Core/Scripts: Code style cleanup in ScriptedAI and BossAI
This commit is contained in:
@@ -111,11 +111,11 @@ bool SummonList::HasEntry(uint32 entry)
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ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
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ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
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me(pCreature),
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me(pCreature),
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IsFleeing(false),
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IsFleeing(false),
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m_bCombatMovement(true),
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_isCombatMovementAllowed(true),
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m_uiEvadeCheckCooldown(2500)
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_evadeCheckCooldown(2500)
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{
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{
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m_heroicMode = me->GetMap()->IsHeroic();
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_isHeroic = me->GetMap()->IsHeroic();
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m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
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}
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}
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void ScriptedAI::AttackStartNoMove(Unit* pWho)
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void ScriptedAI::AttackStartNoMove(Unit* pWho)
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@@ -187,15 +187,15 @@ void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
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pSource->PlayDirectSound(uiSoundId);
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pSource->PlayDirectSound(uiSoundId);
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}
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}
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Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
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Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
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{
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{
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return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
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return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
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}
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}
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SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
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SpellEntry const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
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{
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{
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//No target so we can't cast
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//No target so we can't cast
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if (!pTarget)
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if (!target)
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return false;
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return false;
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//Silenced so we can't cast
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//Silenced so we can't cast
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@@ -204,101 +204,101 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32
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//Using the extended script system we first create a list of viable spells
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//Using the extended script system we first create a list of viable spells
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SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
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SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
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memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);
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memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellEntry*));
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uint32 uiSpellCount = 0;
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uint32 spellCount = 0;
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SpellEntry const* pTempSpell;
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SpellEntry const* tempSpell = NULL;
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SpellRangeEntry const* pTempRange;
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SpellRangeEntry const* tempRange = NULL;
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//Check if each spell is viable(set it to null if not)
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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{
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{
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pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
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tempSpell = sSpellStore.LookupEntry(me->m_spells[i]);
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//This spell doesn't exist
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//This spell doesn't exist
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if (!pTempSpell)
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if (!tempSpell)
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continue;
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continue;
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// Targets and Effects checked first as most used restrictions
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// Targets and Effects checked first as most used restrictions
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//Check the spell targets if specified
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//Check the spell targets if specified
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if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
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if (targets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (targets-1))))
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continue;
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continue;
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//Check the type of spell if we are looking for a specific spell type
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//Check the type of spell if we are looking for a specific spell type
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if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
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if (effects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (effects-1))))
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continue;
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continue;
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//Check for school if specified
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//Check for school if specified
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if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
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if (school && (tempSpell->SchoolMask & school) == 0)
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continue;
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continue;
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//Check for spell mechanic if specified
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//Check for spell mechanic if specified
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if (uiMechanic && pTempSpell->Mechanic != uiMechanic)
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if (mechanic && tempSpell->Mechanic != mechanic)
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continue;
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continue;
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//Make sure that the spell uses the requested amount of power
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//Make sure that the spell uses the requested amount of power
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if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
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if (powerCostMin && tempSpell->manaCost < powerCostMin)
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continue;
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continue;
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if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
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if (powerCostMax && tempSpell->manaCost > powerCostMax)
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continue;
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continue;
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//Continue if we don't have the mana to actually cast this spell
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//Continue if we don't have the mana to actually cast this spell
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if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
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if (tempSpell->manaCost > me->GetPower(Powers(tempSpell->powerType)))
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continue;
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continue;
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//Get the Range
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//Get the Range
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pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
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tempRange = GetSpellRangeStore()->LookupEntry(tempSpell->rangeIndex);
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//Spell has invalid range store so we can't use it
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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if (!tempRange)
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continue;
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continue;
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//Check if the spell meets our range requirements
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//Check if the spell meets our range requirements
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if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
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if (rangeMin && me->GetSpellMinRangeForTarget(target, tempRange) < rangeMin)
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continue;
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continue;
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if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
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if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempRange) > rangeMax)
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continue;
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continue;
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//Check if our target is in range
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//Check if our target is in range
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if (me->IsWithinDistInMap(pTarget, (float)me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, (float)me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempRange))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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continue;
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continue;
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//All good so lets add it to the spell list
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//All good so lets add it to the spell list
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apSpell[uiSpellCount] = pTempSpell;
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apSpell[spellCount] = tempSpell;
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++uiSpellCount;
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++spellCount;
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}
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}
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//We got our usable spells so now lets randomly pick one
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//We got our usable spells so now lets randomly pick one
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if (!uiSpellCount)
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if (!spellCount)
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return NULL;
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return NULL;
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return apSpell[rand()%uiSpellCount];
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return apSpell[urand(0, spellCount - 1)];
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}
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}
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bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)
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bool ScriptedAI::CanCast(Unit* target, SpellEntry const* spell, bool triggered /*= false*/)
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{
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{
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//No target so we can't cast
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//No target so we can't cast
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if (!pTarget || !pSpell)
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if (!target || !spell)
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return false;
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return false;
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//Silenced so we can't cast
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//Silenced so we can't cast
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if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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if (!triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
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return false;
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return false;
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//Check for power
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//Check for power
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if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
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if (!triggered && me->GetPower(Powers(spell->powerType)) < spell->manaCost)
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return false;
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return false;
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SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex);
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SpellRangeEntry const* tempRange = GetSpellRangeStore()->LookupEntry(spell->rangeIndex);
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//Spell has invalid range store so we can't use it
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//Spell has invalid range store so we can't use it
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if (!pTempRange)
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if (!tempRange)
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return false;
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return false;
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//Unit is out of range of this spell
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//Unit is out of range of this spell
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if (me->IsInRange(pTarget, (float)me->GetSpellMinRangeForTarget(pTarget, pTempRange), (float)me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
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if (me->IsInRange(target, float(me->GetSpellMinRangeForTarget(target, tempRange)), float(me->GetSpellMaxRangeForTarget(target, tempRange))))
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return false;
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return false;
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return true;
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return true;
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@@ -417,29 +417,29 @@ Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
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return pPlayer;
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return pPlayer;
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}
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}
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void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
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void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
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{
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{
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if (bLoadDefault)
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if (loadDefault)
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{
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{
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if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
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if (CreatureInfo const* creatureInfo = ObjectMgr::GetCreatureTemplate(me->GetEntry()))
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me->LoadEquipment(pInfo->equipmentId,true);
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me->LoadEquipment(creatureInfo->equipmentId, true);
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return;
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return;
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}
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}
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if (uiMainHand >= 0)
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if (mainHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
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if (uiOffHand >= 0)
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if (offHand >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
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if (uiRanged >= 0)
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if (ranged >= 0)
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
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me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
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}
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}
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void ScriptedAI::SetCombatMovement(bool bCombatMove)
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void ScriptedAI::SetCombatMovement(bool allowMovement)
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{
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{
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m_bCombatMovement = bCombatMove;
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_isCombatMovementAllowed = allowMovement;
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}
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}
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enum eNPCs
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enum eNPCs
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@@ -452,13 +452,13 @@ enum eNPCs
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// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
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// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
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// 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.
