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Diffstat (limited to 'src/game/ScriptedCreature.cpp')
-rw-r--r-- | src/game/ScriptedCreature.cpp | 740 |
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); -} |