diff options
author | maximius <none@none> | 2009-10-17 15:51:44 -0700 |
---|---|---|
committer | maximius <none@none> | 2009-10-17 15:51:44 -0700 |
commit | e585187b248f48b3c6e9247b49fa07c6565d65e5 (patch) | |
tree | 637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/bindings/scripts/include | |
parent | 26b5e033ffde3d161382fc9addbfa99738379641 (diff) |
*Backed out changeset 3be01fb200a5
--HG--
branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r-- | src/bindings/scripts/include/precompiled.cpp | 1 | ||||
-rw-r--r-- | src/bindings/scripts/include/precompiled.h | 4 | ||||
-rw-r--r-- | src/bindings/scripts/include/sc_creature.cpp | 147 | ||||
-rw-r--r-- | src/bindings/scripts/include/sc_creature.h | 63 | ||||
-rw-r--r-- | src/bindings/scripts/include/sc_gossip.h | 24 | ||||
-rw-r--r-- | src/bindings/scripts/include/sc_instance.h | 5 |
6 files changed, 234 insertions, 10 deletions
diff --git a/src/bindings/scripts/include/precompiled.cpp b/src/bindings/scripts/include/precompiled.cpp index 49f792c8fd8..75bfae9e1c4 100644 --- a/src/bindings/scripts/include/precompiled.cpp +++ b/src/bindings/scripts/include/precompiled.cpp @@ -1,5 +1,6 @@ /* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #include "precompiled.h" diff --git a/src/bindings/scripts/include/precompiled.h b/src/bindings/scripts/include/precompiled.h index e5fc9a3eeb9..3f5bc7e7265 100644 --- a/src/bindings/scripts/include/precompiled.h +++ b/src/bindings/scripts/include/precompiled.h @@ -1,8 +1,10 @@ /* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #ifndef SC_PRECOMPILED_H #define SC_PRECOMPILED_H + #include "../ScriptMgr.h" #include "Cell.h" #include "CellImpl.h" @@ -18,6 +20,7 @@ #include "Chat.h" #include "DBCStructure.h" #include "DBCStores.h" + #ifdef WIN32 #include <windows.h> BOOL APIENTRY DllMain( HANDLE hModule, @@ -28,5 +31,6 @@ LPVOID lpReserved return true; } #endif + #endif diff --git a/src/bindings/scripts/include/sc_creature.cpp b/src/bindings/scripts/include/sc_creature.cpp index 7df3b66d8d7..21c8842fb44 100644 --- a/src/bindings/scripts/include/sc_creature.cpp +++ b/src/bindings/scripts/include/sc_creature.cpp @@ -4,20 +4,23 @@ * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #include "precompiled.h" #include "Item.h" #include "Spell.h" #include "ObjectMgr.h" #include "TemporarySummon.h" + // Spell summary for ScriptedAI::SelectSpell struct TSpellSummary { uint8 Targets; // set of enum SelectTarget uint8 Effects; // set of enum SelectEffect } *SpellSummary; + void SummonList::DoZoneInCombat(uint32 entry) { - for (iterator i = begin(); i != end(); ) + for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); ++i; @@ -26,9 +29,10 @@ void SummonList::DoZoneInCombat(uint32 entry) summon->AI()->DoZoneInCombat(); } } + void SummonList::DoAction(uint32 entry, uint32 info) { - for (iterator i = begin(); i != end(); ) + for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); ++i; @@ -37,9 +41,10 @@ void SummonList::DoAction(uint32 entry, uint32 info) summon->AI()->DoAction(info); } } + void SummonList::DespawnEntry(uint32 entry) { - for (iterator i = begin(); i != end(); ) + for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); if(!summon) @@ -54,6 +59,7 @@ void SummonList::DespawnEntry(uint32 entry) ++i; } } + void SummonList::DespawnAll() { while(!empty()) @@ -74,6 +80,7 @@ void SummonList::DespawnAll() } } } + ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature), m_creature(pCreature), IsFleeing(false), @@ -82,18 +89,22 @@ ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature), { HeroicMode = m_creature->GetMap()->IsHeroic(); } + void ScriptedAI::AttackStartNoMove(Unit* pWho) { if (!pWho) return; + if(m_creature->Attack(pWho, false)) DoStartNoMovement(pWho); } + void ScriptedAI::UpdateAI(const uint32 uiDiff) { //Check if we have a current target if (!UpdateVictim()) return; + if (m_creature->isAttackReady()) { //If we are within range melee the target @@ -104,180 +115,232 @@ void ScriptedAI::UpdateAI(const uint32 uiDiff) } } } + void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle) { if (pVictim) m_creature->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle); } + void ScriptedAI::DoStartNoMovement(Unit* pVictim) { if (!pVictim) return; + m_creature->GetMotionMaster()->MoveIdle(); } + void ScriptedAI::DoStopAttack() { if (m_creature->getVictim()) m_creature->AttackStop(); } + void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered) { if (!pTarget || m_creature->IsNonMeleeSpellCasted(false)) return; + m_creature->StopMoving(); m_creature->CastSpell(pTarget, pSpellInfo, bTriggered); } + void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId) { if (!pSource) return; + if (!GetSoundEntriesStore()->LookupEntry(uiSoundId)) { error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow()); return; } + pSource->PlayDirectSound(uiSoundId); } + Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime) { return m_creature->SummonCreature(uiId, m_creature->GetPositionX()+fX, m_creature->GetPositionY()+fY, m_creature->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime); } + Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 uiPosition) { //ThreatList m_threatlist; std::list<HostilReference*>& threatlist = m_creature->getThreatManager().getThreatList(); std::list<HostilReference*>::iterator itr = threatlist.begin(); std::list<HostilReference*>::reverse_iterator ritr = threatlist.rbegin(); + if (uiPosition >= threatlist.size() || !threatlist.size()) return NULL; + switch (target) { case SELECT_TARGET_RANDOM: advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition ) )); return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid()); break; + case SELECT_TARGET_TOPAGGRO: advance (itr , uiPosition); return Unit::GetUnit((*m_creature),(*itr)->getUnitGuid()); break; + case SELECT_TARGET_BOTTOMAGGRO: advance (ritr , uiPosition); return Unit::GetUnit((*m_creature),(*ritr)->getUnitGuid()); break; } + return NULL; } + SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, int32 uiSchool, int32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects) { //No target so we can't cast if (!pTarget) return false; + //Silenced so we can't cast if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; + //Using the extended script system we first create a list of viable spells SpellEntry const* apSpell[CREATURE_MAX_SPELLS]; memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS); + uint32 uiSpellCount = 0; + SpellEntry const* pTempSpell; SpellRangeEntry const* pTempRange; + //Check if each spell is viable(set it to null if not) for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++) { pTempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]); + //This spell doesn't exist if (!pTempSpell) continue; + // Targets and Effects checked first as most used restrictions //Check the spell targets if specified if (selectTargets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (selectTargets-1)))) continue; + //Check the type of spell if we are looking for a specific spell type if (selectEffects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (selectEffects-1)))) continue; + //Check for school if specified if (uiSchool >= 0 && pTempSpell->SchoolMask & uiSchool) continue; + //Check for spell mechanic if specified if (uiMechanic >= 0 && pTempSpell->Mechanic != uiMechanic) continue; + //Make sure that the spell uses the requested amount of power if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin) continue; + if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax) continue; + //Continue if we don't have the mana to actually cast this spell if (pTempSpell->manaCost > m_creature->GetPower((Powers)pTempSpell->powerType)) continue; + //Get the Range pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex); + //Spell has invalid range store so we can't use it if (!pTempRange) continue; + //Check if the spell meets our range requirements if (fRangeMin && m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin) continue; if (fRangeMax && m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax) continue; + //Check if our target is in range if (m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !m_creature->IsWithinDistInMap(pTarget, m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange))) continue; + //All good so lets add it to the spell list apSpell[uiSpellCount] = pTempSpell; ++uiSpellCount; } + //We got our usable spells so now lets randomly pick one if (!uiSpellCount) return NULL; + return apSpell[rand()%uiSpellCount]; } + bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered) { //No target so we can't cast if (!pTarget || !pSpell) return false; + //Silenced so we can't cast if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; + //Check for power if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost) return false; + SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex); + //Spell