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// 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.
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
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bool ScriptedAI::EnterEvadeIfOutOfCombatArea(uint32 const diff)
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{
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{
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if (m_uiEvadeCheckCooldown <= uiDiff)
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if (_evadeCheckCooldown <= diff)
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m_uiEvadeCheckCooldown = 2500;
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_evadeCheckCooldown = 2500;
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else
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else
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{
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{
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m_uiEvadeCheckCooldown -= uiDiff;
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_evadeCheckCooldown -= diff;
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return false;
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return false;
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}
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}
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@@ -496,20 +496,18 @@ bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
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return true;
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return true;
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}
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}
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void Scripted_NoMovementAI::AttackStart(Unit* pWho)
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void Scripted_NoMovementAI::AttackStart(Unit* target)
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{
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{
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if (!pWho)
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if (!target)
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return;
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return;
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if (me->Attack(pWho, true))
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if (me->Attack(target, true))
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{
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DoStartNoMovement(target);
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DoStartNoMovement(pWho);
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}
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}
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}
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BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
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BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature)
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, bossId(id), summons(me), instance(c->GetInstanceScript())
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, _bossId(bossId), summons(creature), instance(creature->GetInstanceScript())
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, boundary(instance ? instance->GetBossBoundary(id) : NULL)
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, _boundary(instance ? instance->GetBossBoundary(bossId) : NULL)
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{
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{
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}
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}
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@@ -522,7 +520,7 @@ void BossAI::_Reset()
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events.Reset();
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events.Reset();
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summons.DespawnAll();
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summons.DespawnAll();
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if (instance)
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if (instance)
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instance->SetBossState(bossId, NOT_STARTED);
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instance->SetBossState(_bossId, NOT_STARTED);
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}
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}
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void BossAI::_JustDied()
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void BossAI::_JustDied()
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@@ -531,7 +529,7 @@ void BossAI::_JustDied()
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summons.DespawnAll();
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summons.DespawnAll();
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if (instance)
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if (instance)
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{
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{
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instance->SetBossState(bossId, DONE);
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instance->SetBossState(_bossId, DONE);
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instance->SaveToDB();
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instance->SaveToDB();
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}
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}
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}
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}
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@@ -543,12 +541,12 @@ void BossAI::_EnterCombat()
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if (instance)
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if (instance)
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{
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{
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// bosses do not respawn, check only on enter combat
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// bosses do not respawn, check only on enter combat
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if (!instance->CheckRequiredBosses(bossId))
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if (!instance->CheckRequiredBosses(_bossId))
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{
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{
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EnterEvadeMode();
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EnterEvadeMode();
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return;
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return;
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}
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}
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instance->SetBossState(bossId, IN_PROGRESS);
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instance->SetBossState(_bossId, IN_PROGRESS);
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}
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}
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}
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}
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@@ -556,18 +554,19 @@ void BossAI::TeleportCheaters()
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{
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{
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float x, y, z;
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float x, y, z;
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me->GetPosition(x, y, z);
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me->GetPosition(x, y, z);
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std::list<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
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std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
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for (std::list<HostileReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
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for (std::list<HostileReference*>::iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
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if ((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))
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if (Unit* target = (*itr)->getTarget())
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(*itr)->getTarget()->NearTeleportTo(x, y, z, 0);
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if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
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target->NearTeleportTo(x, y, z, 0);
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}
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}
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bool BossAI::CheckBoundary(Unit *who)
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bool BossAI::CheckBoundary(Unit* who)
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{
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{
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if (!boundary || !who)
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if (!GetBoundary() || !who)
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return true;
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return true;
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for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)
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for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
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{
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{
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switch (itr->first)
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switch (itr->first)
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{
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{
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@@ -611,32 +610,35 @@ bool BossAI::CheckBoundary(Unit *who)
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return true;
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return true;
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}
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}
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void BossAI::JustSummoned(Creature *summon)
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void BossAI::JustSummoned(Creature* summon)
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{
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{
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summons.Summon(summon);
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summons.Summon(summon);
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if (me->isInCombat())
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if (me->isInCombat())
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DoZoneInCombat(summon);
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DoZoneInCombat(summon);
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}
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}
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void BossAI::SummonedCreatureDespawn(Creature *summon)
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void BossAI::SummonedCreatureDespawn(Creature* summon)
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{
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{
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summons.Despawn(summon);
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summons.Despawn(summon);
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}
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}
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// SD2 grid searchers.
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// SD2 grid searchers.
