diff options
| author | Neo2003 <none@none> | 2008-10-04 06:17:19 -0500 |
|---|---|---|
| committer | Neo2003 <none@none> | 2008-10-04 06:17:19 -0500 |
| commit | 5651828bf74edb760d67700942fc65d51c816e0a (patch) | |
| tree | 1631f319bbc293794109f990beaccfd5b6cee8fe /src/bindings/scripts/include | |
| parent | ca7a4bf1a78a1ddc6eb21238cc2a1633194a11cc (diff) | |
[svn] * Added ACE for Linux and Windows (Thanks Derex for Linux part and partial Windows part)
* Updated to 6721 and 676
* Fixed TrinityScript logo
* Version updated to 0.2.6721.676
--HG--
branch : trunk
rename : 6700-670 => 6721-676
Diffstat (limited to 'src/bindings/scripts/include')
| -rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 1224 | ||||
| -rw-r--r-- | src/bindings/scripts/include/sc_gossip.h | 366 |
2 files changed, 795 insertions, 795 deletions
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp index afdbf590c65..2663f4585b5 100644 --- a/src/bindings/scripts/include/sc_creature.cpp +++ b/src/bindings/scripts/include/sc_creature.cpp @@ -1,612 +1,612 @@ -/* 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 */ - -#include "precompiled.h" -#include "Item.h" -#include "Spell.h" -#include "WorldPacket.h" - -// Spell summary for ScriptedAI::SelectSpell -struct TSpellSummary { - uint8 Targets; // set of enum SelectTarget - uint8 Effects; // set of enum SelectEffect -} *SpellSummary; - -bool ScriptedAI::IsVisible(Unit* who) const -{ - if (!who) - return false; - - return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true); -} - -void ScriptedAI::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) ) - { - DoStartAttackAndMovement(who); - who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); - - if (!InCombat) - { - Aggro(who); - InCombat = true; - } - } - } -} - -void ScriptedAI::AttackStart(Unit* who) -{ - if (!who) - return; - - if (who->isTargetableForAttack()) - { - //Begin attack - DoStartAttackAndMovement(who); - - if (!InCombat) - { - Aggro(who); - InCombat = true; - } - } -} - -void ScriptedAI::UpdateAI(const uint32 diff) -{ - //Check if we have a current target - if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim()) - { - if( m_creature->isAttackReady() ) - { - //If we are within range melee the target - if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE)) - { - m_creature->AttackerStateUpdate(m_creature->getVictim()); - m_creature->resetAttackTimer(); - } - } - } -} - -void ScriptedAI::EnterEvadeMode() -{ - m_creature->InterruptNonMeleeSpells(true); - m_creature->RemoveAllAuras(); - m_creature->DeleteThreatList(); - m_creature->CombatStop(); - m_creature->LoadCreaturesAddon(); - - if( m_creature->isAlive() ) - m_creature->GetMotionMaster()->MoveTargetedHome(); - - m_creature->SetLootRecipient(NULL); - - InCombat = false; - Reset(); -} - -void ScriptedAI::JustRespawned() -{ - InCombat = false; - 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); - } -} - - -void ScriptedAI::DoMeleeAttackIfReady() -{ - //Make sure our attack is ready and we aren't currently casting before checking distance - if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false)) - { - //If we are within range melee the target - 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); -} - -void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target) -{ - if (target)m_creature->Say(text, language, target->GetGUID()); - else m_creature->Say(text, language, 0); -} - -void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target) -{ - if (target)m_creature->Yell(text, language, target->GetGUID()); - else m_creature->Yell(text, language, 0); -} - -void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote) -{ - if (target)m_creature->TextEmote(text, target->GetGUID(), IsBossEmote); - else m_creature->TextEmote(text, 0, IsBossEmote); -} - -void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper) -{ - if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER) - return; - - m_creature->Whisper(text, reciever->GetGUID(), IsBossWhisper); -} - -void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound) -{ - if (!unit) - return; - - if (!GetSoundEntriesStore()->LookupEntry(sound)) - { - error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", sound, unit->GetTypeId(), unit->GetGUID()); - return; - } - - WorldPacket data(4); - data.SetOpcode(SMSG_PLAY_SOUND); - data << uint32(sound); - unit->SendMessageToSet(&data,false); -} - -Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime) -{ - return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime); -} - -Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position) -{ - //ThreatList m_threatlist; - std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList(); - std::list<HostilReference*>::iterator i = m_threatlist.begin(); - std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin(); - - if (position >= m_threatlist.size() || !m_threatlist.size()) - return NULL; - - switch (target) - { - case SELECT_TARGET_RANDOM: - advance ( i , position + (rand() % (m_threatlist.size() - position ) )); - return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); - break; - - case SELECT_TARGET_TOPAGGRO: - advance ( i , position); - return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); - break; - - case SELECT_TARGET_BOTTOMAGGRO: - advance ( r , position); - return Unit::GetUnit((*m_creature),(*r)->getUnitGuid()); - 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; - } - } -} +/* 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 */
