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[7905] Implement ACTION_T_SET_SHEATH for creature event ai make possibility set ranged fire state. Author: VladimirMangos
Also related cleanup code in field cases and player Player::SetSheath. --HG-- branch : trunk
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@@ -129,6 +129,7 @@ Params are always read from Param1, then Param2, then Param3.
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37 ACTION_T_DIE No Params Kills the creature
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38 ACTION_T_ZONE_COMBAT_PULSE No Params Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances.
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39 ACTION_T_CALL_FOR_HELP Radius Call any friendly creatures (if its not in combat/etc) in radius attack creature target.
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40 ACTION_T_SET_SHEATH Sheath Let set sheath state for creature (0-no weapon show (not used mostly by creatures), 1-melee weapon show, 2-ranged weapon show)
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* = Use -1 to specify that if this param is picked to do nothing. Random is constant between actions within an event. So if you have a random Yell and a random Sound they will match up (ex: param2 with param2)
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@@ -684,6 +685,25 @@ This is commonly used if you need to Instakill the creature for one reason or an
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--------------------------------
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Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances.
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----------------------------
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39 = ACTION_T_CALL_FOR_HELP:
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----------------------------
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Parameter 1: Radius - All friendly (not only same faction) creatures will go to help
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Call any friendly creatures (if its not in combat/etc) in radius attack creature target.
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Mostly used when call to help more wide that normal aggro radius or auto-used call for assistance, and need apply at some event.
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-------------------------
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40 ACTION_T_SET_SHEATH:
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-------------------------
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Parameter 1: Sheath state
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0 SHEATH_STATE_UNARMED not prepared weapon show (not used mostly by creatures)
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1 SHEATH_STATE_MELEE melee weapon prepared show
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2 SHEATH_STATE_RANGED ranged weapon prepared show
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Let set sheath state for creature.
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Note: SHEATH_STATE_RANGED case work in combat state only if combat not start as melee commands.
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This possible setup by set ar event AI start (single used EVENT_T_TIMER_OOC set ACTION_T_COMBAT_MOVEMENT 0 for creature that prefered ranged attack)
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=========================================
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Target Types
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@@ -75,7 +75,13 @@ void WorldSession::HandleSetSheathedOpcode( WorldPacket & recv_data )
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//sLog.outDebug( "WORLD: Recvd CMSG_SETSHEATHED Message guidlow:%u value1:%u", GetPlayer()->GetGUIDLow(), sheathed );
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GetPlayer()->SetSheath(sheathed);
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if(sheathed >= MAX_SHEATH_STATE)
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{
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sLog.outError("Unknown sheath state %u ??",sheathed);
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return;
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}
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GetPlayer()->SetSheath(SheathState(sheathed));
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}
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void WorldSession::SendAttackStop(Unit const* enemy)
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@@ -340,7 +340,7 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
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m_regenHealth = GetCreatureInfo()->RegenHealth;
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// creatures always have melee weapon ready if any
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SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE );
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SetSheath(SHEATH_STATE_MELEE);
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SelectLevel(GetCreatureInfo());
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if (team == HORDE)
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@@ -795,6 +795,12 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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}
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break;
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}
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case ACTION_T_SET_SHEATH:
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{
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m_creature->SetSheath(SheathState(action.set_sheath.sheath));
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break;
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}
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}
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}
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@@ -102,6 +102,7 @@ enum EventAI_ActionType
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ACTION_T_DIE = 37, // No Params
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ACTION_T_ZONE_COMBAT_PULSE = 38, // No Params
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ACTION_T_CALL_FOR_HELP = 39, // Radius
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ACTION_T_SET_SHEATH = 40, // Sheath (0-passive,1-melee,2-ranged)
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ACTION_T_SET_ACTIVE = 101, //Apply
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ACTION_T_SET_AGGRESSIVE = 102, //Apply
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@@ -369,6 +370,11 @@ struct CreatureEventAI_Action
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{
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uint32 radius;
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} call_for_help;
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// ACTION_T_SET_SHEATH = 40
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struct
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{
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uint32 sheath;
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} set_sheath;
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// RAW
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struct
