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authorNeo2003 <none@none>2008-10-02 16:23:55 -0500
committerNeo2003 <none@none>2008-10-02 16:23:55 -0500
commit9b1c0e006f20091f28f3f468cfcab1feb51286bd (patch)
treeb5d1ba94a656e6679f8737f9ea6bed1239b73b14 /src/bindings/scripts/include
[svn] * Proper SVN structureinit
--HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/precompiled.cpp5
-rw-r--r--src/bindings/scripts/include/precompiled.h25
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp612
-rw-r--r--src/bindings/scripts/include/sc_creature.h196
-rw-r--r--src/bindings/scripts/include/sc_gossip.h183
-rw-r--r--src/bindings/scripts/include/sc_grid_searchers.h131
-rw-r--r--src/bindings/scripts/include/sc_instance.h48
7 files changed, 1200 insertions, 0 deletions
diff --git a/src/bindings/scripts/include/precompiled.cpp b/src/bindings/scripts/include/precompiled.cpp
new file mode 100644
index 00000000000..8863d83ac06
--- /dev/null
+++ b/src/bindings/scripts/include/precompiled.cpp
@@ -0,0 +1,5 @@
+/* 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"
diff --git a/src/bindings/scripts/include/precompiled.h b/src/bindings/scripts/include/precompiled.h
new file mode 100644
index 00000000000..dda4d672f38
--- /dev/null
+++ b/src/bindings/scripts/include/precompiled.h
@@ -0,0 +1,25 @@
+/* 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_PRECOMPILED_H
+#define SC_PRECOMPILED_H
+
+#include "../ScriptMgr.h"
+#include "sc_creature.h"
+#include "sc_gossip.h"
+#include "sc_grid_searchers.h"
+#include "sc_instance.h"
+
+#ifdef WIN32
+#include <windows.h>
+BOOL APIENTRY DllMain( HANDLE hModule,
+DWORD ul_reason_for_call,
+LPVOID lpReserved
+)
+{
+ return true;
+}
+#endif
+
+#endif
diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp
new file mode 100644
index 00000000000..afdbf590c65
--- /dev/null
+++ b/src/bindings/scripts/include/sc_creature.cpp
@@ -0,0 +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;
+ }
+ }
+}
diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h
new file mode 100644
index 00000000000..13d57a6e78b
--- /dev/null
+++ b/src/bindings/scripts/include/sc_creature.h
@@ -0,0 +1,196 @@
+/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_CREATURE_H
+#define SC_CREATURE_H
+
+#include "CreatureAI.h"
+#include "Creature.h"
+
+//Spell targets used by SelectSpell
+enum SelectTarget
+{
+ SELECT_TARGET_DONTCARE = 0, //All target types allowed
+
+ SELECT_TARGET_SELF, //Only Self casting
+
+ SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy
+ SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy
+ SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy
+
+ SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend
+ SELECT_TARGET_AOE_FRIEND, //Only AoE Friend
+ SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend
+};
+
+//Spell Effects used by SelectSpell
+enum SelectEffect
+{
+ SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed
+ SELECT_EFFECT_DAMAGE, //Spell does damage
+ SELECT_EFFECT_HEALING, //Spell does healing
+ SELECT_EFFECT_AURA, //Spell applies an aura
+};
+
+//Selection method used by SelectTarget
+enum SelectAggroTarget
+{
+ SELECT_TARGET_RANDOM = 0, //Just selects a random target
+ SELECT_TARGET_TOPAGGRO, //Selects targes from top aggro to bottom
+ SELECT_TARGET_BOTTOMAGGRO, //Selects targets from bottom aggro to top
+};
+
+struct MANGOS_DLL_DECL ScriptedAI : public CreatureAI
+{
+ ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false) {}
+ ~ScriptedAI() {}
+
+ //*************
+ //CreatureAI Functions
+ //*************
+
+ //Called if IsVisible(Unit *who) is true at each *who move
+ void MoveInLineOfSight(Unit *);
+
+ //Called at each attack of m_creature by any victim
+ void AttackStart(Unit *);
+
+ //Called at stoping attack by any attacker
+ void EnterEvadeMode();
+
+ //Called at any heal cast/item used (call non implemented in mangos)
+ void HealBy(Unit *healer, uint32 amount_healed) {}
+
+ // Called at any Damage to any victim (before damage apply)
+ void DamageDeal(Unit *done_to, uint32 &damage) {}
+
+ // Called at any Damage from any attacker (before damage apply)
+ void DamageTaken(Unit *done_by, uint32 &damage) {}
+
+ //Is unit visible for MoveInLineOfSight
+ bool IsVisible(Unit *who) const;
+
+ //Called at World update tick