has invalid range store so we can't use it if (!pTempRange) return false; + //Unit is out of range of this spell if (me->IsInRange(pTarget, m_creature->GetSpellMinRangeForTarget(pTarget, pTempRange), m_creature->GetSpellMaxRangeForTarget(pTarget, pTempRange))) return false; + return true; } + void FillSpellSummary() { SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; + SpellEntry const* pTempSpell; - for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) + + for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) { SpellSummary[i].Effects = 0; SpellSummary[i].Targets = 0; + pTempSpell = GetSpellStore()->LookupEntry(i); //This spell doesn't exist if (!pTempSpell) continue; - for (uint32 j = 0; j < 3; ++j) + + for(uint32 j = 0; j < 3; ++j) { //Spell targets self if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); + //Spell targets a single enemy if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); + //Spell targets AoE at enemy if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC || pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST || pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); + //Spell targets an enemy if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY || @@ -286,16 +349,19 @@ void FillSpellSummary() pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); + //Spell targets a single friend(or self) if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); + //Spell targets aoe friends if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER || pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); + //Spell targets any friend(or self) if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || @@ -304,24 +370,28 @@ void FillSpellSummary() pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); + //Make sure that this spell includes a damage effect if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL || pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE || pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH ) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1); + //Make sure that this spell includes a healing effect (or an apply aura with a periodic heal) if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL || pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH || pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL || (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j]== 8 )) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); + //Make sure that this spell applies an aura if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA ) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1); } } } + void ScriptedAI::DoResetThreat() { if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty()) @@ -329,33 +399,41 @@ void ScriptedAI::DoResetThreat() error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry()); return; } + std::list<HostilReference*>& threatlist = m_creature->getThreatManager().getThreatList(); - for (std::list<HostilReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) + + for(std::list<HostilReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr) { Unit* pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid()); + if(pUnit && DoGetThreat(pUnit)) DoModifyThreatPercent(pUnit, -100); } } + float ScriptedAI::DoGetThreat(Unit* pUnit) { if(!pUnit) return 0.0f; return m_creature->getThreatManager().getThreat(pUnit); } + void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct) { if(!pUnit) return; m_creature->getThreatManager().modifyThreatPercent(pUnit, pct); } + void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime) { m_creature->Relocate(fX, fY, fZ); m_creature->SendMonsterMove(fX, fY, fZ, uiTime); } + void ScriptedAI::DoTeleportTo(const float fPos[4]) { me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]); } + void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO) { if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER) @@ -364,27 +442,33 @@ void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, flo error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO); return; } + CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT); } + void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO) { Map *map = m_creature->GetMap(); if (!map->IsDungeon()) return; + Map::PlayerList const &PlayerList = map->GetPlayers(); - for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) + for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) if (Player* i_pl = i->getSource()) if (i_pl->isAlive()) i_pl->TeleportTo(m_creature->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT); } + Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff) { Unit* pUnit = NULL; Trinity::MostHPMissingInRange u_check(m_creature, fRange, uiMinHPDiff); Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(m_creature, pUnit, u_check); m_creature->VisitNearbyObject(fRange, searcher); + return pUnit; } + std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange) { std::list<Creature*> pList; @@ -393,6 +477,7 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange) m_creature->VisitNearbyObject(fRange, searcher); return pList; } + std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid) { std::list<Creature*> pList; @@ -401,39 +486,51 @@ std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 m_creature->VisitNearbyObject(fRange, searcher); return pList; } + Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange) { Player* pPlayer = NULL; + CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); Cell cell(pair); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); + Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange); Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(m_creature, pPlayer, check); TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher); + CellLock<GridReadGuard> cell_lock(cell, pair); cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap())); + return pPlayer; } + void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged) { if (bLoadDefault) { if (CreatureInfo const* pInfo = GetCreatureTemplateStore(m_creature->GetEntry())) m_creature->LoadEquipment(pInfo->equipmentId,true); + return; } + if (uiMainHand >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand)); + if (uiOffHand >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand)); + if (uiRanged >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged)); } + void ScriptedAI::SetCombatMovement(bool bCombatMove) { m_bCombatMovement = bCombatMove; } + enum eNPCs { NPC_BROODLORD = 12017, @@ -441,6 +538,7 @@ enum eNPCs NPC_JAN_ALAI = 23578, NPC_SARTHARION = 28860 }; + // Hacklike storage used for misc creatures that are expected to evade of outside of a certain area. // It is assumed the information is found elswehere and can be handled by mangos. So far no luck finding such information/way to extract it. bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) @@ -452,11 +550,14 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) m_uiEvadeCheckCooldown -= uiDiff; return false; } + if (m_creature->IsInEvadeMode() || !m_creature->getVictim()) return false; + float fX = m_creature->GetPositionX(); float fY = m_creature->GetPositionY(); float fZ = m_creature->GetPositionZ(); + switch(m_creature->GetEntry()) { case NPC_BROODLORD: // broodlord (not move down stairs) @@ -479,32 +580,39 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry()); return false; } + EnterEvadeMode(); return true; } + void Scripted_NoMovementAI::AttackStart(Unit* pWho) { if (!pWho) return; + if (m_creature->Attack(pWho, true)) { DoStartNoMovement(pWho); } } + BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c) , bossId(id), summons(me), instance(c->GetInstanceData()) , boundary(instance ? instance->GetBossBoundary(id) : NULL) { } + void BossAI::_Reset() { if(!me->isAlive()) return; + events.Reset(); summons.DespawnAll(); if(instance) instance->SetBossState(bossId, NOT_STARTED); } + void BossAI::_JustDied() { events.Reset(); @@ -512,6 +620,7 @@ void BossAI::_JustDied() if(instance) instance->SetBossState(bossId, DONE); } + void BossAI::_EnterCombat() { me->setActive(true); @@ -519,20 +628,23 @@ void BossAI::_EnterCombat() if(instance) instance->SetBossState(bossId, IN_PROGRESS); } + void BossAI::TeleportCheaters() { float x, y, z; me->GetPosition(x, y, z); std::list<HostilReference*> &m_threatlist = me->getThreatManager().getThreatList(); - for (std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) + for(std::list<HostilReference*>::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) if((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget())) (*itr)->getTarget()->NearTeleportTo(x, y, z, 0); } + bool BossAI::CheckBoundary(Unit *who) { if(!boundary || !who) return true; - for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr) + + for(BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr) { switch(itr->first) { @@ -570,39 +682,48 @@ bool BossAI::CheckBoundary(Unit *who) break; } } + return true; } + void BossAI::JustSummoned(Creature *summon) { summons.Summon(summon); if(me->isInCombat()) DoZoneInCombat(summon); } + void BossAI::SummonedCreatureDespawn(Creature *summon) { summons.Despawn(summon); } + #define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x))) + void LoadOverridenSQLData() { GameObjectInfo *goInfo; + // Sunwell Plateau : Kalecgos : Spectral Rift if(goInfo = GOBJECT(187055)) if(goInfo->type == GAMEOBJECT_TYPE_GOOBER) goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN + // Naxxramas : Sapphiron Birth if(goInfo = GOBJECT(181356)) if(goInfo->type == GAMEOBJECT_TYPE_TRAP) goInfo->trap.radius = 50; } + void LoadOverridenDBCData() { SpellEntry *spellInfo; - for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) + for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) { spellInfo = GET_SPELL(i); if(!spellInfo) continue; + switch(i) { // Black Temple : Illidan : Parasitic Shadowfiend Passive @@ -628,17 +749,23 @@ void LoadOverridenDBCData() } } + Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange) { Creature* pCreature = NULL; + CellPair pair(Trinity::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY())); Cell cell(pair); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); + Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck creature_check(*pSource, Entry, true, MaxSearchRange); Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck> searcher(pSource, pCreature, creature_check); + TypeContainerVisitor<Trinity::CreatureLastSearcher<Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck>, GridTypeMapContainer> creature_searcher(searcher); + CellLock<GridReadGuard> cell_lock(cell, pair); cell_lock->Visit(cell_lock, creature_searcher,*(pSource->GetMap())); + return pCreature; } diff --git a/src/bindings/scripts/include/sc_creature.h b/src/bindings/scripts/include/sc_creature.h index a5b4953bb28..91073bf4032 100644 --- a/src/bindings/scripts/include/sc_creature.h +++ b/src/bindings/scripts/include/sc_creature.h @@ -4,21 +4,28 @@ * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #ifndef SC_CREATURE_H #define SC_CREATURE_H + #include "Creature.h" #include "CreatureAI.h" #include "CreatureAIImpl.h" #include "InstanceData.h" + #define SCRIPT_CAST_TYPE dynamic_cast //#define SCRIPT_CAST_TYPE static_cast + #define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a)) #define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a)) #define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a)) #define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a)) #define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b)) + #define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a))) + class ScriptedInstance; + class SummonList : public std::list<uint64> { public: @@ -32,125 +39,178 @@ class SummonList : public std::list<uint64> private: Creature *m_creature; }; + struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI { explicit ScriptedAI(Creature* pCreature); ~ScriptedAI() {} + //************* //CreatureAI Functions //************* + void AttackStartNoMove(Unit *target); + // Called at any Damage from any attacker (before damage apply) void DamageTaken(Unit* pDone_by, uint32& uiDamage) {} + //Called at World update tick void UpdateAI(const uint32); + //Called at creature death void JustDied(Unit* who){} + //Called at creature killing another unit void KilledUnit(Unit* who){} + // Called when the creature summon successfully other creature void JustSummoned(Creature* ) {} + // Called when a summoned creature is despawned void SummonedCreatureDespawn(Creature*) {} + // Called when hit by a spell void SpellHit(Unit* caster, const SpellEntry *spell) {} + // Called when spell hits a target void SpellHitTarget(Unit* target, const SpellEntry *spell) {} + //Called at waypoint reached or PointMovement end void MovementInform(uint32 type, uint32 id){} + // Called when AI is temporarily replaced or put back when possess is applied or removed void OnPossess(bool apply) {} + //************* // Variables //************* + //Pointer to creature we are manipulating Creature* m_creature; + //For fleeing bool IsFleeing; + bool HeroicMode; + //************* //Pure virtual functions //************* + //Called at creature reset either by death or evade void Reset() {} + //Called at creature aggro either by MoveInLOS or Attack Start void