diff options
| author | maximius <none@none> | 2009-10-17 15:35:07 -0700 | 
|---|---|---|
| committer | maximius <none@none> | 2009-10-17 15:35:07 -0700 | 
| commit | 26b5e033ffde3d161382fc9addbfa99738379641 (patch) | |
| tree | a344f369ca32945f787a02dee35c3dbe342bed7e /src/bindings/scripts/include | |
| parent | f21f47005dcb6b76e1abc9f35fbcd03eed191bff (diff) | |
*Massive cleanup (\n\n -> \n,  *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)
*Fix a possible crash in Spell::DoAllEffectOnTarget
--HG--
branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
| -rw-r--r-- | src/bindings/scripts/include/precompiled.cpp | 1 | ||||
| -rw-r--r-- | src/bindings/scripts/include/precompiled.h | 4 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 147 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 63 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_gossip.h | 24 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_instance.h | 5 | 
6 files changed, 10 insertions, 234 deletions
diff --git a/src/bindings/scripts/include/precompiled.cpp b/src/bindings/scripts/include/precompiled.cpp index 75bfae9e1c4..49f792c8fd8 100644 --- a/src/bindings/scripts/include/precompiled.cpp +++ b/src/bindings/scripts/include/precompiled.cpp @@ -1,6 +1,5 @@  /* Copyright (C) 2006 - 2009 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 */ -  #include "precompiled.h" diff --git a/src/bindings/scripts/include/precompiled.h b/src/bindings/scripts/include/precompiled.h index 3f5bc7e7265..e5fc9a3eeb9 100644 --- a/src/bindings/scripts/include/precompiled.h +++ b/src/bindings/scripts/include/precompiled.h @@ -1,10 +1,8 @@  /* Copyright (C) 2006 - 2009 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_PRECOMPILED_H  #define SC_PRECOMPILED_H -  #include "../ScriptMgr.h"  #include "Cell.h"  #include "CellImpl.h" @@ -20,7 +18,6 @@  #include "Chat.h"  #include "DBCStructure.h"  #include "DBCStores.h" -  #ifdef WIN32  #include <windows.h>  BOOL APIENTRY DllMain( HANDLE hModule, @@ -31,6 +28,5 @@ LPVOID lpReserved      return true;  }  #endif -  #endif diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp index 21c8842fb44..7df3b66d8d7 100644 --- a/src/bindings/scripts/include/sc_creature.cpp +++ b/src/bindings/scripts/include/sc_creature.cpp @@ -4,23 +4,20 @@   *   * This program is free software licensed under GPL version 2   * Please see the included DOCS/LICENSE.TXT for more information */ -  #include "precompiled.h"  #include "Item.h"  #include "Spell.h"  #include "ObjectMgr.h"  #include "TemporarySummon.h" -  // Spell summary for ScriptedAI::SelectSpell  struct TSpellSummary  {      uint8 Targets;                                          // set of enum SelectTarget      uint8 Effects;                                          // set of enum SelectEffect  } *SpellSummary; -  void SummonList::DoZoneInCombat(uint32 entry)  { -    for(iterator i = begin(); i != end();) +    for (iterator i = begin(); i != end(); )      {          Creature *summon = Unit::GetCreature(*m_creature, *i);          ++i; @@ -29,10 +26,9 @@ void SummonList::DoZoneInCombat(uint32 entry)              summon->AI()->DoZoneInCombat();      }  } -  void SummonList::DoAction(uint32 entry, uint32 info)  { -    for(iterator i = begin(); i != end();) +    for (iterator i = begin(); i != end(); )      {          Creature *summon = Unit::GetCreature(*m_creature, *i);          ++i; @@ -41,10 +37,9 @@ void SummonList::DoAction(uint32 entry, uint32 info)              summon->AI()->DoAction(info);      }  } -  void SummonList::DespawnEntry(uint32 entry)  { -    for(iterator i = begin(); i != end();) +    for (iterator i = begin(); i != end(); )      {          Creature *summon = Unit::GetCreature(*m_creature, *i);          if(!summon) @@ -59,7 +54,6 @@ void SummonList::DespawnEntry(uint32 entry)              ++i;      }  } -  void SummonList::DespawnAll()  {      while(!empty()) @@ -80,7 +74,6 @@ void SummonList::DespawnAll()          }      }  } -  ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),      m_creature(pCreature),      IsFleeing(false), @@ -89,22 +82,18 @@ ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),  {      HeroicMode = m_creature->GetMap()->IsHeroic();  } -  void ScriptedAI::AttackStartNoMove(Unit* pWho)  {      if (!pWho)          return; -      if(m_creature->Attack(pWho, false))          DoStartNoMovement(pWho);  } -  void ScriptedAI::UpdateAI(const uint32 uiDiff)  {      //Check if we have a current target      if (!UpdateVictim())          return; -      if (m_creature->isAttackReady())      {          //If we are within range melee the target @@ -115,232 +104,180 @@ void ScriptedAI::UpdateAI(const uint32 uiDiff)          }      }  } -  void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)  {      if (pVictim)          m_creature->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);  } -  void ScriptedAI::DoStartNoMovement(Unit* pVictim)  {      if (!pVictim)          return; -      m_creature->GetMotionMaster()->MoveIdle();  } -  void ScriptedAI::DoStopAttack()  {      if (m_creature->getVictim())          m_creature->AttackStop();  } -  void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)  {      if (!pTarget || m_creature->IsNonMeleeSpellCasted(false))          return; -      m_creature->StopMoving();      m_creature->CastSpell(pTarget, pSpellInfo, bTriggered);  } -  void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)  {      if (!pSource)          return; -      