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||||||
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive)
|
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
|
||||||
{
|
{
|
||||||
return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive);
|
return source->FindNearestCreature(entry, maxSearchRange, alive);
|
||||||
}
|
}
|
||||||
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
||||||
|
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
|
||||||
{
|
{
|
||||||
return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange);
|
return source->FindNearestGameObject(entry, maxSearchRange);
|
||||||
}
|
}
|
||||||
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
||||||
|
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
||||||
{
|
{
|
||||||
return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
|
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
|
||||||
}
|
}
|
||||||
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
|
|
||||||
|
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
|
||||||
{
|
{
|
||||||
return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
|
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -30,8 +30,8 @@ class SummonList : public std::list<uint64>
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
explicit SummonList(Creature* creature) : me(creature) {}
|
explicit SummonList(Creature* creature) : me(creature) {}
|
||||||
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
|
void Summon(Creature* summon) { push_back(summon->GetGUID()); }
|
||||||
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
|
void Despawn(Creature* summon) { remove(summon->GetGUID()); }
|
||||||
void DespawnEntry(uint32 entry);
|
void DespawnEntry(uint32 entry);
|
||||||
void DespawnAll();
|
void DespawnAll();
|
||||||
void DoAction(uint32 entry, int32 info);
|
void DoAction(uint32 entry, int32 info);
|
||||||
@@ -39,46 +39,46 @@ class SummonList : public std::list<uint64>
|
|||||||
void RemoveNotExisting();
|
void RemoveNotExisting();
|
||||||
bool HasEntry(uint32 entry);
|
bool HasEntry(uint32 entry);
|
||||||
private:
|
private:
|
||||||
Creature *me;
|
Creature* me;
|
||||||
};
|
};
|
||||||
|
|
||||||
struct ScriptedAI : public CreatureAI
|
struct ScriptedAI : public CreatureAI
|
||||||
{
|
{
|
||||||
explicit ScriptedAI(Creature* pCreature);
|
explicit ScriptedAI(Creature* creature);
|
||||||
virtual ~ScriptedAI() {}
|
virtual ~ScriptedAI() {}
|
||||||
|
|
||||||
// *************
|
// *************
|
||||||
//CreatureAI Functions
|
//CreatureAI Functions
|
||||||
// *************
|
// *************
|
||||||
|
|
||||||
void AttackStartNoMove(Unit *pTarget);
|
void AttackStartNoMove(Unit* target);
|
||||||
|
|
||||||
// Called at any Damage from any attacker (before damage apply)
|
// Called at any Damage from any attacker (before damage apply)
|
||||||
void DamageTaken(Unit* /*pDone_by*/, uint32& /*uiDamage*/) {}
|
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/) {}
|
||||||
|
|
||||||
//Called at World update tick
|
//Called at World update tick
|
||||||
void UpdateAI(const uint32);
|
void UpdateAI(const uint32);
|
||||||
|
|
||||||
//Called at creature death
|
//Called at creature death
|
||||||
void JustDied(Unit* /*who*/){}
|
void JustDied(Unit* /*killer*/) {}
|
||||||
|
|
||||||
//Called at creature killing another unit
|
//Called at creature killing another unit
|
||||||
void KilledUnit(Unit* /*who*/){}
|
void KilledUnit(Unit* /*victim*/) {}
|
||||||
|
|
||||||
// Called when the creature summon successfully other creature
|
// Called when the creature summon successfully other creature
|
||||||
void JustSummoned(Creature*) {}
|
void JustSummoned(Creature* /*summon*/) {}
|
||||||
|
|
||||||
// Called when a summoned creature is despawned
|
// Called when a summoned creature is despawned
|
||||||
void SummonedCreatureDespawn(Creature*) {}
|
void SummonedCreatureDespawn(Creature* /*summon*/) {}
|
||||||
|
|
||||||
// Called when hit by a spell
|
// Called when hit by a spell
|
||||||
void SpellHit(Unit* /*caster*/, const SpellEntry * /*spell*/) {}
|
void SpellHit(Unit* /*caster*/, SpellEntry const* /*spell*/) {}
|
||||||
|
|
||||||
// Called when spell hits a target
|
// Called when spell hits a target
|
||||||
void SpellHitTarget(Unit * /*pTarget*/, const SpellEntry * /*spell*/) {}
|
void SpellHitTarget(Unit * /*target*/, SpellEntry const* /*spell*/) {}
|
||||||
|
|
||||||
//Called at waypoint reached or PointMovement end
|
//Called at waypoint reached or PointMovement end
|
||||||
void MovementInform(uint32 /*type*/, uint32 /*id*/){}
|
void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
|
||||||
|
|
||||||
// Called when AI is temporarily replaced or put back when possess is applied or removed
|
// Called when AI is temporarily replaced or put back when possess is applied or removed
|
||||||
void OnPossess(bool /*apply*/) {}
|
void OnPossess(bool /*apply*/) {}
|
||||||
@@ -101,91 +101,91 @@ struct ScriptedAI : public CreatureAI
|
|||||||
void Reset() {}
|
void Reset() {}
|
||||||
|
|
||||||
//Called at creature aggro either by MoveInLOS or Attack Start
|
//Called at creature aggro either by MoveInLOS or Attack Start
|
||||||
void EnterCombat(Unit* /*who*/) {}
|
void EnterCombat(Unit* /*victim*/) {}
|
||||||
|
|
||||||
// *************
|
// *************
|
||||||
//AI Helper Functions
|
//AI Helper Functions
|
||||||
// *************
|
// *************
|
||||||
|
|
||||||
//Start movement toward victim
|
//Start movement toward victim
|
||||||
void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
|
void DoStartMovement(Unit* target, float distance = 0.0f, float angle = 0.0f);
|
||||||
|
|
||||||
//Start no movement on victim
|
//Start no movement on victim
|
||||||
void DoStartNoMovement(Unit* pVictim);
|
void DoStartNoMovement(Unit* target);
|
||||||
|
|
||||||
//Stop attack of current victim
|
//Stop attack of current victim
|
||||||
void DoStopAttack();
|
void DoStopAttack();
|
||||||
|
|
||||||
//Cast spell by spell info
|
//Cast spell by spell info
|
||||||
void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
|
void DoCastSpell(Unit* target, SpellEntry const* spellInfo, bool triggered = false);
|
||||||
|
|
||||||
//Plays a sound to all nearby players
|
//Plays a sound to all nearby players
|
||||||
void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
|
void DoPlaySoundToSet(WorldObject* source, uint32 soundId);
|
||||||
|
|
||||||
//Drops all threat to 0%. Does not remove players from the threat list
|
//Drops all threat to 0%. Does not remove players from the threat list
|
||||||
void DoResetThreat();
|
void DoResetThreat();
|
||||||
|
|
||||||
float DoGetThreat(Unit* u);
|
float DoGetThreat(Unit* unit);
|
||||||
void DoModifyThreatPercent(Unit* pUnit, int32 pct);
|
void DoModifyThreatPercent(Unit* unit, int32 pct);
|
||||||
|
|
||||||
void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
|
void DoTeleportTo(float x, float y, float z, uint32 time = 0);
|
||||||
void DoTeleportTo(const float pos[4]);
|
void DoTeleportTo(float const pos[4]);
|
||||||
|
|
||||||
void DoAction(const int32 /*param*/) {}
|
void DoAction(int32 const /*param*/) {}
|
||||||
|
|
||||||
//Teleports a player without dropping threat (only teleports to same map)
|
//Teleports a player without dropping threat (only teleports to same map)
|
||||||
void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
|
void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o);
|
||||||
void DoTeleportAll(float fX, float fY, float fZ, float fO);
|
void DoTeleportAll(float x, float y, float z, float o);
|
||||||
|
|
||||||
//Returns friendly unit with the most amount of hp missing from max hp
|
//Returns friendly unit with the most amount of hp missing from max hp
|
||||||
Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
|
Unit* DoSelectLowestHpFriendly(float range, uint32 minHPDiff = 1);
|
||||||
|
|
||||||
//Returns a list of friendly CC'd units within range
|
//Returns a list of friendly CC'd units within range
|
||||||
std::list<Creature*> DoFindFriendlyCC(float fRange);
|
std::list<Creature*> DoFindFriendlyCC(float range);
|
||||||
|
|
||||||
//Returns a list of all friendly units missing a specific buff within range
|
//Returns a list of all friendly units missing a specific buff within range
|
||||||
std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
|
std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellId);
|
||||||
|
|
||||||
//Return a player with at least minimumRange from me
|
//Return a player with at least minimumRange from me
|
||||||
Player* GetPlayerAtMinimumRange(float fMinimumRange);
|
Player* GetPlayerAtMinimumRange(float minRange);
|
||||||
|
|
||||||
//Spawns a creature relative to me
|
//Spawns a creature relative to me
|
||||||
Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
|
Creature* DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime);
|
||||||
|
|
||||||
bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
|
bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
|
||||||
bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
|
bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
|
||||||
|
|
||||||
//Returns spells that meet the specified criteria from the creatures spell list
|
//Returns spells that meet the specified criteria from the creatures spell list
|
||||||
SpellEntry const* SelectSpell(Unit* Target, uint32 School, uint32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
|
SpellEntry const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
|
||||||
|
|
||||||
//Checks if you can cast the specified spell
|
//Checks if you can cast the specified spell
|
||||||
bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
|
bool CanCast(Unit* target, SpellEntry const* spell, bool triggered = false);
|
||||||
|
|
||||||
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
|
void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
|
||||||
|
|
||||||
//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
|
//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
|
||||||
void SetCombatMovement(bool CombatMove);
|
void SetCombatMovement(bool allowMovement);
|
||||||
bool IsCombatMovement() { return m_bCombatMovement; }
|
bool IsCombatMovementAllowed() { return _isCombatMovementAllowed; }
|
||||||
|
|
||||||
bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
|
bool EnterEvadeIfOutOfCombatArea(uint32 const diff);
|
||||||
|
|
||||||
// return true for heroic mode. i.e.