EnterCombat(Unit* who) {} + //************* //AI Helper Functions //************* + //Start movement toward victim void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0); + //Start no movement on victim void DoStartNoMovement(Unit* pVictim); + //Stop attack of current victim void DoStopAttack(); + //Cast spell by spell info void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false); + //Plays a sound to all nearby players void DoPlaySoundToSet(WorldObject* pSource, uint32 sound); + //Drops all threat to 0%. Does not remove players from the threat list void DoResetThreat(); + float DoGetThreat(Unit* u); void DoModifyThreatPercent(Unit* pUnit, int32 pct); + void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0); void DoTeleportTo(const float pos[4]); + void DoAction(const int32 param) {} + //Teleports a player without dropping threat (only teleports to same map) void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO); void DoTeleportAll(float fX, float fY, float fZ, float fO); + //Returns friendly unit with the most amount of hp missing from max hp Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1); + //Returns a list of friendly CC'd units within range std::list<Creature*> DoFindFriendlyCC(float fRange); + //Returns a list of all friendly units missing a specific buff within range std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId); + //Return a player with at least minimumRange from m_creature Player* GetPlayerAtMinimumRange(float fMinimumRange); + //Spawns a creature relative to m_creature Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime); + //Selects a unit from the creature's current aggro list Unit* SelectUnit(SelectAggroTarget target, uint32 uiPosition); + bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; } + //Returns spells that meet the specified criteria from the creatures spell list SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect); + //Checks if you can cast the specified spell bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false); + void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE); + //Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims void SetCombatMovement(bool CombatMove); bool IsCombatMovement() { return m_bCombatMovement; } + bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff); + private: bool m_bCombatMovement; uint32 m_uiEvadeCheckCooldown; }; + struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI { Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {} + //Called at each attack of m_creature by any victim void AttackStart(Unit* who); }; + struct TRINITY_DLL_DECL BossAI : public ScriptedAI { BossAI(Creature *c, uint32 id); + const uint32 bossId; EventMap events; SummonList summons; InstanceData * const instance; const BossBoundaryMap * const boundary; + void JustSummoned(Creature *summon); void SummonedCreatureDespawn(Creature *summon); + void UpdateAI(const uint32 diff) = 0; + void Reset() { _Reset(); } void EnterCombat(Unit *who) { _EnterCombat(); } void JustDied(Unit *killer) { _JustDied(); } void JustReachedHome() { me->setActive(false); } + protected: void _Reset(); void _EnterCombat(); void _JustDied(); void _JustReachedHome() { me->setActive(false); } + bool CheckInRoom() { if(CheckBoundary(me)) @@ -161,8 +221,11 @@ struct TRINITY_DLL_DECL BossAI : public ScriptedAI bool CheckBoundary(Unit *who); void TeleportCheaters(); }; + // SD2's grid searchers + //return closest creature alive in grid, with range from pSource Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange); + #endif diff --git a/src/bindings/scripts/include/sc_gossip.h b/src/bindings/scripts/include/sc_gossip.h index 1ade3edd3f5..5c8ded7d579 100644 --- a/src/bindings/scripts/include/sc_gossip.h +++ b/src/bindings/scripts/include/sc_gossip.h @@ -4,14 +4,18 @@ * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #ifndef SC_GOSSIP_H #define SC_GOSSIP_H + #include "Player.h" #include "GossipDef.h" #include "QuestDef.h" + // Gossip Item Text #define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods." #define GOSSIP_TEXT_TRAIN "Train me!" + #define GOSSIP_TEXT_BANK "The bank" #define GOSSIP_TEXT_IRONFORGE_BANK "The bank of Ironforge" #define GOSSIP_TEXT_STORMWIND_BANK "The bank of Stormwind" @@ -35,12 +39,14 @@ #define GOSSIP_TEXT_CLASSTRAINER "A class trainer" #define GOSSIP_TEXT_PROFTRAINER "A profession trainer" #define GOSSIP_TEXT_LEXICON "Lexicon of