aboutsummaryrefslogtreecommitdiff
path: root/src/bindings/scripts/include
diff options
context:
space:
mode:
authormaximius <none@none>2009-10-17 15:51:44 -0700
committermaximius <none@none>2009-10-17 15:51:44 -0700
commite585187b248f48b3c6e9247b49fa07c6565d65e5 (patch)
tree637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/bindings/scripts/include
parent26b5e033ffde3d161382fc9addbfa99738379641 (diff)
*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
Diffstat (limited to 'src/bindings/scripts/include')
-rw-r--r--src/bindings/scripts/include/precompiled.cpp1
-rw-r--r--src/bindings/scripts/include/precompiled.h4
-rw-r--r--src/bindings/scripts/include/sc_creature.cpp147
-rw-r--r--src/bindings/scripts/include/sc_creature.h63
-rw-r--r--src/bindings/scripts/include/sc_gossip.h24
-rw-r--r--src/bindings/scripts/include/sc_instance.h5
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