rearranged core files

--HG--
branch : trunk
This commit is contained in:
Rat
2010-06-05 23:40:08 +02:00
parent 6a9357b13d
commit 75b80d9f5b
332 changed files with 0 additions and 0 deletions
@@ -0,0 +1,740 @@
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "ScriptedPch.h"
#include "Item.h"
#include "Spell.h"
#include "ObjectMgr.h"
#include "TemporarySummon.h"
// Spell summary for ScriptedAI::SelectSpell
struct TSpellSummary
{
uint8 Targets; // set of enum SelectTarget
uint8 Effects; // set of enum SelectEffect
} *SpellSummary;
void SummonList::DoZoneInCombat(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
summon->AI()->DoZoneInCombat();
}
}
void SummonList::DoAction(uint32 entry, uint32 info)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
summon->AI()->DoAction(info);
}
}
void SummonList::DespawnEntry(uint32 entry)
{
for (iterator i = begin(); i != end();)
{
Creature *summon = Unit::GetCreature(*me, *i);
if (!summon)
erase(i++);
else if (summon->GetEntry() == entry)
{
erase(i++);
summon->setDeathState(JUST_DIED);
summon->RemoveCorpse();
}
else
++i;
}
}
void SummonList::DespawnAll()
{
while (!empty())
{
Creature *summon = Unit::GetCreature(*me, *begin());
if (!summon)
erase(begin());
else
{
erase(begin());
if (summon->isSummon())
{
summon->DestroyForNearbyPlayers();
CAST_SUM(summon)->UnSummon();
}
else
summon->DisappearAndDie();
}
}
}
ScriptedAI::ScriptedAI(Creature* pCreature) : CreatureAI(pCreature),
me(pCreature),
IsFleeing(false),
m_bCombatMovement(true),
m_uiEvadeCheckCooldown(2500)
{
m_heroicMode = me->GetMap()->IsHeroic();
m_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
}
void ScriptedAI::AttackStartNoMove(Unit* pWho)
{
if (!pWho)
return;
if (me->Attack(pWho, false))
DoStartNoMovement(pWho);
}
void ScriptedAI::UpdateAI(const uint32 /*uiDiff*/)
{
//Check if we have a current target
if (!UpdateVictim())
return;
if (me->isAttackReady())
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
}
void ScriptedAI::DoStartMovement(Unit* pVictim, float fDistance, float fAngle)
{
if (pVictim)
me->GetMotionMaster()->MoveChase(pVictim, fDistance, fAngle);
}
void ScriptedAI::DoStartNoMovement(Unit* pVictim)
{
if (!pVictim)
return;
me->GetMotionMaster()->MoveIdle();
}
void ScriptedAI::DoStopAttack()
{
if (me->getVictim())
me->AttackStop();
}
void ScriptedAI::DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered)
{
if (!pTarget || me->IsNonMeleeSpellCasted(false))
return;
me->StopMoving();
me->CastSpell(pTarget, pSpellInfo, bTriggered);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* pSource, uint32 uiSoundId)
{
if (!pSource)
return;
if (!GetSoundEntriesStore()->LookupEntry(uiSoundId))
{
error_log("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", uiSoundId, pSource->GetTypeId(), pSource->GetGUIDLow());
return;
}
pSource->PlayDirectSound(uiSoundId);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime)
{
return me->SummonCreature(uiId, me->GetPositionX()+fX, me->GetPositionY()+fY, me->GetPositionZ()+fZ, fAngle, (TempSummonType)uiType, uiDespawntime);
}
Unit* ScriptedAI::SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition)
{
//ThreatList m_threatlist;
std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
std::list<HostileReference*>::iterator itr = threatlist.begin();
std::list<HostileReference*>::reverse_iterator ritr = threatlist.rbegin();
if (uiPosition >= threatlist.size() || !threatlist.size())
return NULL;
switch (pTarget)
{
case SELECT_TARGET_RANDOM:
advance (itr , uiPosition + (rand() % (threatlist.size() - uiPosition)));
return Unit::GetUnit((*me),(*itr)->getUnitGuid());
break;
case SELECT_TARGET_TOPAGGRO:
advance (itr , uiPosition);
return Unit::GetUnit((*me),(*itr)->getUnitGuid());
break;
case SELECT_TARGET_BOTTOMAGGRO:
advance (ritr , uiPosition);
return Unit::GetUnit((*me),(*ritr)->getUnitGuid());
break;
default:
return UnitAI::SelectTarget(pTarget, uiPosition);
}
}
SpellEntry const* ScriptedAI::SelectSpell(Unit* pTarget, uint32 uiSchool, uint32 uiMechanic, SelectTargetType selectTargets, uint32 uiPowerCostMin, uint32 uiPowerCostMax, float fRangeMin, float fRangeMax, SelectEffect selectEffects)
{
//No target so we can't cast
