mirror of
https://github.com/TrinityCore/TrinityCore.git
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[svn] * Proper SVN structure
--HG-- branch : trunk
This commit is contained in:
5
src/bindings/scripts/include/precompiled.cpp
Normal file
5
src/bindings/scripts/include/precompiled.cpp
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@@ -0,0 +1,5 @@
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||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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||||
|
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#include "precompiled.h"
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25
src/bindings/scripts/include/precompiled.h
Normal file
25
src/bindings/scripts/include/precompiled.h
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@@ -0,0 +1,25 @@
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/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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* This program is free software licensed under GPL version 2
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||||
* Please see the included DOCS/LICENSE.TXT for more information */
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||||
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#ifndef SC_PRECOMPILED_H
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#define SC_PRECOMPILED_H
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#include "../ScriptMgr.h"
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#include "sc_creature.h"
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||||
#include "sc_gossip.h"
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#include "sc_grid_searchers.h"
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#include "sc_instance.h"
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#ifdef WIN32
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#include <windows.h>
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BOOL APIENTRY DllMain( HANDLE hModule,
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DWORD ul_reason_for_call,
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LPVOID lpReserved
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)
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{
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return true;
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}
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#endif
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#endif
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612
src/bindings/scripts/include/sc_creature.cpp
Normal file
612
src/bindings/scripts/include/sc_creature.cpp
Normal file
@@ -0,0 +1,612 @@
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||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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||||
* This program is free software licensed under GPL version 2
|
||||
* Please see the included DOCS/LICENSE.TXT for more information */
|
||||
|
||||
#include "precompiled.h"
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#include "Item.h"
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#include "Spell.h"
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#include "WorldPacket.h"
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|
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// Spell summary for ScriptedAI::SelectSpell
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struct TSpellSummary {
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uint8 Targets; // set of enum SelectTarget
|
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uint8 Effects; // set of enum SelectEffect
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} *SpellSummary;
|
||||
|
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bool ScriptedAI::IsVisible(Unit* who) const
|
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{
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if (!who)
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return false;
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|
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return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true);
|
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}
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|
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void ScriptedAI::MoveInLineOfSight(Unit *who)
|
||||
{
|
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if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
|
||||
{
|
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if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
|
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return;
|
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|
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float attackRadius = m_creature->GetAttackDistance(who);
|
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if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
|
||||
{
|
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DoStartAttackAndMovement(who);
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who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
|
||||
|
||||
if (!InCombat)
|
||||
{
|
||||
Aggro(who);
|
||||
InCombat = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::AttackStart(Unit* who)
|
||||
{
|
||||
if (!who)
|
||||
return;
|
||||
|
||||
if (who->isTargetableForAttack())
|
||||
{
|
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//Begin attack
|
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DoStartAttackAndMovement(who);
|
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|
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if (!InCombat)
|
||||
{
|
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Aggro(who);
|
||||
InCombat = true;
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}
|
||||
}
|
||||
}
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|
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void ScriptedAI::UpdateAI(const uint32 diff)
|
||||
{
|
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//Check if we have a current target
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if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
|
||||
{
|
||||
if( m_creature->isAttackReady() )
|
||||
{
|
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//If we are within range melee the target
|
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
|
||||
{
|
||||
m_creature->AttackerStateUpdate(m_creature->getVictim());
|
||||
m_creature->resetAttackTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::EnterEvadeMode()
|
||||
{
|
