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-rw-r--r--src/game/ScriptedCreature.cpp740
1 files changed, 0 insertions, 740 deletions
diff --git a/src/game/ScriptedCreature.cpp b/src/game/ScriptedCreature.cpp
deleted file mode 100644
index 8c4ddd14f07..00000000000
--- a/src/game/ScriptedCreature.cpp
+++ /dev/null
@@ -1,740 +0,0 @@
-/* Copyright (C) 2008-2010 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(*me, *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(*me, *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(*me, *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(*me, *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),
- me(pCreature),
- IsFleeing(false),
- m_bCombatMovement(true),
- m_uiEvadeCheckCooldown(2500)
-{
- m_heroicMode = me->GetMap()->IsHeroic();
- m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
-}
-
-void ScriptedAI::AttackStartNoMove(Unit* pWho)
-{
- if (!pWho)
- return;
-
- if (me->Attack(pWho, false))
- DoStartNoMovement(pWho);
-}
-
-void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
-{
- //Check if we have a current target
- if (!UpdateVictim())
- return;
-
- if (me->isAttackReady())
- {
- //If we are within range melee the target
- if (me->IsWithinMeleeRange(me->getVictim()))
- {
- me->AttackerStateUpdate(me->getVictim());
- me->resetAttackTimer();
- }
- }
-}
-
-void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
-{
- if (pVictim)
- me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
-}
-
-void ScriptedAI::DoStartNoMovement(Unit* pVictim)
-{
- if (!pVictim)
- return;
-
- me->GetMotionMaster()->MoveIdle();
-}
-
-void ScriptedAI::DoStopAttack()
-{
- if (me->getVictim())
- me->AttackStop();
-}
-
-void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
-{
- if (!pTarget || me->IsNonMeleeSpellCasted(false))
- return;
-
- me->StopMoving();
- me->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 me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
-}
-
-Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
-{
- //ThreatList m_threatlist;
- std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
- std::list<HostileReference*>::iterator itr = threatlist.begin();
- std::list<HostileReference*>::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((*me),(*itr)->getUnitGuid());
- break;
-
- case SELECT_TARGET_TOPAGGRO:
- advance (itr , uiPosition);
- return Unit::GetUnit((*me),(*itr)->getUnitGuid());
- break;
-
- case SELECT_TARGET_BOTTOMAGGRO:
- advance (ritr , uiPosition);
- return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
- break;
-
- default:
- return UnitAI::SelectTarget(pTarget, uiPosition);
- }
-}
-
-SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 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 (me->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(me->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[me->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[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
- continue;
-
- //Check for school if specified
- if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
- continue;
-
- //Check for spell mechanic if specified
- if (uiMechanic && 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 > me->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 && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
- continue;
- if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
- continue;
-
- //Check if our target is in range
- if (me->IsWithinDistInMap(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, me->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, me->GetSpellMinRangeForTarget(pTarget, pTempRange), me->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 (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
- {
- error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
- return;
- }
-
- std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
-
- for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
- {
- Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
-
- if (pUnit && DoGetThreat(pUnit))
- DoModifyThreatPercent(pUnit, -100);
- }
-}
-
-float ScriptedAI::DoGetThreat(Unit* pUnit)
-{
- if (!pUnit) return 0.0f;
- return me->getThreatManager().getThreat(pUnit);
-}
-
-void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
-{
- if (!pUnit) return;
- me->getThreatManager().modifyThreatPercent(pUnit, pct);
-}
-
-void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
-{
- me->Relocate(fX, fY, fZ);
- me->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.", me->GetGUID(), me->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 = me->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(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
-}
-
-Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
-{
- Unit* pUnit = NULL;
- Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
- Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
- me->VisitNearbyObject(fRange, searcher);
-
- return pUnit;
-}
-
-std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
-{
- std::list<Creature*> pList;
- Trinity::FriendlyCCedInRange u_check(me, fRange);
- Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
- me->VisitNearbyObject(fRange, searcher);
- return pList;
-}
-
-std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
-{
- std::list<Creature*> pList;
- Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
- Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
- me->VisitNearbyObject(fRange, searcher);
- return pList;
-}
-
-Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
-{
- Player* pPlayer = NULL;
-
- CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
- Cell cell(pair);
- cell.data.Part.reserved = ALL_DISTRICT;
- cell.SetNoCreate();
-
- Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
- Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
- TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
-
- cell.Visit(pair, visitor, *(me->GetMap()));
-
- return pPlayer;
-}
-
-void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
-{
- if (bLoadDefault)
- {
- if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
- me->LoadEquipment(pInfo->equipmentId,true);
-
- return;
- }
-
- if (uiMainHand >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
-
- if (uiOffHand >= 0)
- me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
-
- if (uiRanged >= 0)
- me->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 the core. 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 (me->IsInEvadeMode() || !me->getVictim())
- return false;
-
- float fX = me->GetPositionX();
- float fY = me->GetPositionY();
- float fZ = me->GetPositionZ();
-
- switch(me->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 (me->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.", me->GetEntry());
- return false;
- }
-
- EnterEvadeMode();
- return true;
-}
-
-void Scripted_NoMovementAI::AttackStart(Unit* pWho)
-{
- if (!pWho)
- return;
-
- if (me->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<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
- for (std::list<HostileReference*>::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
- goInfo = GOBJECT(187055);
- if (goInfo)
- if (goInfo->type == GAMEOBJECT_TYPE_GOOBER)
- goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN
-
- // Naxxramas : Sapphiron Birth
- goInfo = GOBJECT(181356);
- if (goInfo)
- if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
- goInfo->trap.radius = 50;
-}
-
-// 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);
-}