if (!pTarget)
return false;
//Silenced so we can't cast
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Using the extended script system we first create a list of viable spells
SpellEntry const* apSpell[CREATURE_MAX_SPELLS];
memset(apSpell, 0, sizeof(SpellEntry*)*CREATURE_MAX_SPELLS);
uint32 uiSpellCount = 0;
SpellEntry const* pTempSpell;
SpellRangeEntry const* pTempRange;
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
pTempSpell = GetSpellStore()->LookupEntry(me->m_spells[i]);
//This spell doesn't exist
if (!pTempSpell)
continue;
// Targets and Effects checked first as most used restrictions
//Check the spell targets if specified
if (selectTargets && !(SpellSummary[me->m_spells[i]].Targets & (1 << (selectTargets-1))))
continue;
//Check the type of spell if we are looking for a specific spell type
if (selectEffects && !(SpellSummary[me->m_spells[i]].Effects & (1 << (selectEffects-1))))
continue;
//Check for school if specified
if (uiSchool && (pTempSpell->SchoolMask & uiSchool) == 0)
continue;
//Check for spell mechanic if specified
if (uiMechanic && pTempSpell->Mechanic != uiMechanic)
continue;
//Make sure that the spell uses the requested amount of power
if (uiPowerCostMin && pTempSpell->manaCost < uiPowerCostMin)
continue;
if (uiPowerCostMax && pTempSpell->manaCost > uiPowerCostMax)
continue;
//Continue if we don't have the mana to actually cast this spell
if (pTempSpell->manaCost > me->GetPower((Powers)pTempSpell->powerType))
continue;
//Get the Range
pTempRange = GetSpellRangeStore()->LookupEntry(pTempSpell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!pTempRange)
continue;
//Check if the spell meets our range requirements
if (fRangeMin && me->GetSpellMinRangeForTarget(pTarget, pTempRange) < fRangeMin)
continue;
if (fRangeMax && me->GetSpellMaxRangeForTarget(pTarget, pTempRange) > fRangeMax)
continue;
//Check if our target is in range
if (me->IsWithinDistInMap(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange)) || !me->IsWithinDistInMap(pTarget, me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
continue;
//All good so lets add it to the spell list
apSpell[uiSpellCount] = pTempSpell;
++uiSpellCount;
}
//We got our usable spells so now lets randomly pick one
if (!uiSpellCount)
return NULL;
return apSpell[rand()%uiSpellCount];
}
bool ScriptedAI::CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered)
{
//No target so we can't cast
if (!pTarget || !pSpell)
return false;
//Silenced so we can't cast
if (!bTriggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return false;
//Check for power
if (!bTriggered && me->GetPower((Powers)pSpell->powerType) < pSpell->manaCost)
return false;
SpellRangeEntry const* pTempRange = GetSpellRangeStore()->LookupEntry(pSpell->rangeIndex);
//Spell has invalid range store so we can't use it
if (!pTempRange)
return false;
//Unit is out of range of this spell
if (me->IsInRange(pTarget, me->GetSpellMinRangeForTarget(pTarget, pTempRange), me->GetSpellMaxRangeForTarget(pTarget, pTempRange)))
return false;
return true;
}
void FillSpellSummary()
{
SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()];
SpellEntry const* pTempSpell;
for (uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i)
{
SpellSummary[i].Effects = 0;
SpellSummary[i].Targets = 0;
pTempSpell = GetSpellStore()->LookupEntry(i);
//This spell doesn't exist
if (!pTempSpell)
continue;
for (uint32 j = 0; j < 3; ++j)
{
//Spell targets self
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1);
//Spell targets a single enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1);
//Spell targets AoE at enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1);
//Spell targets an enemy
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1);
//Spell targets a single friend(or self)
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1);
//Spell targets aoe friends
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1);
//Spell targets any friend(or self)
if (pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET ||
pTempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER)
SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1);