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m_creature->InterruptNonMeleeSpells(true);
|
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m_creature->RemoveAllAuras();
|
||||
m_creature->DeleteThreatList();
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||||
m_creature->CombatStop();
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m_creature->LoadCreaturesAddon();
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||||
|
||||
if( m_creature->isAlive() )
|
||||
m_creature->GetMotionMaster()->MoveTargetedHome();
|
||||
|
||||
m_creature->SetLootRecipient(NULL);
|
||||
|
||||
InCombat = false;
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||||
Reset();
|
||||
}
|
||||
|
||||
void ScriptedAI::JustRespawned()
|
||||
{
|
||||
InCombat = false;
|
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Reset();
|
||||
}
|
||||
|
||||
void ScriptedAI::DoStartAttackAndMovement(Unit* victim, float distance, float angle)
|
||||
{
|
||||
if (!victim)
|
||||
return;
|
||||
|
||||
if ( m_creature->Attack(victim, true) )
|
||||
{
|
||||
m_creature->GetMotionMaster()->MoveChase(victim, distance, angle);
|
||||
m_creature->AddThreat(victim, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoStartAttackNoMovement(Unit* victim)
|
||||
{
|
||||
if (!victim)
|
||||
return;
|
||||
|
||||
if ( m_creature->Attack(victim, true) )
|
||||
{
|
||||
m_creature->AddThreat(victim, 0.0f);
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}
|
||||
}
|
||||
|
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|
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void ScriptedAI::DoMeleeAttackIfReady()
|
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{
|
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//Make sure our attack is ready and we aren't currently casting before checking distance
|
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if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
|
||||
{
|
||||
//If we are within range melee the target
|
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if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
|
||||
{
|
||||
m_creature->AttackerStateUpdate(m_creature->getVictim());
|
||||
m_creature->resetAttackTimer();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoStopAttack()
|
||||
{
|
||||
if( m_creature->getVictim() != NULL )
|
||||
{
|
||||
m_creature->AttackStop();
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
|
||||
{
|
||||
if (!victim || m_creature->IsNonMeleeSpellCasted(false))
|
||||
return;
|
||||
|
||||
m_creature->StopMoving();
|
||||
m_creature->CastSpell(victim, spellId, triggered);
|
||||
}
|
||||
|
||||
void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered)
|
||||
{
|
||||
if (!who || m_creature->IsNonMeleeSpellCasted(false))
|
||||
return;
|
||||
|
||||
m_creature->StopMoving();
|
||||
m_creature->CastSpell(who, spellInfo, triggered);
|
||||
}
|
||||
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||||
void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target)
|
||||
{
|
||||
if (target)m_creature->Say(text, language, target->GetGUID());
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||||
else m_creature->Say(text, language, 0);
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||||
}
|
||||
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void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target)
|
||||
{
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if (target)m_creature->Yell(text, language, target->GetGUID());
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||||
else m_creature->Yell(text, language, 0);
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||||
}
|
||||
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||||
void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote)
|
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{
|
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if (target)m_creature->TextEmote(text, target->GetGUID(), IsBossEmote);
|
||||
else m_creature->TextEmote(text, 0, IsBossEmote);
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}
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||||
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||||
void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper)
|
||||
{
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if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER)
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||||
return;
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||||
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m_creature->Whisper(text, reciever->GetGUID(), IsBossWhisper);
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}
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void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound)
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{
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if (!unit)
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return;
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if (!GetSoundEntriesStore()->LookupEntry(sound))
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{
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error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", sound, unit->GetTypeId(), unit->GetGUID());
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return;
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}
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WorldPacket data(4);
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data.SetOpcode(SMSG_PLAY_SOUND);
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data << uint32(sound);
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unit->SendMessageToSet(&data,false);
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime)
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{
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return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime);
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}
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Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position)
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{
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//ThreatList m_threatlist;
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std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
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std::list<HostilReference*>::iterator i = m_threatlist.begin();
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std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin();
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||||
|
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if (position >= m_threatlist.size() || !m_threatlist.size())