|
// return true for heroic mode. i.e.
|
||||||
// - for dungeon in mode 10-heroic,
|
// - for dungeon in mode 10-heroic,
|
||||||
// - for raid in mode 10-Heroic
|
// - for raid in mode 10-Heroic
|
||||||
// - for raid in mode 25-heroic
|
// - for raid in mode 25-heroic
|
||||||
// DO NOT USE to check raid in mode 25-normal.
|
// DO NOT USE to check raid in mode 25-normal.
|
||||||
bool IsHeroic() { return m_heroicMode; }
|
bool IsHeroic() { return _isHeroic; }
|
||||||
|
|
||||||
// return the dungeon or raid difficulty
|
// return the dungeon or raid difficulty
|
||||||
Difficulty getDifficulty() { return m_difficulty; }
|
Difficulty GetDifficulty() { return _difficulty; }
|
||||||
|
|
||||||
// return true for 25 man or 25 man heroic mode
|
// return true for 25 man or 25 man heroic mode
|
||||||
bool Is25ManRaid() { return m_difficulty & 1; }
|
bool Is25ManRaid() { return _difficulty & 1; }
|
||||||
|
|
||||||
template<class T> inline
|
template<class T> inline
|
||||||
const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
|
const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
|
||||||
{
|
{
|
||||||
switch(m_difficulty)
|
switch (_difficulty)
|
||||||
{
|
{
|
||||||
case DUNGEON_DIFFICULTY_NORMAL:
|
case DUNGEON_DIFFICULTY_NORMAL:
|
||||||
return normal5;
|
return normal5;
|
||||||
@@ -201,7 +201,7 @@ struct ScriptedAI : public CreatureAI
|
|||||||
template<class T> inline
|
template<class T> inline
|
||||||
const T& RAID_MODE(const T& normal10, const T& normal25)
|
const T& RAID_MODE(const T& normal10, const T& normal25)
|
||||||
{
|
{
|
||||||
switch(m_difficulty)
|
switch (_difficulty)
|
||||||
{
|
{
|
||||||
case RAID_DIFFICULTY_10MAN_NORMAL:
|
case RAID_DIFFICULTY_10MAN_NORMAL:
|
||||||
return normal10;
|
return normal10;
|
||||||
@@ -217,7 +217,7 @@ struct ScriptedAI : public CreatureAI
|
|||||||
template<class T> inline
|
template<class T> inline
|
||||||
const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
|
const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
|
||||||
{
|
{
|
||||||
switch(m_difficulty)
|
switch (_difficulty)
|
||||||
{
|
{
|
||||||
case RAID_DIFFICULTY_10MAN_NORMAL:
|
case RAID_DIFFICULTY_10MAN_NORMAL:
|
||||||
return normal10;
|
return normal10;
|
||||||
@@ -227,17 +227,18 @@ struct ScriptedAI : public CreatureAI
|
|||||||
return heroic10;
|
return heroic10;
|
||||||
case RAID_DIFFICULTY_25MAN_HEROIC:
|
case RAID_DIFFICULTY_25MAN_HEROIC:
|
||||||
return heroic25;
|
return heroic25;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
return heroic25;
|
return heroic25;
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
bool m_bCombatMovement;
|
Difficulty _difficulty;
|
||||||
uint32 m_uiEvadeCheckCooldown;
|
uint32 _evadeCheckCooldown;
|
||||||
|
bool _isCombatMovementAllowed;
|
||||||
bool m_heroicMode;
|
bool _isHeroic;
|
||||||
Difficulty m_difficulty;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Scripted_NoMovementAI : public ScriptedAI
|
struct Scripted_NoMovementAI : public ScriptedAI
|
||||||
@@ -246,28 +247,26 @@ struct Scripted_NoMovementAI : public ScriptedAI
|
|||||||
virtual ~Scripted_NoMovementAI() {}
|
virtual ~Scripted_NoMovementAI() {}
|
||||||
|
|
||||||
//Called at each attack of me by any victim
|
//Called at each attack of me by any victim
|
||||||
void AttackStart(Unit* who);
|
void AttackStart(Unit* target);
|
||||||
};
|
};
|
||||||
|
|
||||||
struct BossAI : public ScriptedAI
|
class BossAI : public ScriptedAI
|
||||||
{
|
{
|
||||||
BossAI(Creature *c, uint32 id);
|
public:
|
||||||
|
BossAI(Creature* creature, uint32 bossId);
|
||||||
virtual ~BossAI() {}
|
virtual ~BossAI() {}
|
||||||
|
|
||||||
const uint32 bossId;
|
InstanceScript* const instance;
|
||||||
EventMap events;
|
BossBoundaryMap const* GetBoundary() const { return _boundary; }
|
||||||
SummonList summons;
|
|
||||||
InstanceScript * const instance;
|
|
||||||
const BossBoundaryMap * const boundary;
|
|
||||||
|
|
||||||
void JustSummoned(Creature *summon);
|
void JustSummoned(Creature* summon);
|
||||||
void SummonedCreatureDespawn(Creature *summon);
|
void SummonedCreatureDespawn(Creature* summon);
|
||||||
|
|
||||||
void UpdateAI(const uint32 diff) = 0;
|
void UpdateAI(uint32 const diff) = 0;
|
||||||
|
|
||||||
void Reset() { _Reset(); }
|
void Reset() { _Reset(); }
|
||||||
void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
|
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
|
||||||
void JustDied(Unit * /*killer*/) { _JustDied(); }
|
void JustDied(Unit* /*killer*/) { _JustDied(); }
|
||||||
void JustReachedHome() { _JustReachedHome(); }
|
void JustReachedHome() { _JustReachedHome(); }
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
@@ -280,18 +279,26 @@ struct BossAI : public ScriptedAI
|
|||||||
{
|
{
|
||||||
if (CheckBoundary(me))
|
if (CheckBoundary(me))
|
||||||
return true;
|
return true;
|
||||||
|
|
||||||
EnterEvadeMode();
|
EnterEvadeMode();
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
bool CheckBoundary(Unit *who);
|
|
||||||
|
bool CheckBoundary(Unit* who);
|
||||||
void TeleportCheaters();
|
void TeleportCheaters();
|
||||||
|
|
||||||
|
EventMap events;
|
||||||
|
SummonList summons;
|
||||||
|
|
||||||
|
private:
|
||||||
|
BossBoundaryMap const* const _boundary;
|
||||||
|
const uint32 _bossId;
|
||||||
};
|
};
|
||||||
|
|
||||||
// SD2 grid searchers.