//Make sure that this spell includes a damage effect
if (pTempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE ||
pTempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL ||
pTempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEALTH_LEECH)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_DAMAGE-1);
//Make sure that this spell includes a healing effect (or an apply aura with a periodic heal)
if (pTempSpell->Effect[j] == SPELL_EFFECT_HEAL ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH ||
pTempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL ||
(pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && pTempSpell->EffectApplyAuraName[j] == 8))
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1);
//Make sure that this spell applies an aura
if (pTempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA)
SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1);
}
}
}
void ScriptedAI::DoResetThreat()
{
if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
std::list<HostileReference*>& threatlist = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator itr = threatlist.begin(); itr != threatlist.end(); ++itr)
{
Unit* pUnit = Unit::GetUnit((*me), (*itr)->getUnitGuid());
if (pUnit && DoGetThreat(pUnit))
DoModifyThreatPercent(pUnit, -100);
}
}
float ScriptedAI::DoGetThreat(Unit* pUnit)
{
if (!pUnit) return 0.0f;
return me->getThreatManager().getThreat(pUnit);
}
void ScriptedAI::DoModifyThreatPercent(Unit* pUnit, int32 pct)
{
if (!pUnit) return;
me->getThreatManager().modifyThreatPercent(pUnit, pct);
}
void ScriptedAI::DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime)
{
me->Relocate(fX, fY, fZ);
me->SendMonsterMove(fX, fY, fZ, uiTime);
}
void ScriptedAI::DoTeleportTo(const float fPos[4])
{
me->NearTeleportTo(fPos[0], fPos[1], fPos[2], fPos[3]);
}
void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO)
{
if (!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER)
{
if (pUnit)
error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), fX, fY, fZ, fO);
return;
}
CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
void ScriptedAI::DoTeleportAll(float fX, float fY, float fZ, float fO)
{
Map *map = me->GetMap();
if (!map->IsDungeon())
return;
Map::PlayerList const &PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
if (Player* i_pl = i->getSource())
if (i_pl->isAlive())
i_pl->TeleportTo(me->GetMapId(), fX, fY, fZ, fO, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff)
{
Unit* pUnit = NULL;
Trinity::MostHPMissingInRange u_check(me, fRange, uiMinHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);
me->VisitNearbyObject(fRange, searcher);
return pUnit;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float fRange)
{
std::list<Creature*> pList;
Trinity::FriendlyCCedInRange u_check(me, fRange);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellid)
{
std::list<Creature*> pList;
Trinity::FriendlyMissingBuffInRange u_check(me, fRange, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, pList, u_check);
me->VisitNearbyObject(fRange, searcher);
return pList;
}
Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange)
{
Player* pPlayer = NULL;
CellPair pair(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
Trinity::PlayerAtMinimumRangeAway check(me, fMinimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, pPlayer, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, visitor, *(me->GetMap()));
return pPlayer;
}
void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged)
{
if (bLoadDefault)
{
if (CreatureInfo const* pInfo = GetCreatureTemplateStore(me->GetEntry()))
me->LoadEquipment(pInfo->equipmentId,true);
return;
}
if (uiMainHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand));
if (uiOffHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand));
if (uiRanged >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged));
}
void ScriptedAI::SetCombatMovement(bool bCombatMove)
{
m_bCombatMovement = bCombatMove;
}
enum eNPCs
{
NPC_BROODLORD = 12017,
NPC_VOID_REAVER = 19516,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860
};
// Hacklike storage used for misc creatures that are expected to evade of outside of a certain area.