+ void UpdateAI(const uint32);
+
+ //Called at creature death
+ void JustDied(Unit*){}
+
+ //Called at creature killing another unit
+ void KilledUnit(Unit*){}
+
+ // Called when the creature summon successfully other creature
+ void JustSummoned(Creature* ) {}
+
+ // Called when a summoned creature is despawned
+ void SummonedCreatureDespawn(Creature* /*unit*/) {}
+
+ // Called when hit by a spell
+ void SpellHit(Unit*, const SpellEntry*) {}
+
+ // Called when creature is spawned or respawned (for reseting variables)
+ void JustRespawned();
+
+ //Called at waypoint reached or PointMovement end
+ void MovementInform(uint32, uint32){}
+
+ //*************
+ // Variables
+ //*************
+
+ //Pointer to creature we are manipulating
+ Creature* m_creature;
+
+ //Bool for if we are in combat or not
+ bool InCombat;
+
+ //*************
+ //Pure virtual functions
+ //*************
+
+ //Called at creature reset either by death or evade
+ virtual void Reset() = 0;
+
+ //Called at creature aggro either by MoveInLOS or Attack Start
+ virtual void Aggro(Unit*) = 0;
+
+ //*************
+ //AI Helper Functions
+ //*************
+
+ //Start attack of victim and go to him
+ void DoStartAttackAndMovement(Unit* victim, float distance = 0, float angle = 0);
+
+ //Start attack on victim but do not move
+ void DoStartAttackNoMovement(Unit* victim);
+
+ //Do melee swing of current victim if in rnage and ready and not casting
+ void DoMeleeAttackIfReady();
+
+ //Stop attack of current victim
+ void DoStopAttack();
+
+ //Cast spell by Id
+ void DoCast(Unit* victim, uint32 spellId, bool triggered = false);
+
+ //Cast spell by spell info
+ void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false);
+
+ //Creature say
+ void DoSay(const char* text, uint32 language, Unit* target);
+
+ //Creature Yell
+ void DoYell(const char* text, uint32 language, Unit* target);
+
+ //Creature Text emote, optional bool for boss emote text
+ void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false);
+
+ //Creature whisper, optional bool for boss whisper
+ void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false);
+
+ //Plays a sound to all nearby players
+ void DoPlaySoundToSet(Unit* unit, uint32 sound);
+
+ //Places the entire map into combat with creature
+ void DoZoneInCombat(Unit* pUnit = 0);
+
+ //Drops all threat to 0%. Does not remove players from the threat list
+ void DoResetThreat();
+
+ //Teleports a player without dropping threat (only teleports to same map)
+ void DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o);
+
+ //Returns friendly unit with the most amount of hp missing from max hp
+ Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1);
+
+ //Returns a list of friendly CC'd units within range
+ std::list<Creature*> DoFindFriendlyCC(float range);
+
+ //Returns a list of all friendly units missing a specific buff within range
+ std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellid);
+
+ //Spawns a creature relative to m_creature
+ Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime);
+
+ //Selects a unit from the creature's current aggro list
+ Unit* SelectUnit(SelectAggroTarget target, uint32 position);
+
+ //Returns spells that meet the specified criteria from the creatures spell list
+ SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
+
+ //Checks if you can cast the specified spell
+ bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false);
+};
+
+struct MANGOS_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
+{
+ Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
+
+ //Called if IsVisible(Unit *who) is true at each *who move
+ void MoveInLineOfSight(Unit *);
+
+ //Called at each attack of m_creature by any victim
+ void AttackStart(Unit *);
+};
+#endif
diff --git a/src/bindings/scripts/include/sc_gossip.h b/src/bindings/scripts/include/sc_gossip.h
new file mode 100644
index 00000000000..af304a2d63f
--- /dev/null
+++ b/src/bindings/scripts/include/sc_gossip.h
@@ -0,0 +1,183 @@
+/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_PLAYER_H
+#define SC_PLAYER_H
+
+#include "Player.h"
+#include "GossipDef.h"
+#include "QuestDef.h"
+
+// Gossip Item Text
+#define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods."
+#define GOSSIP_TEXT_TRAIN "Train me!"