|
// SD2 grid searchers.
|
||||||
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
|
Creature *GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive = true);
|
||||||
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
|
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange);
|
||||||
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
|
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
|
||||||
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
|
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|||||||
@@ -45,7 +45,7 @@ void npc_escortAI::AttackStart(Unit* pWho)
|
|||||||
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
|
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
|
||||||
me->GetMotionMaster()->MovementExpired();
|
me->GetMotionMaster()->MovementExpired();
|
||||||
|
|
||||||
if (IsCombatMovement())
|
if (IsCombatMovementAllowed())
|
||||||
me->GetMotionMaster()->MoveChase(pWho);
|
me->GetMotionMaster()->MoveChase(pWho);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -148,7 +148,7 @@ void npc_escortAI::JustRespawned()
|
|||||||
{
|
{
|
||||||
m_uiEscortState = STATE_ESCORT_NONE;
|
m_uiEscortState = STATE_ESCORT_NONE;
|
||||||
|
|
||||||
if (!IsCombatMovement())
|
if (!IsCombatMovementAllowed())
|
||||||
SetCombatMovement(true);
|
SetCombatMovement(true);
|
||||||
|
|
||||||
//add a small delay before going to first waypoint, normal in near all cases
|
//add a small delay before going to first waypoint, normal in near all cases
|
||||||
|
|||||||
@@ -41,7 +41,7 @@ void FollowerAI::AttackStart(Unit* pWho)
|
|||||||
if (me->HasUnitState(UNIT_STAT_FOLLOW))
|
if (me->HasUnitState(UNIT_STAT_FOLLOW))
|
||||||
me->ClearUnitState(UNIT_STAT_FOLLOW);
|
me->ClearUnitState(UNIT_STAT_FOLLOW);
|
||||||
|
|
||||||
if (IsCombatMovement())
|
if (IsCombatMovementAllowed())
|
||||||
me->GetMotionMaster()->MoveChase(pWho);
|
me->GetMotionMaster()->MoveChase(pWho);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -147,7 +147,7 @@ void FollowerAI::JustRespawned()
|
|||||||
{
|
{
|
||||||
m_uiFollowState = STATE_FOLLOW_NONE;
|
m_uiFollowState = STATE_FOLLOW_NONE;
|
||||||
|
|
||||||
if (!IsCombatMovement())
|
if (!IsCombatMovementAllowed())
|
||||||
SetCombatMovement(true);
|
SetCombatMovement(true);
|
||||||
|
|
||||||
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
|
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
|
||||||
|
|||||||
@@ -135,7 +135,7 @@ class InstanceScript : public ZoneScript
|
|||||||
virtual void Initialize() {}
|
virtual void Initialize() {}
|
||||||
|
|
||||||
//On load
|
//On load
|
||||||
virtual void Load(const char * data) { LoadBossState(data); }
|
virtual void Load(char const* data) { LoadBossState(data); }
|
||||||
|
|
||||||
//When save is needed, this function generates the data
|
//When save is needed, this function generates the data
|
||||||
virtual std::string GetSaveData() { return GetBossSaveData(); }
|
virtual std::string GetSaveData() { return GetBossSaveData(); }
|
||||||
@@ -149,30 +149,30 @@ class InstanceScript : public ZoneScript
|
|||||||
virtual bool IsEncounterInProgress() const;
|
virtual bool IsEncounterInProgress() const;
|
||||||
|
|
||||||
//Called when a player successfully enters the instance.
|
//Called when a player successfully enters the instance.