// It is assumed the information is found elswehere and can be handled by the core. So far no luck finding such information/way to extract it.
bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff)
{
if (m_uiEvadeCheckCooldown <= uiDiff)
m_uiEvadeCheckCooldown = 2500;
else
{
m_uiEvadeCheckCooldown -= uiDiff;
return false;
}
if (me->IsInEvadeMode() || !me->getVictim())
return false;
float fX = me->GetPositionX();
float fY = me->GetPositionY();
float fZ = me->GetPositionZ();
switch(me->GetEntry())
{
case NPC_BROODLORD: // broodlord (not move down stairs)
if (fZ > 448.60f)
return false;
break;
case NPC_VOID_REAVER: // void reaver (calculate from center of room)
if (me->GetDistance2d(432.59f, 371.93f) < 105.0f)
return false;
break;
case NPC_JAN_ALAI: // jan'alai (calculate by Z)
if (fZ > 12.0f)
return false;
break;
case NPC_SARTHARION: // sartharion (calculate box)
if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f)
return false;
break;
default:
error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", me->GetEntry());
return false;
}
EnterEvadeMode();
return true;
}
void Scripted_NoMovementAI::AttackStart(Unit* pWho)
{
if (!pWho)
return;
if (me->Attack(pWho, true))
{
DoStartNoMovement(pWho);
}
}
BossAI::BossAI(Creature *c, uint32 id) : ScriptedAI(c)
, bossId(id), summons(me), instance(c->GetInstanceData())
, boundary(instance ? instance->GetBossBoundary(id) : NULL)
{
}
void BossAI::_Reset()
{
if (!me->isAlive())
return;
events.Reset();
summons.DespawnAll();
if (instance)
instance->SetBossState(bossId, NOT_STARTED);
}
void BossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
if (instance)
{
instance->SetBossState(bossId, DONE);
instance->SaveToDB();
}
}
void BossAI::_EnterCombat()
{
me->setActive(true);
DoZoneInCombat();
if (instance)
instance->SetBossState(bossId, IN_PROGRESS);
}
void BossAI::TeleportCheaters()
{
float x, y, z;
me->GetPosition(x, y, z);
std::list<HostileReference*> &m_threatlist = me->getThreatManager().getThreatList();
for (std::list<HostileReference*>::iterator itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr)
if ((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget()))
(*itr)->getTarget()->NearTeleportTo(x, y, z, 0);
}
bool BossAI::CheckBoundary(Unit *who)
{
if (!boundary || !who)
return true;
for (BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr)
{
switch (itr->first)
{
case BOUNDARY_N:
if (me->GetPositionX() > itr->second)
return false;
break;
case BOUNDARY_S:
if (me->GetPositionX() < itr->second)
return false;
break;
case BOUNDARY_E:
if (me->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_W:
if (me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_NW:
if (me->GetPositionX() + me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SE:
if (me->GetPositionX() + me->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_NE:
if (me->GetPositionX() - me->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SW:
if (me->GetPositionX() - me->GetPositionY() < itr->second)
return false;
break;
}
}
return true;
}
void BossAI::JustSummoned(Creature *summon)
{
summons.Summon(summon);
if (me->isInCombat())
DoZoneInCombat(summon);
}
void BossAI::SummonedCreatureDespawn(Creature *summon)
{
summons.Despawn(summon);
}
#define GOBJECT(x) (const_cast<GameObjectInfo*>(GetGameObjectInfo(x)))
void LoadOverridenSQLData()
{
GameObjectInfo *goInfo;
// Sunwell Plateau : Kalecgos : Spectral Rift
goInfo = GOBJECT(187055);
if (goInfo)
if (goInfo->type == GAMEOBJECT_TYPE_GOOBER)
goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN
// Naxxramas : Sapphiron Birth
goInfo = GOBJECT(181356);
if (goInfo)
if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
goInfo->trap.radius = 50;
}
// SD2 grid searchers.