+
+#define GOSSIP_TEXT_BANK "The Bank"
+#define GOSSIP_TEXT_WINDRIDER "Wind rider master"
+#define GOSSIP_TEXT_GRYPHON "Gryphon Master"
+#define GOSSIP_TEXT_BATHANDLER "Bat Handler"
+#define GOSSIP_TEXT_HIPPOGRYPH "Hippogryph Master"
+#define GOSSIP_TEXT_FLIGHTMASTER "Flight Master"
+#define GOSSIP_TEXT_AUCTIONHOUSE "Auction House"
+#define GOSSIP_TEXT_GUILDMASTER "Guild Master"
+#define GOSSIP_TEXT_INN "The Inn"
+#define GOSSIP_TEXT_MAILBOX "Mailbox"
+#define GOSSIP_TEXT_STABLEMASTER "Stable Master"
+#define GOSSIP_TEXT_WEAPONMASTER "Weapons Trainer"
+#define GOSSIP_TEXT_BATTLEMASTER "Battlemaster"
+#define GOSSIP_TEXT_CLASSTRAINER "Class Trainer"
+#define GOSSIP_TEXT_PROFTRAINER "Profession Trainer"
+#define GOSSIP_TEXT_OFFICERS "The officers` lounge"
+
+#define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley"
+#define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin"
+#define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch"
+#define GOSSIP_TEXT_ARENA "Arena"
+#define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm"
+
+#define GOSSIP_TEXT_DRUID "Druid"
+#define GOSSIP_TEXT_HUNTER "Hunter"
+#define GOSSIP_TEXT_PRIEST "Priest"
+#define GOSSIP_TEXT_ROGUE "Rogue"
+#define GOSSIP_TEXT_WARRIOR "Warrior"
+#define GOSSIP_TEXT_PALADIN "Paladin"
+#define GOSSIP_TEXT_SHAMAN "Shaman"
+#define GOSSIP_TEXT_MAGE "Mage"
+#define GOSSIP_TEXT_WARLOCK "Warlock"
+
+#define GOSSIP_TEXT_ALCHEMY "Alchemy"
+#define GOSSIP_TEXT_BLACKSMITHING "Blacksmithing"
+#define GOSSIP_TEXT_COOKING "Cooking"
+#define GOSSIP_TEXT_ENCHANTING "Enchanting"
+#define GOSSIP_TEXT_ENGINEERING "Engineering"
+#define GOSSIP_TEXT_FIRSTAID "First Aid"
+#define GOSSIP_TEXT_HERBALISM "Herbalism"
+#define GOSSIP_TEXT_LEATHERWORKING "Leatherworking"
+#define GOSSIP_TEXT_POISONS "Poisons"
+#define GOSSIP_TEXT_TAILORING "Tailoring"
+#define GOSSIP_TEXT_MINING "Mining"
+#define GOSSIP_TEXT_FISHING "Fishing"
+#define GOSSIP_TEXT_SKINNING "Skinning"
+#define GOSSIP_TEXT_JEWELCRAFTING "Jewelcrafting"
+
+#define GOSSIP_TEXT_IRONFORGE_BANK "Bank of Ironforge"
+#define GOSSIP_TEXT_STORMWIND_BANK "Bank of Stormwind"
+#define GOSSIP_TEXT_DEEPRUNTRAM "Deeprun Tram"
+#define GOSSIP_TEXT_ZEPPLINMASTER "Zeppelin master"
+#define GOSSIP_TEXT_FERRY "Rut'theran Ferry"
+
+// Skill defines
+
+#define TRADESKILL_ALCHEMY 1
+#define TRADESKILL_BLACKSMITHING 2
+#define TRADESKILL_COOKING 3
+#define TRADESKILL_ENCHANTING 4
+#define TRADESKILL_ENGINEERING 5
+#define TRADESKILL_FIRSTAID 6
+#define TRADESKILL_HERBALISM 7
+#define TRADESKILL_LEATHERWORKING 8
+#define TRADESKILL_POISONS 9
+#define TRADESKILL_TAILORING 10
+#define TRADESKILL_MINING 11
+#define TRADESKILL_FISHING 12
+#define TRADESKILL_SKINNING 13
+#define TRADESKILL_JEWLCRAFTING 14
+
+#define TRADESKILL_LEVEL_NONE 0
+#define TRADESKILL_LEVEL_APPRENTICE 1
+#define TRADESKILL_LEVEL_JOURNEYMAN 2
+#define TRADESKILL_LEVEL_EXPERT 3
+#define TRADESKILL_LEVEL_ARTISAN 4