if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))      {          error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());          return;      } -      pSource->PlayDirectSound(uiSoundId);  } -  Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)  {      return m_creature->SummonCreature(uiId, m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);  } -  Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 uiPosition)  {      //ThreatList m_threatlist;      std::list<HostilReference*>& threatlist = m_creature->getThreatManager().getThreatList();      std::list<HostilReference*>::iterator itr = threatlist.begin();      std::list<HostilReference*>::reverse_iterator ritr = threatlist.rbegin(); -      if (uiPosition >= threatlist.size() || !threatlist.size())          return NULL; -      switch (target)      {      case SELECT_TARGET_RANDOM:          advance (itr , uiPosition +  (rand() % (threatlist.size() - uiPosition ) ));          return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid());          break; -      case SELECT_TARGET_TOPAGGRO:          advance (itr , uiPosition);          return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid());          break; -      case SELECT_TARGET_BOTTOMAGGRO:          advance (ritr , uiPosition);          return Unit::GetUnit((*m_creature),(*ritr)->getUnitGuid());          break;      } -      return NULL;  } -  SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)  {      //No target so we can't cast      if (!pTarget)          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* apSpell[CREATURE_MAX_SPELLS];      memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS); -      uint32 uiSpellCount = 0; -      SpellEntry const* pTempSpell;      SpellRangeEntry const* pTempRange; -      //Check if each spell is viable(set it to null if not)      for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)      {          pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]); -          //This spell doesn't exist          if (!pTempSpell)              continue; -          // Targets and Effects checked first as most used restrictions          //Check the spell targets if specified          if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1))))              continue; -          //Check the type of spell if we are looking for a specific spell type          if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1))))              continue; -          //Check for school if specified          if (uiSchool >= 0 && pTempSpell->SchoolMask & uiSchool)              continue; -          //Check for spell mechanic if specified          if (uiMechanic >= 0 && pTempSpell->Mechanic != uiMechanic)              continue; -          //Make sure that the spell uses the requested amount of power          if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)              continue; -          if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)              continue; -          //Continue if we don't have the mana to actually cast this spell          if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType))              continue; -          //Get the Range          pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex); -          //Spell has invalid range store so we can't use it          if (!pTempRange)              continue; -          //Check if the spell meets our range requirements          if (fRangeMin && m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)              continue;          if (fRangeMax && m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)              continue; -          //Check if our target is in range           if (m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange)))              continue; -          //All good so lets add it to the spell list          apSpell[uiSpellCount] = pTempSpell;          ++uiSpellCount;      } -      //We got our usable spells so now lets randomly pick one      if (!uiSpellCount)          return NULL; -      return apSpell[rand()%uiSpellCount];  } -  bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)  {      //No target so we can't cast      if (!pTarget || !pSpell)          return false; -      //Silenced so we can't cast      if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))          return false; -      //Check for power      if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)          return false; -      SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex); -      //Spell has invalid range store so we can't use it      if (!pTempRange)          return false; -      //Unit is out of range of this spell      if (me->IsInRange(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange), m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange)))          return false; -      return true;  } -  void FillSpellSummary()  {      SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; -      SpellEntry const* pTempSpell; - -    for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) +    for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)      {          SpellSummary[i].Effects = 0;          SpellSummary[i].Targets = 0; -          pTempSpell = GetSpellStore()->LookupEntry(i);          //This spell doesn't exist          if (!pTempSpell)              continue; - -        for(uint32 j = 0; j < 3; ++j) +        for (uint32 j = 0; j < 3; ++j)          {              //Spell targets self              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER )                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); -              //Spell targets a single enemy              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY )                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); -              //Spell targets AoE at enemy              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY )                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); -              //Spell targets an enemy              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY || @@ -349,19 +286,16 @@ void FillSpellSummary()                  pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY )                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); -              //Spell targets a single friend(or self)              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY )                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); -              //Spell targets aoe friends              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); -              //Spell targets any friend(or self)              if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || @@ -370,28 +304,24 @@ void FillSpellSummary()                  pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||                  pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)                  SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); -              //Make sure that this spell includes a damage effect              if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||                  pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||                  pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||                  pTempSpell->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 (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||                  pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||                  pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||                  (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA  && pTempSpell->EffectApplyAuraName[j]== 8 ))                  SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); -              //Make sure that this spell applies an aura              if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA )                  SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);          }      }  } -  void ScriptedAI::DoResetThreat()  {      if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty()) @@ -399,41 +329,33 @@ void ScriptedAI::DoResetThreat()          error_log("TSCR: 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*>& threatlist = m_creature->getThreatManager().getThreatList(); - -    for(std::list<HostilReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) +    for (std::list<HostilReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)      {          Unit* pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid()); -          if(pUnit && DoGetThreat(pUnit))              DoModifyThreatPercent(pUnit, -100);      }  } -  float ScriptedAI::DoGetThreat(Unit* pUnit)  {      if(!pUnit) return 0.0f;      return m_creature->getThreatManager().getThreat(pUnit);  } -  void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)  {      if(!pUnit) return;      m_creature->getThreatManager().modifyThreatPercent(pUnit, pct);  } -  void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)  {      m_creature->Relocate(fX, fY, fZ);      m_creature->SendMonsterMove(fX, fY, fZ, uiTime);  } -  void ScriptedAI::DoTeleportTo(const float fPos[4])  {      me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);  } -  void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)  {      if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER) @@ -442,33 +364,27 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo              error_log("TSCR: 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(), fX, fY, fZ, fO);          return;      } -      CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);  } -  void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)  {      Map *map = m_creature->GetMap();      if (!map->IsDungeon())          return; -      Map::PlayerList const &PlayerList = map->GetPlayers(); -    for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) +    for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)          if (Player* i_pl = i->getSource())              if (i_pl->isAlive())                  i_pl->TeleportTo(m_creature->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);  } -  Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)  {      Unit* pUnit = NULL;      Trinity::MostHPMissingInRange u_check(m_creature, fRange, uiMinHPDiff);      Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(m_creature, pUnit, u_check);      m_creature->VisitNearbyObject(fRange, searcher); -      return pUnit;  } -  std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)  {      std::list<Creature*> pList; @@ -477,7 +393,6 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)      m_creature->VisitNearbyObject(fRange, searcher);      return pList;  } -  std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)  {      std::list<Creature*> pList; @@ -486,51 +401,39 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32      m_creature->VisitNearbyObject(fRange, searcher);      return pList;  } -  Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)  {      Player* pPlayer = NULL; -      CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY()));      Cell cell(pair);      cell.data.Part.reserved = ALL_DISTRICT;      cell.SetNoCreate(); -      Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange);      Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check);      TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher); -      CellLock<GridReadGuard> cell_lock(cell, pair);      cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap())); -      return pPlayer;  } -  void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)  {      if (bLoadDefault)      {          if (CreatureInfo const* pInfo = GetCreatureTemplateStore(m_creature->GetEntry()))              m_creature->LoadEquipment(pInfo->equipmentId,true); -          return;      } -      if (uiMainHand >= 0)          m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand)); -      if (uiOffHand >= 0)          m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand)); -      if (uiRanged >= 0)          m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));  } -  void ScriptedAI::SetCombatMovement(bool bCombatMove)  {      m_bCombatMovement = bCombatMove;  } -  enum eNPCs  {      NPC_BROODLORD   = 12017, @@ -538,7 +441,6 @@ enum eNPCs      NPC_JAN_ALAI    = 23578,      NPC_SARTHARION  = 28860  }; -  // Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.  // It is assumed the information is found elswehere and can be handled by mangos. So far no luck finding such information/way to extract it.  bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) @@ -550,14 +452,11 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)          m_uiEvadeCheckCooldown -= uiDiff;          return false;      } -      if (m_creature->IsInEvadeMode() || !m_creature->getVictim())          return false; -      float fX = m_creature->GetPositionX();      float fY = m_creature->GetPositionY();      float fZ = m_creature->GetPositionZ(); -      switch(m_creature->GetEntry())      {          case NPC_BROODLORD:                                         // broodlord (not move down stairs) @@ -580,39 +479,32 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)              error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry());              return false;      } -      EnterEvadeMode();      return true;  } -  void Scripted_NoMovementAI::AttackStart(Unit* pWho)  {      if (!pWho)          return; -      if (m_creature->Attack(pWho, true))      {          DoStartNoMovement(pWho);      }  } -  BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)  , bossId(id), summons(me), instance(c->GetInstanceData())  , boundary(instance ? instance->GetBossBoundary(id) : NULL)  {  } -  void BossAI::_Reset()  {      if(!me->isAlive())          return; -      events.Reset();      summons.DespawnAll();      if(instance)          instance->SetBossState(bossId, NOT_STARTED);  } -  void BossAI::_JustDied()  {      events.Reset(); @@ -620,7 +512,6 @@ void BossAI::_JustDied()      if(instance)          instance->SetBossState(bossId, DONE);  } -  void BossAI::_EnterCombat()  {      me->setActive(true); @@ -628,23 +519,20 @@ void BossAI::_EnterCombat()      if(instance)          instance->SetBossState(bossId, IN_PROGRESS);  } -  void BossAI::TeleportCheaters()  {      float x, y, z;      me->GetPosition(x, y, z);      std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList(); -    for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) +    for (std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr)          if((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))              (*itr)->getTarget()->NearTeleportTo(x, y, z, 0);  } -  bool BossAI::CheckBoundary(Unit *who)  {      if(!boundary || !who)          return true; - -    for(BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr) +    for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)      {          switch(itr->first)          { @@ -682,48 +570,39 @@ bool BossAI::CheckBoundary(Unit *who)                  break;          }      } -      return true;  } -  void BossAI::JustSummoned(Creature *summon)  {      summons.Summon(summon);      if(me->isInCombat())          DoZoneInCombat(summon);  } -  void BossAI::SummonedCreatureDespawn(Creature *summon)  {      summons.Despawn(summon);  } -  #define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x))) -  void LoadOverridenSQLData()  {      GameObjectInfo *goInfo; -      // Sunwell Plateau : Kalecgos : Spectral Rift      if(goInfo = GOBJECT(187055))          if(goInfo->type == GAMEOBJECT_TYPE_GOOBER)              goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN -      // Naxxramas : Sapphiron Birth      if(goInfo = GOBJECT(181356))          if(goInfo->type == GAMEOBJECT_TYPE_TRAP)              goInfo->trap.radius = 50;  } -  void LoadOverridenDBCData()  {      SpellEntry *spellInfo; -    for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) +    for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)      {          spellInfo = GET_SPELL(i);          if(!spellInfo)              continue; -          switch(i)          {              // Black Temple : Illidan : Parasitic Shadowfiend Passive @@ -749,23 +628,17 @@ void LoadOverridenDBCData()      }  } -  Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange)  {      Creature* pCreature = NULL; -      CellPair pair(Trinity::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY()));      Cell cell(pair);      cell.data.Part.reserved = ALL_DISTRICT;      cell.SetNoCreate(); -      Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck creature_check(*pSource, Entry, true, MaxSearchRange);      Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pSource, pCreature, creature_check); -      TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer> creature_searcher(searcher); -      CellLock<GridReadGuard> cell_lock(cell, pair);      cell_lock->Visit(cell_lock, creature_searcher,*(pSource->GetMap())); -      return pCreature;  } diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h index 91073bf4032..a5b4953bb28 100644 --- a/src/bindings/scripts/include/sc_creature.h +++ b/src/bindings/scripts/include/sc_creature.h @@ -4,28 +4,21 @@   *   * 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 "Creature.h"  #include "CreatureAI.h"  #include "CreatureAIImpl.h"  #include "InstanceData.h" -  #define SCRIPT_CAST_TYPE dynamic_cast  //#define SCRIPT_CAST_TYPE static_cast -  #define CAST_PLR(a)     (SCRIPT_CAST_TYPE<Player*>(a))  #define CAST_CRE(a)     (SCRIPT_CAST_TYPE<Creature*>(a))  #define CAST_SUM(a)     (SCRIPT_CAST_TYPE<TempSummon*>(a))  #define CAST_PET(a)     (SCRIPT_CAST_TYPE<Pet*>(a))  #define CAST_AI(a,b)    (SCRIPT_CAST_TYPE<a*>(b)) -  #define GET_SPELL(a)    (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a))) -  class ScriptedInstance; -  class SummonList : public std::list<uint64>  {      public: @@ -39,178 +32,125 @@ class SummonList : public std::list<uint64>      private:          Creature *m_creature;  }; -  struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI  {      explicit ScriptedAI(Creature* pCreature);      ~ScriptedAI() {} -      //*************      //CreatureAI Functions      //************* -      void AttackStartNoMove(Unit *target); -      // Called at any Damage from any attacker (before damage apply)      void DamageTaken(Unit* pDone_by, uint32& uiDamage) {} -      //Called at World update tick      void UpdateAI(const uint32); -      //Called at creature death      void JustDied(Unit* who){} -      //Called at creature killing another unit      void KilledUnit(Unit* who){} -      // Called when the creature summon successfully other creature      void JustSummoned(Creature* ) {} -      // Called when a summoned creature is despawned      void SummonedCreatureDespawn(Creature*) {} -      // Called when hit by a spell      void SpellHit(Unit* caster, const SpellEntry *spell) {} -      // Called when spell hits a target      void SpellHitTarget(Unit* target, const SpellEntry *spell) {} -      //Called at waypoint reached or PointMovement end      void MovementInform(uint32 type, uint32 id){} -      // Called when AI is temporarily replaced or put back when possess is applied or removed      void OnPossess(bool apply) {} -      //*************      // Variables      //************* -      //Pointer to creature we are manipulating      Creature* m_creature; -      //For fleeing      bool IsFleeing; -      bool HeroicMode; -      //*************      //Pure virtual functions      //************* -      //Called at creature reset either by death or evade      void Reset() {} -      //Called at creature aggro either by MoveInLOS or Attack Start      void EnterCombat(Unit* who) {} -      //*************      //AI Helper Functions      //************* -      //Start movement toward victim      void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0); -      //Start no movement on victim      void DoStartNoMovement(Unit* pVictim); -      //Stop attack of current victim      void DoStopAttack(); -      //Cast spell by spell info      void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false); -      //Plays a sound to all nearby players      void DoPlaySoundToSet(WorldObject* pSource, uint32 sound); -      //Drops all threat to 0%. Does not remove players from the threat list      void DoResetThreat(); -      float DoGetThreat(Unit* u);      void DoModifyThreatPercent(Unit* pUnit, int32 pct); -      void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);      void DoTeleportTo(const float pos[4]); -      void DoAction(const int32 param) {} -      //Teleports a player without dropping threat (only teleports to same map)      void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);      void DoTeleportAll(float fX, float fY, float fZ, float fO); -      //Returns friendly unit with the most amount of hp missing from max hp      Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1); -      //Returns a list of friendly CC'd units within range      std::list<Creature*> DoFindFriendlyCC(float fRange); -      //Returns a list of all friendly units missing a specific buff within range      std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId); -      //Return a player with at least minimumRange from m_creature      Player* GetPlayerAtMinimumRange(float fMinimumRange); -      //Spawns a creature relative to m_creature      Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime); -      //Selects a unit from the creature's current aggro list      Unit* SelectUnit(SelectAggroTarget target, uint32 uiPosition); -      bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; } -      //Returns spells that meet the specified criteria from the creatures spell list      SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets,  uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect); -      //Checks if you can cast the specified spell      bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false); -      