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return NULL;
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switch (target)
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{
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case SELECT_TARGET_RANDOM:
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advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
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||||
return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
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||||
break;
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||||
|
||||
case SELECT_TARGET_TOPAGGRO:
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advance ( i , position);
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||||
return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
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||||
break;
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||||
|
||||
case SELECT_TARGET_BOTTOMAGGRO:
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advance ( r , position);
|
||||
return Unit::GetUnit((*m_creature),(*r)->getUnitGuid());
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||||
break;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects)
|
||||
{
|
||||
//No target so we can't cast
|
||||
if (!Target)
|
||||
return false;
|
||||
|
||||
//Silenced so we can't cast
|
||||
if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
|
||||
return false;
|
||||
|
||||
//Using the extended script system we first create a list of viable spells
|
||||
SpellEntry const* Spell[4];
|
||||
Spell[0] = 0;
|
||||
Spell[1] = 0;
|
||||
Spell[2] = 0;
|
||||
Spell[3] = 0;
|
||||
|
||||
uint32 SpellCount = 0;
|
||||
|
||||
SpellEntry const* TempSpell;
|
||||
SpellRangeEntry const* TempRange;
|
||||
|
||||
//Check if each spell is viable(set it to null if not)
|
||||
for (uint32 i = 0; i < 4; i++)
|
||||
{
|
||||
TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
|
||||
|
||||
//This spell doesn't exist
|
||||
if (!TempSpell)
|
||||
continue;
|
||||
|
||||
// Targets and Effects checked first as most used restrictions
|
||||
//Check the spell targets if specified
|
||||
if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) )
|
||||
continue;
|
||||
|
||||
//Check the type of spell if we are looking for a specific spell type
|
||||
if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) )
|
||||
continue;
|
||||
|
||||
//Check for school if specified
|
||||
if (School >= 0 && TempSpell->SchoolMask & School)
|
||||
continue;
|
||||
|
||||
//Check for spell mechanic if specified
|
||||
if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic)
|
||||
continue;
|
||||
|
||||
//Make sure that the spell uses the requested amount of power
|
||||
if (PowerCostMin && TempSpell->manaCost < PowerCostMin)
|
||||
continue;
|
||||
|
||||
if (PowerCostMax && TempSpell->manaCost > PowerCostMax)
|
||||
continue;
|
||||
|
||||
//Continue if we don't have the mana to actually cast this spell
|
||||
if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType))
|
||||
continue;
|
||||
|
||||
//Get the Range
|
||||
TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex);
|
||||
|
||||
//Spell has invalid range store so we can't use it
|
||||
if (!TempRange)
|
||||
continue;
|
||||
|
||||
//Check if the spell meets our range requirements
|
||||
if (RangeMin && TempRange->maxRange < RangeMin)
|
||||
continue;
|
||||
if (RangeMax && TempRange->maxRange > RangeMax)
|
||||
continue;
|
||||
|
||||
//Check if our target is in range
|
||||
if (m_creature->IsWithinDistInMap(Target, TempRange->minRange) || !m_creature->IsWithinDistInMap(Target, TempRange->maxRange))
|
||||
continue;
|
||||
|
||||
//All good so lets add it to the spell list
|
||||
Spell[SpellCount] = TempSpell;
|
||||
SpellCount++;
|
||||
}
|
||||
|
||||
//We got our usable spells so now lets randomly pick one
|
||||
if (!SpellCount)
|
||||
return NULL;
|
||||
|
||||
return Spell[rand()%SpellCount];
|
||||
}
|
||||
|
||||
bool ScriptedAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
|
||||
{
|
||||
//No target so we can't cast
|
||||
if (!Target || !Spell)
|
||||
return false;
|
||||
|
||||
//Silenced so we can't cast
|
||||
if (!Triggered && m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
|
||||
return false;
|
||||
|
||||
//Check for power
|
||||
if (!Triggered && m_creature->GetPower((Powers)Spell->powerType) < Spell->manaCost)
|
||||
return false;
|
||||
|
||||
SpellRangeEntry const *TempRange = NULL;
|
||||
|
||||
TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);
|
||||
|
||||
//Spell has invalid range store so we can't use it
|
||||
if (!TempRange)
|
||||
return false;
|
||||
|
||||
//Unit is out of range of this spell
|
||||
if (m_creature->GetDistance(Target) > TempRange->maxRange || m_creature->GetDistance(Target) < TempRange->minRange)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void FillSpellSummary()
|
||||
{
|
||||
SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
|
||||
|
||||
SpellEntry const* TempSpell;
|
||||
|
||||
for (int i=0; i < GetSpellStore()->GetNumRows(); i++ )
|
||||
{
|
||||
SpellSummary[i].Effects = 0;
|
||||
SpellSummary[i].Targets = 0;
|
||||
|
||||
TempSpell = GetSpellStore()->LookupEntry(i);
|
||||
//This spell doesn't exist
|
||||
if (!TempSpell)
|
||||
continue;
|
||||
|
||||
for (int j=0; j<3; j++)
|
||||
{
|
||||
//Spell targets self
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
|
||||
|
||||
//Spell targets a single enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
|
||||
|
||||
//Spell targets AoE at enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
|
||||
|
||||
//Spell targets an enemy
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_CHAIN_DAMAGE ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_CURRENT_ENEMY_COORDINATES ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_INSTANT ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_ENEMY_IN_AREA_CHANNELED )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
|
||||
|
||||
//Spell targets a single friend(or self)
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY )
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
|
||||
|
||||
//Spell targets aoe friends
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
|
||||
|
||||
//Spell targets any friend(or self)
|
||||
if ( TempSpell->EffectImplicitTargetA[j] == TARGET_SELF ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_FRIEND ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_SINGLE_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_PARTY_AROUND_CASTER ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_PARTY ||
|
||||