+#define TRADESKILL_LEVEL_MASTER 5
+
+// Gossip defines
+
+#define GOSSIP_ACTION_TRADE 1
+#define GOSSIP_ACTION_TRAIN 2
+#define GOSSIP_ACTION_TAXI 3
+#define GOSSIP_ACTION_GUILD 4
+#define GOSSIP_ACTION_BATTLE 5
+#define GOSSIP_ACTION_BANK 6
+#define GOSSIP_ACTION_INN 7
+#define GOSSIP_ACTION_HEAL 8
+#define GOSSIP_ACTION_TABARD 9
+#define GOSSIP_ACTION_AUCTION 10
+#define GOSSIP_ACTION_INN_INFO 11
+#define GOSSIP_ACTION_UNLEARN 12
+#define GOSSIP_ACTION_INFO_DEF 1000
+
+#define GOSSIP_SENDER_MAIN 1
+#define GOSSIP_SENDER_INN_INFO 2
+#define GOSSIP_SENDER_INFO 3
+#define GOSSIP_SENDER_SEC_PROFTRAIN 4
+#define GOSSIP_SENDER_SEC_CLASSTRAIN 5
+#define GOSSIP_SENDER_SEC_BATTLEINFO 6
+#define GOSSIP_SENDER_SEC_BANK 7
+#define GOSSIP_SENDER_SEC_INN 8
+#define GOSSIP_SENDER_SEC_MAILBOX 9
+#define GOSSIP_SENDER_SEC_STABLEMASTER 10
+
+#define DEFAULT_GOSSIP_MESSAGE 0xffffff
+
+extern uint32 GetSkillLevel(Player *player,uint32 skill);
+
+// Defined fuctions to use with player.
+
+// This fuction add's a menu item,
+// a - Icon Id
+// b - Text
+// c - Sender(this is to identify the current Menu with this item)
+// d - Action (identifys this Menu Item)
+// e - Text to be displayed in pop up box
+// f - Money value in pop up box
+#define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu()->AddMenuItem(a,b,c,d,"",0)
+#define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f) PlayerTalkClass->GetGossipMenu()->AddMenuItem(a,b,c,d,e,f)
+
+// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64)
+#define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b)
+
+// This fuction shows POI(point of interest) to client.
+// a - position X
+// b - position Y
+// c - Icon Id
+// d - Flags
+// e - Data
+// f - Location Name
+#define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f)
+
+// Closes the Menu
+#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip()
+
+// Fuction to tell to client the details
+// a - quest object
+// b - npc guid(uint64)
+// c - Activate accept(bool)
+#define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c)
+
+// Fuction to tell to client the requested items to complete quest
+// a - quest object
+// b - npc guid(uint64)
+// c - Iscompletable(bool)
+// d - close at cancel(bool) - in case single incomplite ques
+#define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d)
+
+// Fuctions to send NPC lists, a - is always the npc guid(uint64)
+#define SEND_VENDORLIST(a) GetSession()->SendListInventory(a)
+#define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a)
+#define SEND_BANKERLIST(a) GetSession()->SendShowBank(a)
+#define SEND_TABARDLIST(a) GetSession()->SendTabardVendorActivate(a)
+#define SEND_AUCTIONLIST(a) GetSession()->SendAuctionHello(a)
+#define SEND_TAXILIST(a) GetSession()->SendTaxiStatus(a)
+
+// Ressurect's the player if is dead.
+#define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect()
+
+// Get the player's honor rank.