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive)
{
return pSource->FindNearestCreature(uiEntry, fMaxSearchRange, bAlive);
}
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
{
return pSource->FindNearestGameObject(uiEntry, fMaxSearchRange);
}
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
{
return pSource->GetCreatureListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
}
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange)
{
return pSource->GetGameObjectListWithEntryInGrid(lList, uiEntry, fMaxSearchRange);
}
@@ -0,0 +1,290 @@
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_CREATURE_H
#define SC_CREATURE_H
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "InstanceData.h"
#define SCRIPT_CAST_TYPE dynamic_cast
//#define SCRIPT_CAST_TYPE static_cast
#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a))
#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a))
#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a))
#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a))
#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b))
#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
class ScriptedInstance;
class SummonList : public std::list<uint64>
{
public:
explicit SummonList(Creature* creature) : me(creature) {}
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
void DespawnAll();
void DoAction(uint32 entry, uint32 info);
void DoZoneInCombat(uint32 entry = 0);
private:
Creature *me;
};
struct ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* pCreature);
virtual ~ScriptedAI() {}
//*************
//CreatureAI Functions
//*************
void AttackStartNoMove(Unit *pTarget);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* /*pDone_by*/, uint32& /*uiDamage*/) {}
//Called at World update tick
void UpdateAI(const uint32);
//Called at creature death
void JustDied(Unit* /*who*/){}
//Called at creature killing another unit
void KilledUnit(Unit* /*who*/){}
// Called when the creature summon successfully other creature
void JustSummoned(Creature*) {}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature*) {}
// Called when hit by a spell
void SpellHit(Unit* /*caster*/, const SpellEntry * /*spell*/) {}
// Called when spell hits a target
void SpellHitTarget(Unit * /*pTarget*/, const SpellEntry * /*spell*/) {}
//Called at waypoint reached or PointMovement end
void MovementInform(uint32 /*type*/, uint32 /*id*/){}
// Called when AI is temporarily replaced or put back when possess is applied or removed
void OnPossess(bool /*apply*/) {}
//*************
// Variables
//*************
//Pointer to creature we are manipulating
Creature* me;
//For fleeing
bool IsFleeing;
//*************
//Pure virtual functions
//*************
//Called at creature reset either by death or evade
void Reset() {}
//Called at creature aggro either by MoveInLOS or Attack Start
void EnterCombat(Unit* /*who*/) {}
//*************
//AI Helper Functions
//*************
//Start movement toward victim
void DoStartMovement(Unit* pVictim, float fDistance = 0, float fAngle = 0);
//Start no movement on victim
void DoStartNoMovement(Unit* pVictim);
//Stop attack of current victim
void DoStopAttack();
//Cast spell by spell info
void DoCastSpell(Unit* pTarget, SpellEntry const* pSpellInfo, bool bTriggered = false);
//Plays a sound to all nearby players
void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
//Drops all threat to 0%. Does not remove players from the threat list
void DoResetThreat();
float DoGetThreat(Unit* u);
void DoModifyThreatPercent(Unit* pUnit, int32 pct);
void DoTeleportTo(float fX, float fY, float fZ, uint32 uiTime = 0);
void DoTeleportTo(const float pos[4]);
void DoAction(const int32 /*param*/) {}
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit* pUnit, float fX, float fY, float fZ, float fO);
void DoTeleportAll(float fX, float fY, float fZ, float fO);
//Returns friendly unit with the most amount of hp missing from max hp
Unit* DoSelectLowestHpFriendly(float fRange, uint32 uiMinHPDiff = 1);
//Returns a list of friendly CC'd units within range
std::list<Creature*> DoFindFriendlyCC(float fRange);
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float fRange, uint32 uiSpellId);
//Return a player with at least minimumRange from me
Player* GetPlayerAtMinimumRange(float fMinimumRange);
//Spawns a creature relative to me
Creature* DoSpawnCreature(uint32 uiId, float fX, float fY, float fZ, float fAngle, uint32 uiType, uint32 uiDespawntime);
//Selects a unit from the creature's current aggro list
Unit* SelectUnit(SelectAggroTarget pTarget, uint32 uiPosition);
bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < me->GetMaxHealth() * pct; }
//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);
//Checks if you can cast the specified spell
bool CanCast(Unit* pTarget, SpellEntry const* pSpell, bool bTriggered = false);
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
//Generally used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
void SetCombatMovement(bool CombatMove);
bool IsCombatMovement() { return m_bCombatMovement; }
bool EnterEvadeIfOutOfCombatArea(const uint32 uiDiff);
// return true for heroic mode. i.e.