+
+#include "precompiled.h"
+#include "Item.h"
+#include "Spell.h"
+#include "WorldPacket.h"
+
+// Spell summary for ScriptedAI::SelectSpell
+struct TSpellSummary {
+ uint8 Targets; // set of enum SelectTarget
+ uint8 Effects; // set of enum SelectEffect
+} *SpellSummary;
+
+bool ScriptedAI::IsVisible(Unit* who) const
+{
+ if (!who)
+ return false;
+
+ return (m_creature->GetDistance(who) < VISIBLE_RANGE) && who->isVisibleForOrDetect(m_creature,true);
+}
+
+void ScriptedAI::MoveInLineOfSight(Unit *who)
+{
+ if( !m_creature->getVictim() && who->isTargetableForAttack() && ( m_creature->IsHostileTo( who )) && who->isInAccessablePlaceFor(m_creature) )
+ {
+ if (!m_creature->canFly() && 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) )
+ {
+ DoStartAttackAndMovement(who);
+ who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+
+ if (!InCombat)
+ {
+ Aggro(who);
+ InCombat = true;
+ }
+ }
+ }
+}
+
+void ScriptedAI::AttackStart(Unit* who)
+{
+ if (!who)
+ return;
+
+ if (who->isTargetableForAttack())
+ {
+ //Begin attack
+ DoStartAttackAndMovement(who);
+
+ if (!InCombat)
+ {
+ Aggro(who);
+ InCombat = true;
+ }
+ }
+}
+
+void ScriptedAI::UpdateAI(const uint32 diff)
+{
+ //Check if we have a current target
+ if( m_creature->isAlive() && m_creature->SelectHostilTarget() && m_creature->getVictim())
+ {
+ if( m_creature->isAttackReady() )
+ {
+ //If we are within range melee the target
+ if( m_creature->IsWithinDistInMap(m_creature->getVictim(), ATTACK_DISTANCE))
+ {
+ m_creature->AttackerStateUpdate(m_creature->getVictim());
+ m_creature->resetAttackTimer();
+ }
+ }
+ }
+}
+
+void ScriptedAI::EnterEvadeMode()
+{
+ m_creature->InterruptNonMeleeSpells(true);
+ m_creature->RemoveAllAuras();
+ m_creature->DeleteThreatList();
+ m_creature->CombatStop();
+ m_creature->LoadCreaturesAddon();
+
+ if( m_creature->isAlive() )
+ m_creature->GetMotionMaster()->MoveTargetedHome();
+
+ m_creature->SetLootRecipient(NULL);
+
+ InCombat = false;
+ Reset();
+}
+
+void ScriptedAI::JustRespawned()
+{
+ InCombat = false;
+ 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);
+ }
+}
+
+
+void ScriptedAI::DoMeleeAttackIfReady()
+{
+ //Make sure our attack is ready and we aren't currently casting before checking distance
+ if( m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
+ {
+ //If we are within range melee the target
+ 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);
+}
+
+void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target)
+{
+ if (target)m_creature->Say(text, language, target->GetGUID());
+ else m_creature->Say(text, language, 0);
+}
+
+void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target)
+{
+ if (target)m_creature->Yell(text, language, target->GetGUID());
+ else m_creature->Yell(text, language, 0);
+}
+
+void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote)
+{
+ if (target)m_creature->TextEmote(text, target->GetGUID(), IsBossEmote);
+ else m_creature->TextEmote(text, 0, IsBossEmote);
+}
+
+void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper)
+{
+ if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER)
+ return;
+
+ m_creature->Whisper(text, reciever->GetGUID(), IsBossWhisper);
+}
+
+void ScriptedAI::DoPlaySoundToSet(Unit* unit, uint32 sound)
+{
+ if (!unit)
+ return;
+
+ if (!GetSoundEntriesStore()->LookupEntry(sound))
+ {
+ error_log("SD2: Invalid soundId %u used in DoPlaySoundToSet (by unit TypeId %u, guid %u)", sound, unit->GetTypeId(), unit->GetGUID());
+ return;
+ }
+
+ WorldPacket data(4);
+ data.SetOpcode(SMSG_PLAY_SOUND);
+ data << uint32(sound);
+ unit->SendMessageToSet(&data,false);
+}
+
+Creature* ScriptedAI::DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime)
+{
+ return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime);
+}
+
+Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position)
+{
+ //ThreatList m_threatlist;
+ std::list<HostilReference*>& m_threatlist = m_creature->getThreatManager().getThreatList();
+ std::list<HostilReference*>::iterator i = m_threatlist.begin();
+ std::list<HostilReference*>::reverse_iterator r = m_threatlist.rbegin();
+
+ if (position >= m_threatlist.size() || !m_threatlist.size())
+ return NULL;
+
+ switch (target)
+ {
+ case SELECT_TARGET_RANDOM:
+ advance ( i , position + (rand() % (m_threatlist.size() - position ) ));
+ return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
+ break;
+
+ case SELECT_TARGET_TOPAGGRO:
+ advance ( i , position);
+ return Unit::GetUnit((*m_creature),(*i)->getUnitGuid());
+ break;
+
+ case SELECT_TARGET_BOTTOMAGGRO:
+ advance ( r , position);
+ return Unit::GetUnit((*m_creature),(*r)->getUnitGuid());
+ 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->canFly() && 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;
+ }
+ }
+}
diff --git a/src/bindings/scripts/include/sc_gossip.h b/src/bindings/scripts/include/sc_gossip.h index af304a2d63f..48d9786a4ed 100644 --- a/src/bindings/scripts/include/sc_gossip.h +++ b/src/bindings/scripts/include/sc_gossip.h @@ -1,183 +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 +/* 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,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
+// 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
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