+#define GET_HONORRANK() GetHonorRank()
+// -----------------------------------
+
+// defined fuctions to use with Creature
+
+#define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c)
+#endif
diff --git a/src/bindings/scripts/include/sc_grid_searchers.h b/src/bindings/scripts/include/sc_grid_searchers.h
new file mode 100644
index 00000000000..750f1d42fbe
--- /dev/null
+++ b/src/bindings/scripts/include/sc_grid_searchers.h
@@ -0,0 +1,131 @@
+/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_GRIDSEARCH_H
+#define SC_GRIDSEARCH_H
+
+#include "Unit.h"
+#include "GameObject.h"
+
+#include "Cell.h"
+#include "CellImpl.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+
+//Used in:
+//sc_creature.cpp - DoSelectLowestHpFriendly()
+class MostHPMissingInRange
+{
+public:
+ MostHPMissingInRange(Unit const* obj, float range, uint32 hp) : i_obj(obj), i_range(range), i_hp(hp) {}
+ bool operator()(Unit* u)
+ {
+ if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) && u->GetMaxHealth() - u->GetHealth() > i_hp)
+ {
+ i_hp = u->GetMaxHealth() - u->GetHealth();
+ return true;
+ }
+ return false;
+ }
+private:
+ Unit const* i_obj;
+ float i_range;
+ uint32 i_hp;
+};
+
+//Used in:
+//sc_creature.cpp - DoFindFriendlyCC()
+class FriendlyCCedInRange
+{
+public:
+ FriendlyCCedInRange(Unit const* obj, float range) : i_obj(obj), i_range(range) {}
+ bool operator()(Unit* u)
+ {
+ if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
+ (u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNDED) || u->hasUnitState(UNIT_STAT_STUNDED) || u->hasUnitState(UNIT_STAT_CONFUSED)))
+ {
+ return true;
+ }
+ return false;
+ }
+private:
+ Unit const* i_obj;
+ float i_range;
+};
+
+//Used in:
+//sc_creature.cpp - DoFindFriendlyMissingBuff()
+class FriendlyMissingBuffInRange
+{
+public:
+ FriendlyMissingBuffInRange(Unit const* obj, float range, uint32 spellid) : i_obj(obj), i_range(range), i_spell(spellid) {}
+ bool operator()(Unit* u)
+ {
+ if(u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
+ !(u->HasAura(i_spell, 0) || u->HasAura(i_spell, 1) || u->HasAura(i_spell, 2)))
+ {
+ return true;
+ }
+ return false;
+ }
+private:
+ Unit const* i_obj;
+ float i_range;
+ uint32 i_spell;
+};
+
+//Used in:
+//hyjalAI.cpp
+class AllFriendlyCreaturesInGrid
+{
+public:
+ AllFriendlyCreaturesInGrid(Unit const* obj) : pUnit(obj) {}
+ bool operator() (Unit* u)
+ {
+ if(u->isAlive() && u->GetVisibility() == VISIBILITY_ON && u->IsFriendlyTo(pUnit))
+ return true;
+
+ return false;
+ }
+
+private:
+ Unit const* pUnit;
+};
+
+//Used in:
+//hyjalAI.cpp
+class AllGameObjectsWithEntryInGrid
+{
+public:
+ AllGameObjectsWithEntryInGrid(uint32 ent) : entry(ent) {}
+ bool operator() (GameObject* g)
+ {
+ if(g->GetEntry() == entry)
+ return true;
+
+ return false;
+ }
+private:
+ uint32 entry;
+};
+
+class AllCreaturesOfEntryInRange
+{
+public:
+ AllCreaturesOfEntryInRange(Unit const* obj, uint32 ent, float ran) : pUnit(obj), entry(ent), range(ran) {}
+ bool operator() (Unit* u)
+ {
+ if(u->GetEntry() == entry && pUnit->IsWithinDistInMap(u, range))
+ return true;
+
+ return false;
+ }
+
+private:
+ Unit const* pUnit;
+ uint32 entry;
+ float range;
+};
+
+#endif
diff --git a/src/bindings/scripts/include/sc_instance.h b/src/bindings/scripts/include/sc_instance.h
new file mode 100644
index 00000000000..f16590f2a83
--- /dev/null
+++ b/src/bindings/scripts/include/sc_instance.h
@@ -0,0 +1,48 @@
+/* Copyright (C) 2006 - 2008 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_INSTANCE_H
+#define SC_INSTANCE_H
+
+#include "InstanceData.h"
+#include "Map.h"
+
+enum EncounterState
+{
+ NOT_STARTED = 0,
+ IN_PROGRESS = 1,
+ FAIL = 2,
+ DONE = 3
+};
+
+#define OUT_SAVE_INST_DATA debug_log("SD2: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_SAVE_INST_DATA_COMPLETE debug_log("SD2: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA(a) debug_log("SD2: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
+#define OUT_LOAD_INST_DATA_COMPLETE debug_log("SD2: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+#define OUT_LOAD_INST_DATA_FAIL error_log("SD2: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
+
+class MANGOS_DLL_DECL ScriptedInstance : public InstanceData
+{
+ public:
+
+ ScriptedInstance(Map *map) : InstanceData(map) {}
+ ~ScriptedInstance() {}
+
+ //All-purpose data storage 64 bit
+ virtual uint64 GetData64(uint32) {return 0; }
+ virtual void SetData64(uint32, uint64) { }
+
+ //All-purpose data storage 32 bit
+ virtual uint32 GetData(uint32) { return 0; }
+ virtual void SetData(uint32, uint32 data) {}
+
+ // Called every instance update
+ virtual void Update(uint32) {}
+
+ // Save and Load instance data to the database
+ const char* Save() { return NULL; }
+ void Load(const char* in) { }
+};
+
+#endif