// - for dungeon in mode 10-heroic,
// - for raid in mode 10-Heroic
// - for raid in mode 25-heroic
// DO NOT USE to check raid in mode 25-normal.
bool IsHeroic() { return m_heroicMode; }
// return the dungeon or raid difficulty
Difficulty getDifficulty() { return m_difficulty; }
template<class T> inline
const T& DUNGEON_MODE(const T& normal5, const T& heroic10)
{
switch(m_difficulty)
{
case DUNGEON_DIFFICULTY_NORMAL:
return normal5;
case DUNGEON_DIFFICULTY_HEROIC:
return heroic10;
}
return heroic10;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25)
{
switch(m_difficulty)
{
case RAID_DIFFICULTY_10MAN_NORMAL:
return normal10;
case RAID_DIFFICULTY_25MAN_NORMAL:
return normal25;
}
return normal25;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25)
{
switch(m_difficulty)
{
case RAID_DIFFICULTY_10MAN_NORMAL:
return normal10;
case RAID_DIFFICULTY_25MAN_NORMAL:
return normal25;
case RAID_DIFFICULTY_10MAN_HEROIC:
return heroic10;
case RAID_DIFFICULTY_25MAN_HEROIC:
return heroic25;
}
return heroic25;
}
private:
bool m_bCombatMovement;
uint32 m_uiEvadeCheckCooldown;
bool m_heroicMode;
Difficulty m_difficulty;
};
struct Scripted_NoMovementAI : public ScriptedAI
{
Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
virtual ~Scripted_NoMovementAI() {}
//Called at each attack of me by any victim
void AttackStart(Unit* who);
};
struct BossAI : public ScriptedAI
{
BossAI(Creature *c, uint32 id);
virtual ~BossAI() {}
const uint32 bossId;
EventMap events;
SummonList summons;
InstanceData * const instance;
const BossBoundaryMap * const boundary;
void JustSummoned(Creature *summon);
void SummonedCreatureDespawn(Creature *summon);
void UpdateAI(const uint32 diff) = 0;
void Reset() { _Reset(); }
void EnterCombat(Unit * /*who*/) { _EnterCombat(); }
void JustDied(Unit * /*killer*/) { _JustDied(); }
void JustReachedHome() { me->setActive(false); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
void _JustReachedHome() { me->setActive(false); }
bool CheckInRoom()
{
if (CheckBoundary(me))
return true;
EnterEvadeMode();
return false;
}
bool CheckBoundary(Unit *who);
void TeleportCheaters();
};
// SD2 grid searchers.
Creature *GetClosestCreatureWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange, bool bAlive = true);
GameObject *GetClosestGameObjectWithEntry(WorldObject *pSource, uint32 uiEntry, float fMaxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& lList, WorldObject* pSource, uint32 uiEntry, float fMaxSearchRange);
#endif
@@ -0,0 +1,506 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
/* ScriptData
SDName: Npc_EscortAI
SD%Complete: 100
SDComment:
SDCategory: Npc
EndScriptData */
#include "ScriptedPch.h"
#include "ScriptedEscortAI.h"
enum ePoints
{
POINT_LAST_POINT = 0xFFFFFF,
POINT_HOME = 0xFFFFFE
};
npc_escortAI::npc_escortAI(Creature* pCreature) : ScriptedAI(pCreature),
m_uiPlayerGUID(0),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
m_uiPlayerCheckTimer(1000),
m_uiWPWaitTimer(2500),
m_uiEscortState(STATE_ESCORT_NONE),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
DespawnAtEnd(true),
DespawnAtFar(true),
m_pQuestForEscort(NULL),
m_bCanInstantRespawn(false),
m_bCanReturnToStart(false),
ScriptWP(false)
{}
void npc_escortAI::AttackStart(Unit* pWho)
{
if (!pWho)
return;
if (me->Attack(pWho, true))
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == POINT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
if (IsCombatMovement())
me->GetMotionMaster()->MoveChase(pWho);
}
}
//see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* pWho)
{
if (!pWho || !pWho->getVictim())
return false;
//experimental (unknown) flag not present
if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(pWho))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(pWho, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(pWho))
{
//already fighting someone?
