/* Copyright (C) 2008-2010 Trinity
*
* Thanks to the original authors: ScriptDev2
*
* 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& threatlist = m_creature->getThreatManager().getThreatList();
std::list::iterator itr = threatlist.begin();
std::list::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;
default:
return UnitAI::SelectTarget(pTarget, uiPosition);
}
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& threatlist = m_creature->getThreatManager().getThreatList();
for (std::list::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 searcher(m_creature, pUnit, u_check);
m_creature->VisitNearbyObject(fRange, searcher);
return pUnit;
}
std::list ScriptedAI::DoFindFriendlyCC(float fRange)
{
std::list pList;
Trinity::FriendlyCCedInRange u_check(m_creature, fRange);
Trinity::CreatureListSearcher searcher(m_creature, pList, u_check);
m_creature->VisitNearbyObject(fRange, searcher);
return pList;
}
std::list ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
{
std::list pList;
Trinity::FriendlyMissingBuffInRange u_check(m_creature, fRange, uiSpellid);
Trinity::CreatureListSearcher 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 searcher(m_creature, pPlayer, check);
TypeContainerVisitor, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, 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 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 (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 &m_threatlist = me->getThreatManager().getThreatList();
for (std::list::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(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;
}
// 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& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
{
return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
}
void GetGameObjectListWithEntryInGrid(std::list& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
{
return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
}