|
||||||
virtual void OnPlayerEnter(Player *) {}
|
virtual void OnPlayerEnter(Player* /*player*/) {}
|
||||||
|
|
||||||
//Handle open / close objects
|
//Handle open / close objects
|
||||||
//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
|
//use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
|
||||||
//use HandleGameObject(GUID, boolen, NULL); in any other script
|
//use HandleGameObject(GUID, boolen, NULL); in any other script
|
||||||
void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);
|
void HandleGameObject(uint64 guid, bool open, GameObject* go = NULL);
|
||||||
|
|
||||||
//change active state of doors or buttons
|
//change active state of doors or buttons
|
||||||
void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);
|
void DoUseDoorOrButton(uint64 guid, uint32 withRestoreTime = 0, bool useAlternativeState = false);
|
||||||
|
|
||||||
//Respawns a GO having negative spawntimesecs in gameobject-table
|
//Respawns a GO having negative spawntimesecs in gameobject-table
|
||||||
void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);
|
void DoRespawnGameObject(uint64 guid, uint32 timeToDespawn = MINUTE);
|
||||||
|
|
||||||
//sends world state update to all players in instance
|
//sends world state update to all players in instance
|
||||||
void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);
|
void DoUpdateWorldState(uint32 worldstateId, uint32 worldstateValue);
|
||||||
|
|
||||||
// Send Notify to all players in instance
|
// Send Notify to all players in instance
|
||||||
void DoSendNotifyToInstance(const char *format,...);
|
void DoSendNotifyToInstance(char const* format, ...);
|
||||||
|
|
||||||
// Complete Achievement for all players in instance
|
// Complete Achievement for all players in instance
|
||||||
void DoCompleteAchievement(uint32 achievement);
|
void DoCompleteAchievement(uint32 achievement);
|
||||||
|
|
||||||
// Update Achievement Criteria for all players in instance
|
// Update Achievement Criteria for all players in instance
|
||||||
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);
|
void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1 = 0, uint32 miscvalue2 = 0, Unit* unit = NULL, uint32 time = 0);
|
||||||
|
|
||||||
// Start/Stop Timed Achievement Criteria for all players in instance
|
// Start/Stop Timed Achievement Criteria for all players in instance
|
||||||
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
|
void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
|
||||||
@@ -189,7 +189,7 @@ class InstanceScript : public ZoneScript
|
|||||||
|
|
||||||
virtual bool SetBossState(uint32 id, EncounterState state);
|
virtual bool SetBossState(uint32 id, EncounterState state);
|
||||||
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
|
EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
|
||||||
const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
|
BossBoundaryMap const* GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }
|
||||||
|
|
||||||
// Achievement criteria additional requirements check
|
// Achievement criteria additional requirements check
|
||||||
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
|
// NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
|
||||||
@@ -213,16 +213,16 @@ class InstanceScript : public ZoneScript
|
|||||||
|
|
||||||
protected:
|
protected:
|
||||||
void SetBossNumber(uint32 number) { bosses.resize(number); }
|
void SetBossNumber(uint32 number) { bosses.resize(number); }
|
||||||
void LoadDoorData(const DoorData *data);
|
void LoadDoorData(DoorData const* data);
|
||||||
void LoadMinionData(const MinionData *data);
|
void LoadMinionData(MinionData const* data);
|
||||||
|
|
||||||
void AddDoor(GameObject *door, bool add);
|
void AddDoor(GameObject* door, bool add);
|
||||||
void AddMinion(Creature *minion, bool add);
|
void AddMinion(Creature* minion, bool add);
|
||||||
|
|
||||||
void UpdateDoorState(GameObject *door);
|
void UpdateDoorState(GameObject *door);
|
||||||
void UpdateMinionState(Creature *minion, EncounterState state);
|
void UpdateMinionState(Creature *minion, EncounterState state);
|
||||||
|
|
||||||
std::string LoadBossState(const char * data);
|
std::string LoadBossState(char const* data);
|
||||||
std::string GetBossSaveData();
|
std::string GetBossSaveData();
|
||||||
private:
|
private:
|
||||||
std::vector<BossInfo> bosses;
|
std::vector<BossInfo> bosses;
|
||||||
|
|||||||
@@ -30,13 +30,13 @@ class ZoneScript
|
|||||||
public:
|
public:
|
||||||
explicit ZoneScript() {}
|
explicit ZoneScript() {}
|
||||||
|
|
||||||
virtual uint32 GetCreatureEntry(uint32 /*guidlow*/, const CreatureData *data) { return data->id; }
|
virtual uint32 GetCreatureEntry(uint32 /*guidlow*/, CreatureData const* data) { return data->id; }
|
||||||
virtual uint32 GetGameObjectEntry(uint32 /*guidlow*/, uint32 entry) { return entry; }
|
virtual uint32 GetGameObjectEntry(uint32 /*guidlow*/, uint32 entry) { return entry; }
|
||||||
|
|
||||||
virtual void OnCreatureCreate(Creature *) {}
|
virtual void OnCreatureCreate(Creature* /*creature*/) {}
|
||||||
virtual void OnCreatureRemove(Creature *) {}
|
virtual void OnCreatureRemove(Creature* /*creature*/) {}
|
||||||
virtual void OnGameObjectCreate(GameObject *) {}
|
virtual void OnGameObjectCreate(GameObject* /*go*/) {}
|
||||||
virtual void OnGameObjectRemove(GameObject *) {}
|
virtual void OnGameObjectRemove(GameObject* /*go*/) {}
|
||||||
|
|
||||||
virtual void OnCreatureDeath(Creature* /*creature*/) {}
|
virtual void OnCreatureDeath(Creature* /*creature*/) {}
|
||||||
|
|
||||||
@@ -48,7 +48,7 @@ class ZoneScript
|
|||||||
virtual uint32 GetData(uint32 /*DataId*/) { return 0; }
|
virtual uint32 GetData(uint32 /*DataId*/) { return 0; }
|
||||||
virtual void SetData(uint32 /*DataId*/, uint32 /*Value*/) {}
|
virtual void SetData(uint32 /*DataId*/, uint32 /*Value*/) {}
|
||||||
|
|
||||||
virtual void ProcessEvent(GameObject * /*obj*/, uint32 /*eventId*/) {}
|
virtual void ProcessEvent(GameObject* /*obj*/, uint32 /*eventId*/) {}
|
||||||