if (!me->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
return true;
}
}
return false;
}
void npc_escortAI::MoveInLineOfSight(Unit* pWho)
{
if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(pWho))
return;
if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (me->IsHostileTo(pWho))
{
float fAttackRadius = me->GetAttackDistance(pWho);
if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
{
if (!me->getVictim())
{
pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (me->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
}
}
}
}
}
void npc_escortAI::JustDied(Unit* /*pKiller*/)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
return;
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pMember->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pMember->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
void npc_escortAI::JustRespawned()
{
m_uiEscortState = STATE_ESCORT_NONE;
if (!IsCombatMovement())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 2500;
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
me->RestoreFaction();
Reset();
}
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
me->GetHomePosition(x, y, z, o);
me->GetMotionMaster()->MovePoint(POINT_LAST_POINT, x, y, z);
}
void npc_escortAI::EnterEvadeMode()
{
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->SetLootRecipient(NULL);
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
AddEscortState(STATE_ESCORT_RETURNING);
ReturnToLastPoint();
debug_log("TSCR: EscortAI has left combat and is now returning to last point");
}
else
{
me->GetMotionMaster()->MoveTargetedHome();
Reset();
}
}
bool npc_escortAI::IsPlayerOrGroupInRange()
{
if (Player* pPlayer = GetPlayerForEscort())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && me->IsWithinDistInMap(pMember, GetMaxPlayerDistance()))
{
return true;
break;
}
}
}
else
{
if (me->IsWithinDistInMap(pPlayer, GetMaxPlayerDistance()))
return true;
}
}
return false;
}
void npc_escortAI::UpdateAI(const uint32 uiDiff)
{
//Waypoint Updating
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->getVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= uiDiff)
{
//End of the line
if (CurrentWP == WaypointList.end())
{
if (DespawnAtEnd)
{
debug_log("TSCR: EscortAI reached end of waypoints");
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me->GetRespawnCoord(fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
debug_log("TSCR: EscortAI are returning home to spawn location: %u, %f, %f, %f", POINT_HOME, fRetX, fRetY, fRetZ);
return;
}
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
me->ForcedDespawn();
return;
}
else
{
debug_log("TSCR: EscortAI reached end of waypoints with Despawn off");
return;
}
}
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
me->GetMotionMaster()->MovePoint(CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
debug_log("TSCR: EscortAI start waypoint %u (%f, %f, %f).", CurrentWP->id, CurrentWP->x, CurrentWP->y, CurrentWP->z);
WaypointStart(CurrentWP->id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= uiDiff;
}
//Check if player or any member of his group is within range
if (HasEscortState(STATE_ESCORT_ESCORTING) && m_uiPlayerGUID && !me->getVictim() && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiPlayerCheckTimer <= uiDiff)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
debug_log("TSCR: EscortAI failed because player/group was to far away or not found");
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
me->ForcedDespawn();
return;
}
m_uiPlayerCheckTimer = 1000;
}
else
m_uiPlayerCheckTimer -= uiDiff;
}
UpdateEscortAI(uiDiff);
}
void npc_escortAI::UpdateEscortAI(const uint32 /*uiDiff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void npc_escortAI::MovementInform(uint32 uiMoveType, uint32 uiPointId)
{
if (uiMoveType != POINT_MOTION_TYPE || !HasEscortState(STATE_ESCORT_ESCORTING))
return;
//Combat start position reached, continue waypoint movement
if (uiPointId == POINT_LAST_POINT)
{
debug_log("TSCR: EscortAI has returned to original position before combat");
if (m_bIsRunning && me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else if (!m_bIsRunning && !me->HasUnitMovementFlag(MOVEMENTFLAG_WALK_MODE))
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
RemoveEscortState(STATE_ESCORT_RETURNING);
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
}
else if (uiPointId == POINT_HOME)
{
debug_log("TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
}
else
{
//Make sure that we are still on the right waypoint
if (CurrentWP->id != uiPointId)
{