TempSpell->EffectImplicitTargetA[j] == TARGET_ALL_AROUND_CASTER)
|
||||
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
|
||||
|
||||
//Make sure that this spell includes a damage effect
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH )
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
|
||||
|
||||
//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
|
||||
TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
|
||||
(TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && TempSpell->EffectApplyAuraName[j]== 8 ))
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
|
||||
|
||||
//Make sure that this spell applies an aura
|
||||
if ( TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA )
|
||||
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoZoneInCombat(Unit* pUnit)
|
||||
{
|
||||
if (!pUnit)
|
||||
pUnit = m_creature;
|
||||
|
||||
Map *map = pUnit->GetMap();
|
||||
|
||||
if (!map->IsDungeon()) //use IsDungeon instead of Instanceable, in case battlegrounds will be instantiated
|
||||
{
|
||||
error_log("SD2: DoZoneInCombat call for map that isn't an instance (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!pUnit->CanHaveThreatList() || pUnit->getThreatManager().isThreatListEmpty())
|
||||
{
|
||||
error_log("SD2: DoZoneInCombat called for creature that either cannot have threat list or has empty threat list (pUnit entry = %d)", pUnit->GetTypeId() == TYPEID_UNIT ? ((Creature*)pUnit)->GetEntry() : 0);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
InstanceMap::PlayerList const &PlayerList = ((InstanceMap*)map)->GetPlayers();
|
||||
InstanceMap::PlayerList::const_iterator i;
|
||||
for (i = PlayerList.begin(); i != PlayerList.end(); ++i)
|
||||
{
|
||||
if(!(*i)->isGameMaster())
|
||||
pUnit->AddThreat(*i, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoResetThreat()
|
||||
{
|
||||
if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty())
|
||||
{
|
||||
error_log("SD2: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry());
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
|
||||
std::list<HostilReference*>::iterator itr;
|
||||
|
||||
for(itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
|
||||
{
|
||||
Unit* pUnit = NULL;
|
||||
pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid());
|
||||
if(pUnit && m_creature->getThreatManager().getThreat(pUnit))
|
||||
m_creature->getThreatManager().modifyThreatPercent(pUnit, -100);
|
||||
}
|
||||
}
|
||||
|
||||
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o)
|
||||
{
|
||||
if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
|
||||
{
|
||||
if(pUnit)
|
||||
error_log("SD2: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), x, y, z, o);
|
||||
return;
|
||||
}
|
||||
|
||||
((Player*)pUnit)->TeleportTo(pUnit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
|
||||
}
|
||||
|
||||
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
Unit* pUnit = NULL;
|
||||
|
||||
MostHPMissingInRange u_check(m_creature, range, MinHPDiff);
|
||||
MaNGOS::UnitLastSearcher<MostHPMissingInRange> searcher(pUnit, u_check);
|
||||
|
||||
/*
|
||||
typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
|
||||
This means that if we only search grid then we cannot possibly return pets or players so this is safe
|
||||
*/
|
||||
TypeContainerVisitor<MaNGOS::UnitLastSearcher<MostHPMissingInRange>, GridTypeMapContainer > grid_unit_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_unit_searcher, *(m_creature->GetMap()));
|
||||
return pUnit;
|
||||
}
|
||||
|
||||
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
std::list<Creature*> pList;
|
||||
|
||||
FriendlyCCedInRange u_check(m_creature, range);
|
||||
MaNGOS::CreatureListSearcher<FriendlyCCedInRange> searcher(pList, u_check);
|
||||
|
||||
TypeContainerVisitor<MaNGOS::CreatureListSearcher<FriendlyCCedInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_creature_searcher, *(m_creature->GetMap()));
|
||||
|
||||
return pList;
|
||||
}
|
||||
|
||||
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 spellid)
|
||||
{
|
||||
CellPair p(MaNGOS::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));
|
||||
Cell cell(p);
|
||||
cell.data.Part.reserved = ALL_DISTRICT;
|
||||
cell.SetNoCreate();
|
||||
|
||||
std::list<Creature*> pList;
|
||||
|
||||
FriendlyMissingBuffInRange u_check(m_creature, range, spellid);
|
||||
MaNGOS::CreatureListSearcher<FriendlyMissingBuffInRange> searcher(pList, u_check);
|
||||
|
||||
TypeContainerVisitor<MaNGOS::CreatureListSearcher<FriendlyMissingBuffInRange>, GridTypeMapContainer > grid_creature_searcher(searcher);
|
||||
|
||||
CellLock<GridReadGuard> cell_lock(cell, p);
|
||||
cell_lock->Visit(cell_lock, grid_creature_searcher, *(m_creature->GetMap()));
|
||||
|
||||
return pList;
|
||||
}
|
||||
|
||||
void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who)
|
||||
{
|
||||
if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
|
||||
{
|
||||
if (m_creature->GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE)
|
||||
return;
|
||||
|
||||
float attackRadius = m_creature->GetAttackDistance(who);
|
||||
if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) )
|
||||
{
|
||||
DoStartAttackNoMovement(who);
|
||||
who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
|
||||
|
||||
if (!InCombat)
|
||||
{
|
||||
Aggro(who);
|
||||
InCombat = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Scripted_NoMovementAI::AttackStart(Unit* who)
|
||||
{
|
||||
if (!who)
|
||||
return;
|
||||
|
||||
if (who->isTargetableForAttack())
|
||||
{
|
||||
//Begin attack
|
||||
DoStartAttackNoMovement(who);
|
||||
|
||||
if (!InCombat)
|
||||
{
|
||||
Aggro(who);
|
||||
InCombat = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
196
src/bindings/scripts/include/sc_creature.h
Normal file
196
src/bindings/scripts/include/sc_creature.h
Normal file
@@ -0,0 +1,196 @@
|
||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|
||||
* This program is free software licensed under GPL version 2
|
||||
* Please see the included DOCS/LICENSE.TXT for more information */
|
||||
|
||||
#ifndef SC_CREATURE_H
|
||||
#define SC_CREATURE_H
|
||||
|
||||
#include "CreatureAI.h"
|
||||
#include "Creature.h"
|
||||
|
||||
//Spell targets used by SelectSpell
|
||||
enum SelectTarget
|
||||
{
|
||||
SELECT_TARGET_DONTCARE = 0, //All target types allowed
|
||||
|
||||
SELECT_TARGET_SELF, //Only Self casting
|
||||
|
||||
SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy
|
||||
SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy
|
||||
SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy
|
||||
|
||||
SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend
|
||||
SELECT_TARGET_AOE_FRIEND, //Only AoE Friend
|
||||
SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend
|
||||
};
|
||||
|
||||
//Spell Effects used by SelectSpell
|
||||
enum SelectEffect
|
||||
{
|
||||
SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed
|
||||
SELECT_EFFECT_DAMAGE, //Spell does damage
|
||||
SELECT_EFFECT_HEALING, //Spell does healing
|
||||
SELECT_EFFECT_AURA, //Spell applies an aura
|
||||
};
|
||||
|
||||
//Selection method used by SelectTarget
|
||||
enum SelectAggroTarget
|
||||
{
|
||||
SELECT_TARGET_RANDOM = 0, //Just selects a random target
|
||||
SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
|
||||
SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
|
||||
};
|
||||
|
||||
struct MANGOS_DLL_DECL ScriptedAI : public CreatureAI
|
||||
{
|
||||
ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false) {}
|
||||
~ScriptedAI() {}
|
||||
|
||||
//*************
|
||||
//CreatureAI Functions
|
||||
//*************
|
||||
|
||||
//Called if IsVisible(Unit *who) is true at each *who move
|
||||
void MoveInLineOfSight(Unit *);
|
||||
|
||||
//Called at each attack of m_creature by any victim
|
||||
void AttackStart(Unit *);
|
||||
|
||||
//Called at stoping attack by any attacker
|
||||
void EnterEvadeMode();
|
||||
|
||||
//Called at any heal cast/item used (call non implemented in mangos)
|
||||
void HealBy(Unit *healer, uint32 amount_healed) {}
|
||||
|
||||
// Called at any Damage to any victim (before damage apply)
|
||||
void DamageDeal(Unit *done_to, uint32 &damage) {}
|
||||
|
||||
// Called at any Damage from any attacker (before damage apply)
|
||||
void DamageTaken(Unit *done_by, uint32 &damage) {}
|
||||
|
||||
//Is unit visible for MoveInLineOfSight
|
||||
bool IsVisible(Unit *who) const;
|
||||
|
||||
//Called at World update tick
|
||||
void UpdateAI(const uint32);
|
||||
|
||||
//Called at creature death
|
||||
void JustDied(Unit*){}
|
||||
|
||||
//Called at creature killing another unit
|
||||
void KilledUnit(Unit*){}
|
||||
|
||||
// Called when the creature summon successfully other creature
|
||||
void JustSummoned(Creature* ) {}
|
||||
|
||||
// Called when a summoned creature is despawned
|
||||
void SummonedCreatureDespawn(Creature* /*unit*/) {}
|
||||
|
||||
// Called when hit by a spell
|
||||
void SpellHit(Unit*, const SpellEntry*) {}
|
||||
|
||||
// Called when creature is spawned or respawned (for reseting variables)
|
||||
void JustRespawned();
|
||||
|
||||
//Called at waypoint reached or PointMovement end
|
||||
void MovementInform(uint32, uint32){}
|
||||
|
||||
//*************
|
||||
// Variables
|
||||
//*************
|
||||
|
||||
//Pointer to creature we are manipulating
|
||||
Creature* m_creature;
|
||||
|
||||
//Bool for if we are in combat or not
|
||||
bool InCombat;
|
||||
|
||||
//*************
|
||||
//Pure virtual functions
|
||||
//*************
|
||||
|
||||
//Called at creature reset either by death or evade
|
||||
virtual void Reset() = 0;
|
||||
|
||||
//Called at creature aggro either by MoveInLOS or Attack Start
|
||||
virtual void Aggro(Unit*) = 0;
|
||||
|
||||
//*************
|
||||
//AI Helper Functions
|
||||
//*************
|
||||
|
||||
//Start attack of victim and go to him
|
||||
void DoStartAttackAndMovement(Unit* victim, float distance = 0, float angle = 0);
|
||||
|
||||
//Start attack on victim but do not move
|
||||
void DoStartAttackNoMovement(Unit* victim);
|
||||
|
||||
//Do melee swing of current victim if in rnage and ready and not casting
|
||||
void DoMeleeAttackIfReady();
|
||||
|
||||
//Stop attack of current victim
|
||||
void DoStopAttack();
|
||||
|
||||
//Cast spell by Id
|
||||
void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
|
||||
|
||||
//Cast spell by spell info
|
||||
void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false);
|
||||
|
||||
//Creature say
|
||||
void DoSay(const char* text, uint32 language, Unit* target);
|
||||
|
||||
//Creature Yell
|
||||
void DoYell(const char* text, uint32 language, Unit* target);
|
||||
|
||||
//Creature Text emote, optional bool for boss emote text
|
||||
void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false);
|
||||
|
||||
//Creature whisper, optional bool for boss whisper
|
||||
void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false);
|
||||
|
||||
//Plays a sound to all nearby players
|
||||
void DoPlaySoundToSet(Unit* unit, uint32 sound);
|
||||
|
||||
//Places the entire map into combat with creature
|
||||
void DoZoneInCombat(Unit* pUnit = 0);
|
||||
|
||||
//Drops all threat to 0%. Does not remove players from the threat list
|
||||
void DoResetThreat();
|
||||
|
||||
//Teleports a player without dropping threat (only teleports to same map)
|
||||
void DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o);
|
||||
|
||||
//Returns friendly unit with the most amount of hp missing from max hp
|
||||
Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1);
|
||||
|
||||
//Returns a list of friendly CC'd units within range
|
||||
std::list<Creature*> DoFindFriendlyCC(float range);
|
||||
|
||||
//Returns a list of all friendly units missing a specific buff within range
|
||||
std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellid);
|
||||
|
||||
//Spawns a creature relative to m_creature
|
||||
Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime);
|
||||
|
||||
//Selects a unit from the creature's current aggro list
|
||||
Unit* SelectUnit(SelectAggroTarget target, uint32 position);
|
||||
|
||||
//Returns spells that meet the specified criteria from the creatures spell list
|
||||
SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
|
||||
|
||||
//Checks if you can cast the specified spell
|
||||
bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false);
|
||||
};
|
||||
|
||||
struct MANGOS_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
|
||||
{
|
||||
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
|
||||
|
||||
//Called if IsVisible(Unit *who) is true at each *who move
|
||||
void MoveInLineOfSight(Unit *);
|
||||
|
||||
//Called at each attack of m_creature by any victim
|
||||
void AttackStart(Unit *);
|
||||
};
|
||||
#endif
|
||||
183
src/bindings/scripts/include/sc_gossip.h
Normal file
183
src/bindings/scripts/include/sc_gossip.h
Normal file
@@ -0,0 +1,183 @@
|
||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|
||||
* This program is free software licensed under GPL version 2
|
||||
* Please see the included DOCS/LICENSE.TXT for more information */
|
||||
|
||||
#ifndef SC_PLAYER_H
|
||||
#define SC_PLAYER_H
|
||||
|
||||
#include "Player.h"
|
||||
#include "GossipDef.h"
|
||||
#include "QuestDef.h"
|
||||
|
||||
// Gossip Item Text
|
||||
#define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods."
|
||||
#define GOSSIP_TEXT_TRAIN "Train me!"