virtual void ProcessEvent(Unit* /*unit*/, uint32 /*eventId*/) {}
|
virtual void ProcessEvent(Unit* /*unit*/, uint32 /*eventId*/) {}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|||||||
@@ -144,7 +144,7 @@ public:
|
|||||||
|
|
||||||
void Reset()
|
void Reset()
|
||||||
{
|
{
|
||||||
if (!IsCombatMovement())
|
if (!IsCombatMovementAllowed())
|
||||||
SetCombatMovement(true);
|
SetCombatMovement(true);
|
||||||
|
|
||||||
m_uiPhase = PHASE_START;
|
m_uiPhase = PHASE_START;
|
||||||
|
|||||||
@@ -547,7 +547,7 @@ public:
|
|||||||
me->SetInCombatWith(pWho);
|
me->SetInCombatWith(pWho);
|
||||||
pWho->SetInCombatWith(me);
|
pWho->SetInCombatWith(me);
|
||||||
|
|
||||||
if (IsCombatMovement())
|
if (IsCombatMovementAllowed())
|
||||||
me->GetMotionMaster()->MoveChase(pWho);
|
me->GetMotionMaster()->MoveChase(pWho);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -143,10 +143,10 @@ public:
|
|||||||
|
|
||||||
if (me->HasAura(SPELL_WEB_FRONT_DOORS) || me->HasAura(SPELL_WEB_SIDE_DOORS))
|
if (me->HasAura(SPELL_WEB_FRONT_DOORS) || me->HasAura(SPELL_WEB_SIDE_DOORS))
|
||||||
{
|
{
|
||||||
if (IsCombatMovement())
|
if (IsCombatMovementAllowed())
|
||||||
SetCombatMovement(false);
|
SetCombatMovement(false);
|
||||||
}
|
}
|
||||||
else if (!IsCombatMovement())
|
else if (!IsCombatMovementAllowed())
|
||||||
SetCombatMovement(true);
|
SetCombatMovement(true);
|
||||||
|
|
||||||
if (uiPierceTimer <= diff)
|
if (uiPierceTimer <= diff)
|
||||||
|
|||||||
+1
-1
@@ -234,7 +234,7 @@ public:
|
|||||||
m_uiLegionFlameTimer = 30*IN_MILLISECONDS;
|
m_uiLegionFlameTimer = 30*IN_MILLISECONDS;
|
||||||
} else m_uiLegionFlameTimer -= uiDiff;
|
} else m_uiLegionFlameTimer -= uiDiff;
|
||||||
|
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC && m_uiTouchOfJaraxxusTimer <= uiDiff)
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC && m_uiTouchOfJaraxxusTimer <= uiDiff)
|
||||||
{
|
{
|
||||||
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
|
if (Unit *pTarget = SelectTarget(SELECT_TARGET_RANDOM, 0))
|
||||||
DoCast(pTarget, SPELL_TOUCH_OF_JARAXXUS);
|
DoCast(pTarget, SPELL_TOUCH_OF_JARAXXUS);
|
||||||
|
|||||||
+2
-2
@@ -140,8 +140,8 @@ public:
|
|||||||
m_uiStaggeringStompTimer = 15*IN_MILLISECONDS;
|
m_uiStaggeringStompTimer = 15*IN_MILLISECONDS;
|
||||||
m_uiSummonTimer = urand(15*IN_MILLISECONDS, 30*IN_MILLISECONDS);;
|
m_uiSummonTimer = urand(15*IN_MILLISECONDS, 30*IN_MILLISECONDS);;
|
||||||
|
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL ||
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL ||
|
||||||
getDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC)
|
GetDifficulty() == RAID_DIFFICULTY_25MAN_HEROIC)
|
||||||
m_uiSummonCount = 5;
|
m_uiSummonCount = 5;
|
||||||
else
|
else
|
||||||
m_uiSummonCount = 4;
|
m_uiSummonCount = 4;
|
||||||
|
|||||||
@@ -293,7 +293,7 @@ class boss_lady_deathwhisper : public CreatureScript
|
|||||||
events.ScheduleEvent(EVENT_P1_SUMMON_WAVE, 5000, 0, PHASE_ONE);
|
events.ScheduleEvent(EVENT_P1_SUMMON_WAVE, 5000, 0, PHASE_ONE);
|
||||||
events.ScheduleEvent(EVENT_P1_SHADOW_BOLT, urand(5500, 6000), 0, PHASE_ONE);
|
events.ScheduleEvent(EVENT_P1_SHADOW_BOLT, urand(5500, 6000), 0, PHASE_ONE);
|
||||||
events.ScheduleEvent(EVENT_P1_EMPOWER_CULTIST, urand(20000, 30000), 0, PHASE_ONE);
|
events.ScheduleEvent(EVENT_P1_EMPOWER_CULTIST, urand(20000, 30000), 0, PHASE_ONE);
|
||||||
if (getDifficulty() != RAID_DIFFICULTY_10MAN_NORMAL)
|
if (GetDifficulty() != RAID_DIFFICULTY_10MAN_NORMAL)
|
||||||
events.ScheduleEvent(EVENT_DOMINATE_MIND_H, 27000);
|
events.ScheduleEvent(EVENT_DOMINATE_MIND_H, 27000);
|
||||||
|
|
||||||
Talk(SAY_AGGRO);
|
Talk(SAY_AGGRO);
|
||||||
|
|||||||
@@ -1418,40 +1418,6 @@ class spell_frostwarden_handler_focus_fire : public SpellScriptLoader
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
class spell_trigger_spell_from_caster : public SpellScriptLoader
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
spell_trigger_spell_from_caster(char const* scriptName, uint32 _triggerId) : SpellScriptLoader(scriptName), triggerId(_triggerId) { }
|
|
||||||
|
|
||||||
class spell_trigger_spell_from_caster_SpellScript : public SpellScript
|
|
||||||
{
|
|
||||||
PrepareSpellScript(spell_trigger_spell_from_caster_SpellScript);
|
|
||||||
|
|
||||||
public:
|
|
||||||
spell_trigger_spell_from_caster_SpellScript(uint32 _triggerId) : SpellScript(), triggerId(_triggerId) { }
|
|
||||||
|
|
||||||
void HandleTrigger()
|
|
||||||
{
|
|
||||||
GetCaster()->CastSpell(GetHitUnit(), triggerId, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Register()
|
|
||||||
{
|
|
||||||
AfterHit += SpellHitFn(spell_trigger_spell_from_caster_SpellScript::HandleTrigger);
|
|
||||||
}
|
|
||||||
|
|
||||||
uint32 triggerId;
|
|
||||||
};
|
|
||||||
|
|
||||||
SpellScript* GetSpellScript() const
|
|
||||||
{
|
|
||||||
return new spell_trigger_spell_from_caster_SpellScript(triggerId);
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
|
||||||
uint32 triggerId;
|
|
||||||
};
|
|
||||||
|
|
||||||
class at_sindragosa_lair : public AreaTriggerScript
|
class at_sindragosa_lair : public AreaTriggerScript
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|||||||
@@ -326,4 +326,45 @@ enum WorldStatesICC
|
|||||||
WORLDSTATE_ATTEMPTS_MAX = 4942,
|
WORLDSTATE_ATTEMPTS_MAX = 4942,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
class spell_trigger_spell_from_caster : public SpellScriptLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
spell_trigger_spell_from_caster(char const* scriptName, uint32 _triggerId) : SpellScriptLoader(scriptName), triggerId(_triggerId) { }
|
||||||
|
|
||||||
|
class spell_trigger_spell_from_caster_SpellScript : public SpellScript
|
||||||
|
{
|
||||||
|
PrepareSpellScript(spell_trigger_spell_from_caster_SpellScript);
|
||||||
|
|
||||||
|
public:
|
||||||
|
spell_trigger_spell_from_caster_SpellScript(uint32 _triggerId) : SpellScript(), triggerId(_triggerId) { }
|
||||||
|
|
||||||
|
bool Validate(SpellEntry const* /*spell*/)
|
||||||
|
{
|
||||||
|
if (!sSpellStore.LookupEntry(triggerId))
|
||||||
|