Power" + #define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley" #define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin" #define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch" #define GOSSIP_TEXT_ARENA "Arena" #define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm" #define GOSSIP_TEXT_STRANDOFANCIENT "Strand of the Ancients" + #define GOSSIP_TEXT_DEATH_KNIGHT "Death Knight" #define GOSSIP_TEXT_DRUID "Druid" #define GOSSIP_TEXT_HUNTER "Hunter" @@ -51,6 +57,7 @@ #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" @@ -65,6 +72,7 @@ #define GOSSIP_TEXT_MINING "Mining" #define GOSSIP_TEXT_FISHING "Fishing" #define GOSSIP_TEXT_SKINNING "Skinning" + enum eTradeskill { // Skill defines @@ -83,6 +91,7 @@ enum eTradeskill TRADESKILL_SKINNING = 13, TRADESKILL_JEWLCRAFTING = 14, TRADESKILL_INSCRIPTION = 15, + TRADESKILL_LEVEL_NONE = 0, TRADESKILL_LEVEL_APPRENTICE = 1, TRADESKILL_LEVEL_JOURNEYMAN = 2, @@ -90,6 +99,7 @@ enum eTradeskill TRADESKILL_LEVEL_ARTISAN = 4, TRADESKILL_LEVEL_MASTER = 5, TRADESKILL_LEVEL_GRAND_MASTER = 6, + // Gossip defines GOSSIP_ACTION_TRADE = 1, GOSSIP_ACTION_TRAIN = 2, @@ -104,6 +114,7 @@ enum eTradeskill GOSSIP_ACTION_INN_INFO = 11, GOSSIP_ACTION_UNLEARN = 12, GOSSIP_ACTION_INFO_DEF = 1000, + GOSSIP_SENDER_MAIN = 1, GOSSIP_SENDER_INN_INFO = 2, GOSSIP_SENDER_INFO = 3, @@ -115,8 +126,11 @@ enum eTradeskill GOSSIP_SENDER_SEC_MAILBOX = 9, GOSSIP_SENDER_SEC_STABLEMASTER = 10 }; + extern uint32 GetSkillLevel(Player *player,uint32 skill); + // Defined fuctions to use with player. + // This fuction add's a menu item, // a - Icon Id // b - Text @@ -126,8 +140,10 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill); // f - Money value in pop up box #define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,"",0) #define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f,g) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,e,f,g) + // This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64) #define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b) + // This fuction shows POI(point of interest) to client. // a - position X // b - position Y @@ -136,19 +152,23 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill); // e - Data // f - Location Name #define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f) + // Closes the Menu #define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip() + // Fuction to tell to client the details // a - quest object // b - npc guid(uint64) // c - Activate accept(bool) #define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c) + // Fuction to tell to client the requested items to complete quest // a - quest object // b - npc guid(uint64) // c - Iscompletable(bool) // d - close at cancel(bool) - in case single incomplite ques #define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d) + // Fuctions to send NPC lists, a - is always the npc guid(uint64) #define SEND_VENDORLIST(a) GetSession()->SendListInventory(a) #define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a) @@ -156,12 +176,16 @@ extern uint32 GetSkillLevel(Player *player,uint32 skill); #define SEND_TABARDLIST(a) GetSession()->SendTabardVendorActivate(a) #define SEND_AUCTIONLIST(a) GetSession()->SendAuctionHello(a) #define SEND_TAXILIST(a) GetSession()->SendTaxiStatus(a) + // Ressurect's the player if is dead. #define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect() + // Get the player's honor rank. #define GET_HONORRANK() GetHonorRank() // ----------------------------------- + // defined fuctions to use with Creature + #define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c) #endif diff --git a/src/bindings/scripts/include/sc_instance.h b/src/bindings/scripts/include/sc_instance.h index 7849d97ad61..25593e05300 100644 --- a/src/bindings/scripts/include/sc_instance.h +++ b/src/bindings/scripts/include/sc_instance.h @@ -1,15 +1,20 @@ /* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ + #ifndef SC_INSTANCE_H #define SC_INSTANCE_H + #include "InstanceData.h" #include "Map.h" + #define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) #define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) #define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a) #define OUT_LOAD_INST_DATA_COMPLETE debug_log("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) #define OUT_LOAD_INST_DATA_FAIL error_log("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId()) + #define ScriptedInstance InstanceData + #endif |