|
||||
|
||||
#define GOSSIP_TEXT_BANK "The Bank"
|
||||
#define GOSSIP_TEXT_WINDRIDER "Wind rider master"
|
||||
#define GOSSIP_TEXT_GRYPHON "Gryphon Master"
|
||||
#define GOSSIP_TEXT_BATHANDLER "Bat Handler"
|
||||
#define GOSSIP_TEXT_HIPPOGRYPH "Hippogryph Master"
|
||||
#define GOSSIP_TEXT_FLIGHTMASTER "Flight Master"
|
||||
#define GOSSIP_TEXT_AUCTIONHOUSE "Auction House"
|
||||
#define GOSSIP_TEXT_GUILDMASTER "Guild Master"
|
||||
#define GOSSIP_TEXT_INN "The Inn"
|
||||
#define GOSSIP_TEXT_MAILBOX "Mailbox"
|
||||
#define GOSSIP_TEXT_STABLEMASTER "Stable Master"
|
||||
#define GOSSIP_TEXT_WEAPONMASTER "Weapons Trainer"
|
||||
#define GOSSIP_TEXT_BATTLEMASTER "Battlemaster"
|
||||
#define GOSSIP_TEXT_CLASSTRAINER "Class Trainer"
|
||||
#define GOSSIP_TEXT_PROFTRAINER "Profession Trainer"
|
||||
#define GOSSIP_TEXT_OFFICERS "The officers` lounge"
|
||||
|
||||
#define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley"
|
||||
#define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin"
|
||||
#define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch"
|
||||
#define GOSSIP_TEXT_ARENA "Arena"
|
||||
#define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm"
|
||||
|
||||
#define GOSSIP_TEXT_DRUID "Druid"
|
||||
#define GOSSIP_TEXT_HUNTER "Hunter"
|
||||
#define GOSSIP_TEXT_PRIEST "Priest"
|
||||
#define GOSSIP_TEXT_ROGUE "Rogue"
|
||||
#define GOSSIP_TEXT_WARRIOR "Warrior"
|
||||
#define GOSSIP_TEXT_PALADIN "Paladin"
|
||||
#define GOSSIP_TEXT_SHAMAN "Shaman"
|
||||
#define GOSSIP_TEXT_MAGE "Mage"
|
||||
#define GOSSIP_TEXT_WARLOCK "Warlock"
|
||||
|
||||
#define GOSSIP_TEXT_ALCHEMY "Alchemy"
|
||||
#define GOSSIP_TEXT_BLACKSMITHING "Blacksmithing"
|
||||
#define GOSSIP_TEXT_COOKING "Cooking"
|
||||
#define GOSSIP_TEXT_ENCHANTING "Enchanting"
|
||||
#define GOSSIP_TEXT_ENGINEERING "Engineering"
|
||||
#define GOSSIP_TEXT_FIRSTAID "First Aid"
|
||||
#define GOSSIP_TEXT_HERBALISM "Herbalism"
|
||||
#define GOSSIP_TEXT_LEATHERWORKING "Leatherworking"
|
||||
#define GOSSIP_TEXT_POISONS "Poisons"
|
||||
#define GOSSIP_TEXT_TAILORING "Tailoring"
|
||||
#define GOSSIP_TEXT_MINING "Mining"
|
||||
#define GOSSIP_TEXT_FISHING "Fishing"
|
||||
#define GOSSIP_TEXT_SKINNING "Skinning"
|
||||
#define GOSSIP_TEXT_JEWELCRAFTING "Jewelcrafting"
|
||||
|
||||
#define GOSSIP_TEXT_IRONFORGE_BANK "Bank of Ironforge"
|
||||
#define GOSSIP_TEXT_STORMWIND_BANK "Bank of Stormwind"
|
||||
#define GOSSIP_TEXT_DEEPRUNTRAM "Deeprun Tram"
|
||||
#define GOSSIP_TEXT_ZEPPLINMASTER "Zeppelin master"
|
||||
#define GOSSIP_TEXT_FERRY "Rut'theran Ferry"
|
||||
|
||||
// Skill defines
|
||||
|
||||
#define TRADESKILL_ALCHEMY 1
|
||||
#define TRADESKILL_BLACKSMITHING 2
|
||||
#define TRADESKILL_COOKING 3
|
||||
#define TRADESKILL_ENCHANTING 4
|
||||
#define TRADESKILL_ENGINEERING 5
|
||||
#define TRADESKILL_FIRSTAID 6
|
||||
#define TRADESKILL_HERBALISM 7
|
||||
#define TRADESKILL_LEATHERWORKING 8
|
||||
#define TRADESKILL_POISONS 9
|
||||
#define TRADESKILL_TAILORING 10
|
||||
#define TRADESKILL_MINING 11
|
||||
#define TRADESKILL_FISHING 12
|
||||
#define TRADESKILL_SKINNING 13
|
||||
#define TRADESKILL_JEWLCRAFTING 14
|
||||
|
||||
#define TRADESKILL_LEVEL_NONE 0
|
||||
#define TRADESKILL_LEVEL_APPRENTICE 1
|
||||
#define TRADESKILL_LEVEL_JOURNEYMAN 2
|
||||
#define TRADESKILL_LEVEL_EXPERT 3
|
||||
#define TRADESKILL_LEVEL_ARTISAN 4
|
||||
