)
				cn->MinHealth = 1;
			if(!cn->MaxHealth)
				cn->MaxHealth = 1;
			if(cn->AttackType > SCHOOL_ARCANE)
				cn->AttackType = SCHOOL_NORMAL;

			cn->m_canFlee = cn->m_canRangedAttack = cn->m_canCallForHelp = false;
			cn->m_fleeHealth = 0.0f;
			// please.... m_fleeDuration is a uint32...
			//cn->m_fleeDuration = 0.0f;
			cn->m_fleeDuration = 0;

			if(!itr->Inc())
				break;
		}

		itr->Destruct();
	}

	{
		StorageContainerIterator<CreatureInfo> * itr = CreatureNameStorage.MakeIterator();
		CreatureInfo* ci;
		while(!itr->AtEnd())
		{
			ci = itr->Get();

			ci->lowercase_name = string(ci->Name);
			for(uint32 j = 0; j < ci->lowercase_name.length(); ++j)
				ci->lowercase_name[j] = static_cast<char>(tolower(ci->lowercase_name[j]));   // Darvaleo 2008/08/15 - Copied lowercase conversion logic from ItemPrototype task

			for(int i = 0; i < NUM_MONSTER_SAY_EVENTS; i++)
				ci->MonsterSay[i] = objmgr.HasMonsterSay(ci->Id, MONSTER_SAY_EVENTS(i));

			if(!itr->Inc())
				break;
		}
		itr->Destruct();
	}

	// Load AI Agents
	if(Config.MainConfig.GetBoolDefault("Server", "LoadAIAgents", true))
	{
		QueryResult* result = WorldDatabase.Query("SELECT * FROM ai_agents");
		CreatureProto* cn;

		if(result != NULL)
		{
			AI_Spell* sp;
			SpellEntry* spe;
			uint32 entry;

			do
			{
				Field* fields = result->Fetch();
				entry = fields[0].GetUInt32();
				cn = CreatureProtoStorage.LookupEntry(entry);
				spe = dbcSpell.LookupEntryForced(fields[6].GetUInt32());
				if(spe == NULL)
				{
					Log.Error("AIAgent", "For %u has nonexistent spell %u.", fields[0].GetUInt32(), fields[6].GetUInt32());
					continue;
				}
				if(!cn)
					continue;

				sp = new AI_Spell;
				sp->entryId = fields[0].GetUInt32();
				sp->instance_mode = fields[1].GetUInt32();
				sp->agent = fields[2].GetUInt16();
				sp->procChance = fields[4].GetUInt32();
				sp->procCount = fields[5].GetUInt32();
				sp->spell = spe;
				sp->spellType = static_cast<uint8>(fields[7].GetUInt32());

				int32  targettype = fields[8].GetInt32();
				if(targettype == -1)
					sp->spelltargetType = static_cast<uint8>(GetAiTargetType(spe));
				else sp->spelltargetType = static_cast<uint8>(targettype);

				sp->cooldown = fields[9].GetInt32();
				sp->floatMisc1 = fields[10].GetFloat();
				sp->autocast_type = (uint32) - 1;
				sp->cooldowntime = getMSTime();
				sp->procCounter = 0;
				sp->Misc2 = fields[11].GetUInt32();
				if(sp->agent == AGENT_SPELL)
				{
					if(!sp->spell)
					{
						LOG_DEBUG("SpellId %u in ai_agent for %u is invalid.", (unsigned int)fields[6].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						sp = NULL;
						continue;
					}

					if(sp->spell->Effect[0] == SPELL_EFFECT_LEARN_SPELL || sp->spell->Effect[1] == SPELL_EFFECT_LEARN_SPELL ||
					        sp->spell->Effect[2] == SPELL_EFFECT_LEARN_SPELL)
					{
						LOG_DEBUG("Teaching spell %u in ai_agent for %u", (unsigned int)fields[6].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						sp = NULL;
						continue;
					}

					sp->minrange = GetMinRange(dbcSpellRange.LookupEntry(sp->spell->rangeIndex));
					sp->maxrange = GetMaxRange(dbcSpellRange.LookupEntry(sp->spell->rangeIndex));

					//omg the poor darling has no clue about making ai_agents
					if(sp->cooldown == (uint32) - 1)
					{
						//now this will not be exact cooldown but maybe a bigger one to not make him spam spells to often
						int cooldown;
						SpellDuration* sd = dbcSpellDuration.LookupEntry(sp->spell->DurationIndex);
						int Dur = 0;
						int Casttime = 0; //most of the time 0
						int RecoveryTime = sp->spell->RecoveryTime;
						if(sp->spell->DurationIndex)
							Dur =::GetDuration(sd);
						Casttime = GetCastTime(dbcSpellCastTime.LookupEntry(sp->spell->CastingTimeIndex));
						cooldown = Dur + Casttime + RecoveryTime;
						if(cooldown < 0)
							sp->cooldown = 2000; //huge value that should not loop while adding some timestamp to it
						else sp->cooldown = cooldown;
					}

					/*
					//now apply the moron filter
					if(sp->procChance== 0)
					{
						//printf("SpellId %u in ai_agent for %u is invalid.\n", (unsigned int)fields[5].GetUInt32(), (unsigned int)sp->entryId);
						delete sp;
						sp = NULL;
						continue;
					}
					if(sp->spellType== 0)
					{
						//right now only these 2 are used
						if(IsBeneficSpell(sp->spell))
							sp->spellType==STYPE_HEAL;
						else sp->spellType==STYPE_BUFF;
					}
					if(sp->spelltargetType== 0)
						sp->spelltargetType = RecommandAISpellTargetType(sp->spell);
						*/
				}

				if(sp->agent == AGENT_RANGED)
				{
					cn->m_canRangedAttack = true;
					delete sp;
					sp = NULL;
				}
				else if(sp->agent == AGENT_FLEE)
				{
					cn->m_canFlee = true;
					if(sp->floatMisc1)
						cn->m_canFlee = (sp->floatMisc1 > 0.0f ? true : false);
					else
						cn->m_fleeHealth = 0.2f;

					if(sp->Misc2)
						cn->m_fleeDuration = sp->Misc2;
					else
						cn->m_fleeDuration = 10000;

					delete sp;
					sp = NULL;
				}
				else if(sp->agent == AGENT_CALLFORHELP)
				{
					cn->m_canCallForHelp = true;
					if(sp->floatMisc1)
						cn->m_callForHelpHealth = 0.2f;
					delete sp;
					sp = NULL;
				}
				else
				{
					cn->spells.push_back(sp);
				}
			}
			while(result->NextRow());

			delete result;
		}
	}
}
示例#5
0
//will get bigger if it is better to cast this spell then some other version
float GetSpellEficiencyFactor(SpellEntry *sp)
{
	SpellCastTime *sd = dbcSpellCastTime.LookupEntry( sp->CastingTimeIndex );
	return (float)(sp->EffectBasePoints[0]) / ( GetCastTime( sd ) * 2 + sp->manaCost + 1) ;
}