return false;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
void HandleTrigger()
|
||||||
|
{
|
||||||
|
GetCaster()->CastSpell(GetHitUnit(), triggerId, true);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Register()
|
||||||
|
{
|
||||||
|
AfterHit += SpellHitFn(spell_trigger_spell_from_caster_SpellScript::HandleTrigger);
|
||||||
|
}
|
||||||
|
|
||||||
|
uint32 triggerId;
|
||||||
|
};
|
||||||
|
|
||||||
|
SpellScript* GetSpellScript() const
|
||||||
|
{
|
||||||
|
return new spell_trigger_spell_from_caster_SpellScript(triggerId);
|
||||||
|
}
|
||||||
|
|
||||||
|
private:
|
||||||
|
uint32 triggerId;
|
||||||
|
};
|
||||||
|
|
||||||
#endif // ICECROWN_CITADEL_H_
|
#endif // ICECROWN_CITADEL_H_
|
||||||
|
|||||||
@@ -73,7 +73,7 @@ public:
|
|||||||
|
|
||||||
hasTaunted = false;
|
hasTaunted = false;
|
||||||
|
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
||||||
{
|
{
|
||||||
Position pos;
|
Position pos;
|
||||||
|
|
||||||
@@ -115,7 +115,7 @@ public:
|
|||||||
events.ScheduleEvent(EVENT_LOCUST, 90000);
|
events.ScheduleEvent(EVENT_LOCUST, 90000);
|
||||||
events.ScheduleEvent(EVENT_BERSERK, 600000);
|
events.ScheduleEvent(EVENT_BERSERK, 600000);
|
||||||
|
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
|
if (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
|
||||||
events.ScheduleEvent(EVENT_SPAWN_GUARDIAN_NORMAL, urand(15000,20000));
|
events.ScheduleEvent(EVENT_SPAWN_GUARDIAN_NORMAL, urand(15000,20000));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -197,7 +197,7 @@ public:
|
|||||||
|
|
||||||
void Reset()
|
void Reset()
|
||||||
{
|
{
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL) {
|
if (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL) {
|
||||||
me->ApplySpellImmune(0, IMMUNITY_MECHANIC, SPELL_EFFECT_BIND, true);
|
me->ApplySpellImmune(0, IMMUNITY_MECHANIC, SPELL_EFFECT_BIND, true);
|
||||||
me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_CHARM, true);
|
me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_CHARM, true);
|
||||||
}
|
}
|
||||||
@@ -205,7 +205,7 @@ public:
|
|||||||
|
|
||||||
void JustDied(Unit * /*killer*/)
|
void JustDied(Unit * /*killer*/)
|
||||||
{
|
{
|
||||||
if (pInstance && getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
|
if (pInstance && GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
|
||||||
{
|
{
|
||||||
if (Creature *pFaerlina = pInstance->instance->GetCreature(pInstance->GetData64(DATA_FAERLINA)))
|
if (Creature *pFaerlina = pInstance->instance->GetCreature(pInstance->GetData64(DATA_FAERLINA)))
|
||||||
DoCast(pFaerlina, SPELL_WIDOWS_EMBRACE);
|
DoCast(pFaerlina, SPELL_WIDOWS_EMBRACE);
|
||||||
|
|||||||
@@ -248,9 +248,9 @@ public:
|
|||||||
|
|
||||||
void DoGothikSummon(uint32 entry)
|
void DoGothikSummon(uint32 entry)
|
||||||
{
|
{
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
||||||
{
|
{
|
||||||
switch(entry)
|
switch (entry)
|
||||||
{
|
{
|
||||||
case MOB_LIVE_TRAINEE:
|
case MOB_LIVE_TRAINEE:
|
||||||
{
|
{
|
||||||
@@ -406,9 +406,9 @@ public:
|
|||||||
case EVENT_SUMMON:
|
case EVENT_SUMMON:
|
||||||
if (waves[waveCount].entry)
|
if (waves[waveCount].entry)
|
||||||
{
|
{
|
||||||
if ((waves[waveCount].mode == 2) && (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
|
if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
|
||||||
DoGothikSummon(waves[waveCount].entry);
|
DoGothikSummon(waves[waveCount].entry);
|
||||||
else if ((waves[waveCount].mode == 0) && (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
|
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
|
||||||
DoGothikSummon(waves[waveCount].entry);
|
DoGothikSummon(waves[waveCount].entry);
|
||||||
else if (waves[waveCount].mode == 1)
|
else if (waves[waveCount].mode == 1)
|
||||||
DoGothikSummon(waves[waveCount].entry);
|
DoGothikSummon(waves[waveCount].entry);
|
||||||
@@ -428,9 +428,9 @@ public:
|
|||||||
|
|
||||||
if (waves[waveCount].mode == 1)
|
if (waves[waveCount].mode == 1)
|
||||||
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
||||||
else if ((waves[waveCount].mode == 2) && (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
|
else if ((waves[waveCount].mode == 2) && (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL))
|
||||||
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
||||||
else if ((waves[waveCount].mode == 0) && (getDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
|
else if ((waves[waveCount].mode == 0) && (GetDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL))
|
||||||
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
events.ScheduleEvent(EVENT_SUMMON,waves[waveCount].time);
|
||||||
else
|
else
|
||||||
events.ScheduleEvent(EVENT_SUMMON, 0);
|
events.ScheduleEvent(EVENT_SUMMON, 0);
|
||||||
|
|||||||
@@ -430,7 +430,7 @@ public:
|
|||||||
events.ScheduleEvent(EVENT_DETONATE, urand(30000,40000));
|
events.ScheduleEvent(EVENT_DETONATE, urand(30000,40000));
|
||||||
events.ScheduleEvent(EVENT_FISSURE, urand(10000,30000));
|
events.ScheduleEvent(EVENT_FISSURE, urand(10000,30000));
|
||||||
events.ScheduleEvent(EVENT_BLAST, urand(60000,120000));
|
events.ScheduleEvent(EVENT_BLAST, urand(60000,120000));
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
||||||
events.ScheduleEvent(EVENT_CHAIN, urand(30000,60000));
|
events.ScheduleEvent(EVENT_CHAIN, urand(30000,60000));
|
||||||
Phase = 2;
|
Phase = 2;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -106,7 +106,7 @@ public:
|
|||||||
events.ScheduleEvent(EVENT_BALCONY, 110000);
|
events.ScheduleEvent(EVENT_BALCONY, 110000);
|
||||||
events.ScheduleEvent(EVENT_CURSE, 10000+rand()%15000);
|
events.ScheduleEvent(EVENT_CURSE, 10000+rand()%15000);
|
||||||
events.ScheduleEvent(EVENT_WARRIOR, 30000);
|
events.ScheduleEvent(EVENT_WARRIOR, 30000);
|
||||||
if (getDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
if (GetDifficulty() == RAID_DIFFICULTY_25MAN_NORMAL)
|
||||||
events.ScheduleEvent(EVENT_BLINK, 20000 + rand()%20000);
|
events.ScheduleEvent(EVENT_BLINK, 20000 + rand()%20000);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user