/* 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; } 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); }