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-rw-r--r--src/server/game/ScriptedCreature.cpp740
1 files changed, 740 insertions, 0 deletions
diff --git a/src/server/game/ScriptedCreature.cpp b/src/server/game/ScriptedCreature.cpp
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+++ b/src/server/game/ScriptedCreature.cpp
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+/* 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);
+}