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Diffstat (limited to 'src/game/ScriptedCreature.cpp')
-rw-r--r-- | src/game/ScriptedCreature.cpp | 772 |
1 files changed, 772 insertions, 0 deletions
diff --git a/src/game/ScriptedCreature.cpp b/src/game/ScriptedCreature.cpp new file mode 100644 index 00000000000..fd267ecebc5 --- /dev/null +++ b/src/game/ScriptedCreature.cpp @@ -0,0 +1,772 @@ +/* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/> + * + * Thanks to the original authors: 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 "ScriptedPch.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();) + { + Creature *summon = Unit::GetCreature(*m_creature, *i); + ++i; + if(summon && summon->IsAIEnabled + && (!entry || summon->GetEntry() == entry)) + summon->AI()->DoZoneInCombat(); + } +} + +void SummonList::DoAction(uint32 entry, uint32 info) +{ + for (iterator i = begin(); i != end();) + { + Creature *summon = Unit::GetCreature(*m_creature, *i); + ++i; + if(summon && summon->IsAIEnabled + && (!entry || summon->GetEntry() == entry)) + summon->AI()->DoAction(info); + } +} + +void SummonList::DespawnEntry(uint32 entry) +{ + for (iterator i = begin(); i != end();) + { + Creature *summon = Unit::GetCreature(*m_creature, *i); + if(!summon) + erase(i++); + else if(summon->GetEntry() == entry) + { + erase(i++); + summon->setDeathState(JUST_DIED); + summon->RemoveCorpse(); + } + else + ++i; + } +} + +void SummonList::DespawnAll() +{ + while(!empty()) + { + Creature *summon = Unit::GetCreature(*m_creature, *begin()); + if(!summon) + erase(begin()); + else + { + erase(begin()); + if(summon->isSummon()) + { + summon->DestroyForNearbyPlayers(); + CAST_SUM(summon)->UnSummon(); + } + else + summon->DisappearAndDie(); + } + } +} + +ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature), + m_creature(pCreature), + IsFleeing(false), + m_bCombatMovement(true), + m_uiEvadeCheckCooldown(2500) +{ + m_heroicMode = m_creature->GetMap()->IsHeroic(); + m_difficulty = Difficulty(m_creature->GetMap()->GetSpawnMode()); +} + +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 + if (m_creature->IsWithinMeleeRange(m_creature->getVictim())) + { + m_creature->AttackerStateUpdate(m_creature->getVictim()); + m_creature->resetAttackTimer(); + } + } +} + +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 pTarget, 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 (pTarget) + { + 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) + { + 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) + { + //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 || + 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_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 || + pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY || + 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_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()) + { + 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) + { + 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) + { + if(pUnit) + 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) + 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; + Trinity::FriendlyCCedInRange u_check(m_creature, fRange); + Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(m_creature, pList, u_check); + m_creature->VisitNearbyObject(fRange, searcher); + return pList; +} + +std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid) +{ + std::list<Creature*> pList; + Trinity::FriendlyMissingBuffInRange u_check(m_creature, fRange, uiSpellid); + Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(m_creature, pList, u_check); + 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, + NPC_VOID_REAVER = 19516, + 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) +{ + if (m_uiEvadeCheckCooldown <= uiDiff) + m_uiEvadeCheckCooldown = 2500; + else + { + 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) + if (fZ > 448.60f) + return false; + break; + case NPC_VOID_REAVER: // void reaver (calculate from center of room) + if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f) + return false; + break; + case NPC_JAN_ALAI: // jan'alai (calculate by Z) + if (fZ > 12.0f) + return false; + break; + case NPC_SARTHARION: // sartharion (calculate box) + if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f) + return false; + break; + default: + 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(); + summons.DespawnAll(); + if(instance) + { + instance->SetBossState(bossId, DONE); + instance->SaveToDB(); + } +} + +void BossAI::_EnterCombat() +{ + me->setActive(true); + DoZoneInCombat(); + 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) + 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) + { + switch (itr->first) + { + case BOUNDARY_N: + if (me->GetPositionX() > itr->second) + return false; + break; + case BOUNDARY_S: + if (me->GetPositionX() < itr->second) + return false; + break; + case BOUNDARY_E: + if (me->GetPositionY() < itr->second) + return false; + break; + case BOUNDARY_W: + if (me->GetPositionY() > itr->second) + return false; + break; + case BOUNDARY_NW: + if (me->GetPositionX() + me->GetPositionY() > itr->second) + return false; + break; + case BOUNDARY_SE: + if (me->GetPositionX() + me->GetPositionY() < itr->second) + return false; + break; + case BOUNDARY_NE: + if (me->GetPositionX() - me->GetPositionY() > itr->second) + return false; + break; + case BOUNDARY_SW: + if (me->GetPositionX() - me->GetPositionY() < itr->second) + return false; + 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) + { + spellInfo = GET_SPELL(i); + if(!spellInfo) + continue; + + switch(i) + { + // Black Temple : Illidan : Parasitic Shadowfiend Passive + case 41013: + spellInfo->EffectApplyAuraName[0] = 4; // proc debuff, and summon infinite fiends + break; + // Naxxramas : Gothik : Inform Inf range + case 27892: + case 27928: + case 27935: + case 27915: + case 27931: + case 27937: + spellInfo->rangeIndex = 13; + break; + // Ulduar : Flame Leviathan : Pursued + case 62374: + spellInfo->MaxAffectedTargets = 1; + spellInfo->EffectImplicitTargetB[0] = TARGET_UNIT_AREA_ENTRY_SRC; + spellInfo->EffectImplicitTargetB[1] = TARGET_UNIT_AREA_ENTRY_SRC; + break; + } + } +} + +// SD2 grid searchers. +Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive) +{ + return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive); +} +GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) +{ + return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange); +} +void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) +{ + return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange); +} +void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange) +{ + return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange); +} |