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{
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@@ -641,6 +641,13 @@ void CreatureEventAIMgr::LoadCreatureEventAI_Scripts()
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if (!sCreatureStorage.LookupEntry<CreatureInfo>(action.update_template.creatureId))
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sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses non-existant creature entry %u.", i, j+1, action.update_template.creatureId);
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break;
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case ACTION_T_SET_SHEATH:
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if (action.set_sheath.sheath >= MAX_SHEATH_STATE)
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{
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sLog.outErrorDb("CreatureEventAI: Event %u Action %u uses wrong sheath state %u.", i, j+1, action.set_sheath.sheath);
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action.set_sheath.sheath = SHEATH_STATE_UNARMED;
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}
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break;
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case ACTION_T_EVADE: //No Params
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case ACTION_T_FLEE_FOR_ASSIST: //No Params
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case ACTION_T_DIE: //No Params
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@@ -197,7 +197,7 @@ bool Pet::LoadPetFromDB( Player* owner, uint32 petentry, uint32 petnumber, bool
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break;
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case HUNTER_PET:
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SetUInt32Value(UNIT_FIELD_BYTES_0, 0x02020100);
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SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE);
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SetSheath(SHEATH_STATE_MELEE);
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SetByteValue(UNIT_FIELD_BYTES_2, 2, fields[9].GetBool() ? UNIT_RENAME_NOT_ALLOWED : UNIT_RENAME_ALLOWED);
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SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
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@@ -747,7 +747,7 @@ bool Pet::CreateBaseAtCreature(Creature* creature)
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if(cinfo->type == CREATURE_TYPE_BEAST)
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{
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SetUInt32Value(UNIT_FIELD_BYTES_0, 0x02020100);
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SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE );
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SetSheath(SHEATH_STATE_MELEE);
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SetByteValue(UNIT_FIELD_BYTES_2, 2, UNIT_RENAME_ALLOWED);
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SetUInt32Value(UNIT_MOD_CAST_SPEED, creature->GetUInt32Value(UNIT_MOD_CAST_SPEED));
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}
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@@ -1676,7 +1676,7 @@ bool Pet::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint3
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if(!InitEntry(Entry))
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return false;
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SetByteValue(UNIT_FIELD_BYTES_2, 0, SHEATH_STATE_MELEE);
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SetSheath(SHEATH_STATE_MELEE);
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return true;
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}
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@@ -251,4 +251,4 @@ class Pet : public Guardian
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assert(false);
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}
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};
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#endif
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#endif
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@@ -8188,7 +8188,7 @@ void Player::SetVirtualItemSlot( uint8 i, Item* item)
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}
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}
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void Player::SetSheath( uint32 sheathed )
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void Player::SetSheath( SheathState sheathed )
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{
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switch (sheathed)
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{
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@@ -8214,7 +8214,7 @@ void Player::SetSheath( uint32 sheathed )
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SetVirtualItemSlot(2,NULL);
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break;
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}
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SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
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Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
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}
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uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
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@@ -938,7 +938,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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/*********************************************************/
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void SetVirtualItemSlot( uint8 i, Item* item);
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void SetSheath( uint32 sheathed );
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void SetSheath( SheathState sheathed ); // overwrite Unit version
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uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const;
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uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const;
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Item* GetItemByGuid( uint64 guid ) const;
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@@ -219,6 +219,8 @@ enum SheathState
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SHEATH_STATE_RANGED = 2 // prepared ranged weapon
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};
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#define MAX_SHEATH_STATE 3
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// byte (1 from 0..3) of UNIT_FIELD_BYTES_2
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enum UnitBytes2_Flags
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{
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@@ -1036,6 +1038,9 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
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virtual void SetSheath( SheathState sheathed ) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
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// faction template id
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uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
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void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction ); }
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