#define TRADESKILL_LEVEL_MASTER 5
|
||||
|
||||
// Gossip defines
|
||||
|
||||
#define GOSSIP_ACTION_TRADE 1
|
||||
#define GOSSIP_ACTION_TRAIN 2
|
||||
#define GOSSIP_ACTION_TAXI 3
|
||||
#define GOSSIP_ACTION_GUILD 4
|
||||
#define GOSSIP_ACTION_BATTLE 5
|
||||
#define GOSSIP_ACTION_BANK 6
|
||||
#define GOSSIP_ACTION_INN 7
|
||||
#define GOSSIP_ACTION_HEAL 8
|
||||
#define GOSSIP_ACTION_TABARD 9
|
||||
#define GOSSIP_ACTION_AUCTION 10
|
||||
#define GOSSIP_ACTION_INN_INFO 11
|
||||
#define GOSSIP_ACTION_UNLEARN 12
|
||||
#define GOSSIP_ACTION_INFO_DEF 1000
|
||||
|
||||
#define GOSSIP_SENDER_MAIN 1
|
||||
#define GOSSIP_SENDER_INN_INFO 2
|
||||
#define GOSSIP_SENDER_INFO 3
|
||||
#define GOSSIP_SENDER_SEC_PROFTRAIN 4
|
||||
#define GOSSIP_SENDER_SEC_CLASSTRAIN 5
|
||||
#define GOSSIP_SENDER_SEC_BATTLEINFO 6
|
||||
#define GOSSIP_SENDER_SEC_BANK 7
|
||||
#define GOSSIP_SENDER_SEC_INN 8
|
||||
#define GOSSIP_SENDER_SEC_MAILBOX 9
|
||||
#define GOSSIP_SENDER_SEC_STABLEMASTER 10
|
||||
|
||||
#define DEFAULT_GOSSIP_MESSAGE 0xffffff
|
||||
|
||||
extern uint32 GetSkillLevel(Player *player,uint32 skill);
|
||||
|
||||
// Defined fuctions to use with player.
|
||||
|
||||
// This fuction add's a menu item,
|
||||
// a - Icon Id
|
||||
// b - Text
|
||||
// c - Sender(this is to identify the current Menu with this item)
|
||||
// d - Action (identifys this Menu Item)
|
||||
// e - Text to be displayed in pop up box
|
||||
// f - Money value in pop up box
|
||||
#define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu()->AddMenuItem(a,b,c,d,"",0)
|
||||
#define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f) PlayerTalkClass->GetGossipMenu()->AddMenuItem(a,b,c,d,e,f)
|
||||
|
||||
// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64)
|
||||
#define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b)
|
||||
|
||||
// This fuction shows POI(point of interest) to client.
|
||||
// a - position X
|
||||
// b - position Y
|
||||
// c - Icon Id
|
||||
// d - Flags
|
||||
// e - Data
|
||||
// f - Location Name
|
||||
#define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f)
|
||||
|
||||
// Closes the Menu
|
||||
#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip()
|
||||
|
||||
// Fuction to tell to client the details
|
||||
// a - quest object
|
||||
// b - npc guid(uint64)
|
||||
// c - Activate accept(bool)
|
||||
#define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c)
|
||||
|
||||
// Fuction to tell to client the requested items to complete quest
|
||||
// a - quest object
|
||||
// b - npc guid(uint64)
|
||||
// c - Iscompletable(bool)
|
||||
// d - close at cancel(bool) - in case single incomplite ques
|
||||
#define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d)
|
||||
|
||||
// Fuctions to send NPC lists, a - is always the npc guid(uint64)
|
||||
#define SEND_VENDORLIST(a) GetSession()->SendListInventory(a)
|
||||
#define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a)
|
||||
#define SEND_BANKERLIST(a) GetSession()->SendShowBank(a)
|
||||
#define SEND_TABARDLIST(a) GetSession()->SendTabardVendorActivate(a)
|
||||
#define SEND_AUCTIONLIST(a) GetSession()->SendAuctionHello(a)
|
||||
#define SEND_TAXILIST(a) GetSession()->SendTaxiStatus(a)
|
||||
|
||||
// Ressurect's the player if is dead.
|
||||
#define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect()
|
||||
|
||||
// Get the player's honor rank.
