*Integrate Script system to Core
-added ScriptMgr for loading scripts -removed bindings -moved script system to src/game -moved scripts to src/scripts -VC project files updated -cmakes updated (not 100% done yet) NOTE to Devs: -file locations changed -precompiled renamed to ScriptedPch -ecsort_ai renamed to ScriptedEscortAI -follower_ai renamed to ScriptedFollowerAI -guard_ai renamed to ScriptedGuardAI -simple_ai renamed to ScriptedSimpleAI -sc_creature renamed to ScriptedCreature -sc_gossip renamed to ScriptedGossip -sc_instance renamed to ScriptedInstance *use the new headers in scripts, thank you NOTE to ALL: cmake not fully tested, please report any errors with it could make creashes, incompability USE AT YOUR OWN RISK before further tests!! --HG-- branch : trunk
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/* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_CREATURE_H
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#define SC_CREATURE_H
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "InstanceData.h"
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#define SCRIPT_CAST_TYPE dynamic_cast
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//#define SCRIPT_CAST_TYPE static_cast
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#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a))
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#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a))
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#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a))
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#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a))
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#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b))
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class ScriptedInstance;
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class SummonList : public std::list<uint64>
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{
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public:
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explicit SummonList(Creature* creature) : m_creature(creature) {}
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void Summon(Creature *summon) { push_back(summon->GetGUID()); }
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void Despawn(Creature *summon) { remove(summon->GetGUID()); }
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void DespawnEntry(uint32 entry);
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void DespawnAll();
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void DoAction(uint32 entry, uint32 info);
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void DoZoneInCombat(uint32 entry = 0);
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private:
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Creature *m_creature;
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};
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struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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{
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explicit ScriptedAI(Creature* pCreature);
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virtual ~ScriptedAI() {}
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//*************
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//CreatureAI Functions
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//*************
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void AttackStartNoMove(Unit *pTarget);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit* pDone_by, uint32& uiDamage) {}
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//Called at World update tick
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void UpdateAI(const uint32);
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//Called at creature death
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void JustDied(Unit* who){}
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//Called at creature killing another unit
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void KilledUnit(Unit* who){}
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* ) {}
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// Called when a summoned creature is despawned
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void SummonedCreatureDespawn(Creature*) {}
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// Called when hit by a spell
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void SpellHit(Unit* caster, const SpellEntry *spell) {}
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// Called when spell hits a target
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void SpellHitTarget(Unit *pTarget, const SpellEntry *spell) {}
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 type, uint32 id){}
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// Called when AI is temporarily replaced or put back when possess is applied or removed
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void OnPossess(bool apply) {}
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//*************
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// Variables
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//*************
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//Pointer to creature we are manipulating
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Creature* m_creature;
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//For fleeing
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bool IsFleeing;
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//*************
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//Pure virtual functions
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//*************
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//Called at creature reset either by death or evade
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void Reset() {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* who) {}
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//*************
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//AI Helper Functions
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//*************
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//Start movement toward victim
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void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
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//Start no movement on victim
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void DoStartNoMovement(Unit* pVictim);
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//Stop attack of current victim
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void DoStopAttack();
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//Cast spell by spell info
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void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
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//Plays a sound to all nearby players
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void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
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//Drops all threat to 0%. Does not remove players from the threat list
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void DoResetThreat();
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float DoGetThreat(Unit* u);
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void DoModifyThreatPercent(Unit* pUnit, int32 pct);
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void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
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void DoTeleportTo(const float pos[4]);
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void DoAction(const int32 param) {}
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//Teleports a player without dropping threat (only teleports to same map)
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void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
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void DoTeleportAll(float fX, float fY, float fZ, float fO);
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//Returns friendly unit with the most amount of hp missing from max hp
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Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
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//Returns a list of friendly CC'd units within range
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std::list<Creature*> DoFindFriendlyCC(float fRange);
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//Returns a list of all friendly units missing a specific buff within range
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std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
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//Return a player with at least minimumRange from m_creature
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Player* GetPlayerAtMinimumRange(float fMinimumRange);
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//Spawns a creature relative to m_creature
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Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
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//Selects a unit from the creature's current aggro list
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Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
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bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
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void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
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//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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void SetCombatMovement(bool CombatMove);
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bool IsCombatMovement() { return m_bCombatMovement; }
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bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
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// return true for heroic mode. i.e.
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// - for dungeon in mode 10-heroic,
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// - for raid in mode 10-Heroic
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// - for raid in mode 25-heroic
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// DO NOT USE to check raid in mode 25-normal.
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bool IsHeroic() { return m_heroicMode; }
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// return the dungeon or raid difficulty
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Difficulty getDifficulty() { return m_difficulty; }
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template<class T> inline
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const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
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{
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switch(m_difficulty)
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{
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case DUNGEON_DIFFICULTY_NORMAL:
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return normal5;
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case DUNGEON_DIFFICULTY_HEROIC:
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return heroic10;
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}
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return heroic10;
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}
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template<class T> inline
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const T& RAID_MODE(const T& normal10, const T& normal25)
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{
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switch(m_difficulty)
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{
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case RAID_DIFFICULTY_10MAN_NORMAL:
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return normal10;
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case RAID_DIFFICULTY_25MAN_NORMAL:
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return normal25;
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}
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return normal25;
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}
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template<class T> inline
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const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
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{
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switch(m_difficulty)
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{
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case RAID_DIFFICULTY_10MAN_NORMAL:
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return normal10;
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case RAID_DIFFICULTY_25MAN_NORMAL:
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return normal25;
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case RAID_DIFFICULTY_10MAN_HEROIC:
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return heroic10;
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case RAID_DIFFICULTY_25MAN_HEROIC:
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return heroic25;
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}
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return heroic25;
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}
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private:
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bool m_bCombatMovement;
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uint32 m_uiEvadeCheckCooldown;
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bool m_heroicMode;
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Difficulty m_difficulty;
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};
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struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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{
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Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
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virtual ~Scripted_NoMovementAI() {}
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//Called at each attack of m_creature by any victim
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void AttackStart(Unit* who);
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};
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struct TRINITY_DLL_DECL BossAI : public ScriptedAI
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{
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BossAI(Creature *c, uint32 id);
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virtual ~BossAI() {}
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const uint32 bossId;
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EventMap events;
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SummonList summons;
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InstanceData * const instance;
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const BossBoundaryMap * const boundary;
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void JustSummoned(Creature *summon);
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void SummonedCreatureDespawn(Creature *summon);
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void UpdateAI(const uint32 diff) = 0;
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void Reset() { _Reset(); }
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void EnterCombat(Unit *who) { _EnterCombat(); }
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void JustDied(Unit *killer) { _JustDied(); }
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void JustReachedHome() { me->setActive(false); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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bool CheckInRoom()
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{
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if(CheckBoundary(me))
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return true;
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EnterEvadeMode();
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return false;
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}
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bool CheckBoundary(Unit *who);
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void TeleportCheaters();
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};
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// SD2 grid searchers.
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Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
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GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
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void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
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void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
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#endif
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