void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE); -      //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims      void SetCombatMovement(bool CombatMove);      bool IsCombatMovement() { return m_bCombatMovement; } -      bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff); -      private:          bool m_bCombatMovement;          uint32 m_uiEvadeCheckCooldown;  }; -  struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI  {      Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {} -      //Called at each attack of m_creature by any victim      void AttackStart(Unit* who);  }; -  struct TRINITY_DLL_DECL BossAI : public ScriptedAI  {      BossAI(Creature *c, uint32 id); -      const uint32 bossId;      EventMap events;      SummonList summons;      InstanceData * const instance;      const BossBoundaryMap * const boundary; -      void JustSummoned(Creature *summon);      void SummonedCreatureDespawn(Creature *summon); -      void UpdateAI(const uint32 diff) = 0; -      void Reset() { _Reset(); }      void EnterCombat(Unit *who) { _EnterCombat(); }      void JustDied(Unit *killer) { _JustDied(); }      void JustReachedHome() { me->setActive(false); } -      protected:          void _Reset();          void _EnterCombat();          void _JustDied();          void _JustReachedHome() { me->setActive(false); } -          bool CheckInRoom()          {              if(CheckBoundary(me)) @@ -221,11 +161,8 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI          bool CheckBoundary(Unit *who);          void TeleportCheaters();  }; -  // SD2's grid searchers -  //return closest creature alive in grid, with range from pSource  Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange); -  #endif diff --git a/src/bindings/scripts/include/sc_gossip.h b/src/bindings/scripts/include/sc_gossip.h index 5c8ded7d579..1ade3edd3f5 100644 --- a/src/bindings/scripts/include/sc_gossip.h +++ b/src/bindings/scripts/include/sc_gossip.h @@ -4,18 +4,14 @@   *   * This program is free software licensed under GPL version 2   * Please see the included DOCS/LICENSE.TXT for more information */ -  #ifndef SC_GOSSIP_H  #define SC_GOSSIP_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_IRONFORGE_BANK      "The bank of Ironforge"  #define GOSSIP_TEXT_STORMWIND_BANK      "The bank of Stormwind" @@ -39,14 +35,12 @@  #define GOSSIP_TEXT_CLASSTRAINER        "A class trainer"  #define GOSSIP_TEXT_PROFTRAINER         "A profession trainer"  #define GOSSIP_TEXT_LEXICON             "Lexicon of Power" -  #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_STRANDOFANCIENT     "Strand of the Ancients" -  #define GOSSIP_TEXT_DEATH_KNIGHT        "Death Knight"  #define GOSSIP_TEXT_DRUID               "Druid"  #define GOSSIP_TEXT_HUNTER              "Hunter" @@ -57,7 +51,6 @@  #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" @@ -72,7 +65,6 @@  #define GOSSIP_TEXT_MINING              "Mining"  #define GOSSIP_TEXT_FISHING             "Fishing"  #define GOSSIP_TEXT_SKINNING            "Skinning" -  enum eTradeskill  {  // Skill defines @@ -91,7 +83,6 @@ enum eTradeskill      TRADESKILL_SKINNING                 = 13,      TRADESKILL_JEWLCRAFTING             = 14,      TRADESKILL_INSCRIPTION              = 15, -      TRADESKILL_LEVEL_NONE               = 0,      TRADESKILL_LEVEL_APPRENTICE         = 1,      TRADESKILL_LEVEL_JOURNEYMAN         = 2, @@ -99,7 +90,6 @@ enum eTradeskill      TRADESKILL_LEVEL_ARTISAN            = 4,      TRADESKILL_LEVEL_MASTER             = 5,      TRADESKILL_LEVEL_GRAND_MASTER       = 6, -  // Gossip defines      GOSSIP_ACTION_TRADE                 = 1,      GOSSIP_ACTION_TRAIN                 = 2, @@ -114,7 +104,6 @@ enum eTradeskill      GOSSIP_ACTION_INN_INFO              = 11,      GOSSIP_ACTION_UNLEARN               = 12,      GOSSIP_ACTION_INFO_DEF              = 1000, -      GOSSIP_SENDER_MAIN                  = 1,      GOSSIP_SENDER_INN_INFO              = 2,      GOSSIP_SENDER_INFO                  = 3, @@ -126,11 +115,8 @@ enum eTradeskill      GOSSIP_SENDER_SEC_MAILBOX           = 9,      GOSSIP_SENDER_SEC_STABLEMASTER      = 10  }; -  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 @@ -140,10 +126,8 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill);  // 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,g)   PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,e,f,g) -  // 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 @@ -152,23 +136,19 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill);  // 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) @@ -176,16 +156,12 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill);  #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 diff --git a/src/bindings/scripts/include/sc_instance.h b/src/bindings/scripts/include/sc_instance.h index 25593e05300..7849d97ad61 100644 --- a/src/bindings/scripts/include/sc_instance.h +++ b/src/bindings/scripts/include/sc_instance.h @@ -1,20 +1,15 @@  /* Copyright (C) 2006 - 2009 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" -  #define OUT_SAVE_INST_DATA             debug_log("TSCR: 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("TSCR: 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("TSCR: 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("TSCR: 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("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) -  #define ScriptedInstance InstanceData -  #endif  | 