|
||||
#define GET_HONORRANK() GetHonorRank()
|
||||
// -----------------------------------
|
||||
|
||||
// defined fuctions to use with Creature
|
||||
|
||||
#define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c)
|
||||
#endif
|
||||
131
src/bindings/scripts/include/sc_grid_searchers.h
Normal file
131
src/bindings/scripts/include/sc_grid_searchers.h
Normal file
@@ -0,0 +1,131 @@
|
||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|
||||
* This program is free software licensed under GPL version 2
|
||||
* Please see the included DOCS/LICENSE.TXT for more information */
|
||||
|
||||
#ifndef SC_GRIDSEARCH_H
|
||||
#define SC_GRIDSEARCH_H
|
||||
|
||||
#include "Unit.h"
|
||||
#include "GameObject.h"
|
||||
|
||||
#include "Cell.h"
|
||||
#include "CellImpl.h"
|
||||
#include "GridNotifiers.h"
|
||||
#include "GridNotifiersImpl.h"
|
||||
|
||||
//Used in:
|
||||
//sc_creature.cpp - DoSelectLowestHpFriendly()
|
||||
class MostHPMissingInRange
|
||||
{
|
||||
public:
|
||||
MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
|
||||
bool operator()(Unit* u)
|
||||
{
|
||||
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
|
||||
{
|
||||
i_hp = u->GetMaxHealth() - u->GetHealth();
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
private:
|
||||
Unit const* i_obj;
|
||||
float i_range;
|
||||
uint32 i_hp;
|
||||
};
|
||||
|
||||
//Used in:
|
||||
//sc_creature.cpp - DoFindFriendlyCC()
|
||||
class FriendlyCCedInRange
|
||||
{
|
||||
public:
|
||||
FriendlyCCedInRange(Unit const* obj, float range) : i_obj(obj), i_range(range) {}
|
||||
bool operator()(Unit* u)
|
||||
{
|
||||
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
||||
(u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNDED) || u->hasUnitState(UNIT_STAT_STUNDED) || u->hasUnitState(UNIT_STAT_CONFUSED)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
private:
|
||||
Unit const* i_obj;
|
||||
float i_range;
|
||||
};
|
||||
|
||||
//Used in:
|
||||
//sc_creature.cpp - DoFindFriendlyMissingBuff()
|
||||
class FriendlyMissingBuffInRange
|
||||
{
|
||||
public:
|
||||
FriendlyMissingBuffInRange(Unit const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range), i_spell(spellid) {}
|
||||
bool operator()(Unit* u)
|
||||
{
|
||||
if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
|
||||
!(u->HasAura(i_spell, 0) || u->HasAura(i_spell, 1) || u->HasAura(i_spell, 2)))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
private:
|
||||
Unit const* i_obj;
|
||||
float i_range;
|
||||
uint32 i_spell;
|
||||
};
|
||||
|
||||
//Used in:
|
||||
//hyjalAI.cpp
|
||||
class AllFriendlyCreaturesInGrid
|
||||
{
|
||||
public:
|
||||
AllFriendlyCreaturesInGrid(Unit const* obj) : pUnit(obj) {}
|
||||
bool operator() (Unit* u)
|
||||
{
|
||||
if(u->isAlive() && u->GetVisibility() == VISIBILITY_ON && u->IsFriendlyTo(pUnit))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
Unit const* pUnit;
|
||||
};
|
||||
|
||||
//Used in:
|
||||
//hyjalAI.cpp
|
||||
class AllGameObjectsWithEntryInGrid
|
||||
{
|
||||
public:
|
||||
AllGameObjectsWithEntryInGrid(uint32 ent) : entry(ent) {}
|
||||
bool operator() (GameObject* g)
|
||||
{
|
||||
if(g->GetEntry() == entry)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
private:
|
||||
uint32 entry;
|
||||
};
|
||||
|
||||
class AllCreaturesOfEntryInRange
|
||||
{
|
||||
public:
|
||||
AllCreaturesOfEntryInRange(Unit const* obj, uint32 ent, float ran) : pUnit(obj), entry(ent), range(ran) {}
|
||||
bool operator() (Unit* u)
|
||||
{
|
||||
if(u->GetEntry() == entry && pUnit->IsWithinDistInMap(u, range))
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private:
|
||||
Unit const* pUnit;
|
||||
uint32 entry;
|
||||
float range;
|
||||
};
|
||||
|
||||
#endif
|
||||
48
src/bindings/scripts/include/sc_instance.h
Normal file
48
src/bindings/scripts/include/sc_instance.h
Normal file
@@ -0,0 +1,48 @@
|
||||
/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|
||||
* This program is free software licensed under GPL version 2
|
||||
* Please see the included DOCS/LICENSE.TXT for more information */
|
||||
|
||||
#ifndef SC_INSTANCE_H
|
||||
#define SC_INSTANCE_H
|
||||
|
||||
#include "InstanceData.h"
|
||||
#include "Map.h"
|
||||
|
||||
enum EncounterState
|
||||
{
|
||||
NOT_STARTED = 0,
|
||||
IN_PROGRESS = 1,
|
||||
FAIL = 2,
|
||||
DONE = 3
|
||||
};
|
||||
|
||||
#define OUT_SAVE_INST_DATA debug_log("SD2: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
|
||||
#define OUT_SAVE_INST_DATA_COMPLETE debug_log("SD2: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
|
||||
#define OUT_LOAD_INST_DATA(a) debug_log("SD2: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
|
||||
#define OUT_LOAD_INST_DATA_COMPLETE debug_log("SD2: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
|
||||
#define OUT_LOAD_INST_DATA_FAIL error_log("SD2: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
|
||||
|
||||
class MANGOS_DLL_DECL ScriptedInstance : public InstanceData
|
||||
{
|
||||
public:
|
||||
|
||||
ScriptedInstance(Map *map) : InstanceData(map) {}
|
||||
~ScriptedInstance() {}
|
||||
|
||||
//All-purpose data storage 64 bit
|
||||
virtual uint64 GetData64(uint32) {return 0; }
|
||||
virtual void SetData64(uint32, uint64) { }
|
||||
|
||||
//All-purpose data storage 32 bit
|
||||
virtual uint32 GetData(uint32) { return 0; }
|
||||
virtual void SetData(uint32, uint32 data) {}
|
||||
|
||||
// Called every instance update
|
||||
virtual void Update(uint32) {}
|
||||
|
||||
// Save and Load instance data to the database
|
||||
const char* Save() { return NULL; }
|
||||
void Load(const char* in) { }
|
||||
};
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user