error_log("TSCR ERROR: EscortAI reached waypoint out of order %u, expected %u, creature entry %u", uiPointId, CurrentWP->id, me->GetEntry());
return;
}
debug_log("TSCR: EscortAI Waypoint %u reached", CurrentWP->id);
//Call WP function
WaypointReached(CurrentWP->id);
m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
++CurrentWP;
}
}
/*
void npc_escortAI::OnPossess(bool apply)
{
// We got possessed in the middle of being escorted, store the point
// where we left off to come back to when possess is removed
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
if (apply)
me->GetPosition(LastPos.x, LastPos.y, LastPos.z);
else
{
Returning = true;
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MovePoint(WP_LAST_POINT, LastPos.x, LastPos.y, LastPos.z);
}
}
}
*/
void npc_escortAI::AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs)
{
Escort_Waypoint t(id, x, y, z, WaitTimeMs);
WaypointList.push_back(t);
// i think SD2 no longer uses this function
ScriptWP = true;
/*PointMovement wp;
wp.m_uiCreatureEntry = me->GetEntry();
wp.m_uiPointId = id;
wp.m_fX = x;
wp.m_fY = y;
wp.m_fZ = z;
wp.m_uiWaitTime = WaitTimeMs;
PointMovementMap[wp.m_uiCreatureEntry].push_back(wp);*/
}
void npc_escortAI::FillPointMovementListForCreature()
{
std::vector<ScriptPointMove> const &pPointsEntries = pSystemMgr.GetPointMoveList(me->GetEntry());
if (pPointsEntries.empty())
return;
std::vector<ScriptPointMove>::const_iterator itr;
for (itr = pPointsEntries.begin(); itr != pPointsEntries.end(); ++itr)
{
Escort_Waypoint pPoint(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(pPoint);
}
}
void npc_escortAI::SetRun(bool bRun)
{
if (bRun)
{
if (!m_bIsRunning)
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
debug_log("TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = bRun;
}
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool bIsActiveAttacker, bool bRun, uint64 uiPlayerGUID, const Quest* pQuest, bool bInstantRespawn, bool bCanLoopPath)
{
if (me->getVictim())
{
error_log("TSCR ERROR: EscortAI attempt to Start while in combat. Scriptname: %s, creature entry: %u", me->GetScriptName().c_str(), me->GetEntry());
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
error_log("TSCR: EscortAI attempt to Start while already escorting.");
return;
}
if (!ScriptWP) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
}
if (WaypointList.empty())
{
error_db_log("TSCR: EscortAI Start with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).", pQuest ? pQuest->GetQuestId() : 0);
return;
}
//set variables
m_bIsActiveAttacker = bIsActiveAttacker;
m_bIsRunning = bRun;
m_uiPlayerGUID = uiPlayerGUID;
m_pQuestForEscort = pQuest;
m_bCanInstantRespawn = bInstantRespawn;
m_bCanReturnToStart = bCanLoopPath;
if (m_bCanReturnToStart && m_bCanInstantRespawn)
debug_log("TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
debug_log("TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
}
//disable npcflags
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
debug_log("TSCR: EscortAI started with %u waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = %u", WaypointList.size(), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
me->RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
else
me->AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
AddEscortState(STATE_ESCORT_ESCORTING);
}
void npc_escortAI::SetEscortPaused(bool bPaused)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (bPaused)
AddEscortState(STATE_ESCORT_PAUSED);
else
RemoveEscortState(STATE_ESCORT_PAUSED);
}
@@ -0,0 +1,116 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_ESCORTAI_H
#define SC_ESCORTAI_H
#include "ScriptSystem.h"
#define DEFAULT_MAX_PLAYER_DISTANCE 50
struct Escort_Waypoint
{
Escort_Waypoint(uint32 _id, float _x, float _y, float _z, uint32 _w)
{
id = _id;
x = _x;
y = _y;
z = _z;
WaitTimeMs = _w;
}
uint32 id;
float x;
float y;
float z;
uint32 WaitTimeMs;
};
enum eEscortState
{
STATE_ESCORT_NONE = 0x000, //nothing in progress
STATE_ESCORT_ESCORTING = 0x001, //escort are in progress
STATE_ESCORT_RETURNING = 0x002, //escort is returning after being in combat
STATE_ESCORT_PAUSED = 0x004 //will not proceed with waypoints before state is removed
};
struct npc_escortAI : public ScriptedAI
{
public:
explicit npc_escortAI(Creature* pCreature);
~npc_escortAI() {}
// CreatureAI functions
void AttackStart(Unit* who);
void MoveInLineOfSight(Unit* who);
void JustDied(Unit*);
void JustRespawned();
void ReturnToLastPoint();
void EnterEvadeMode();
void UpdateAI(const uint32); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void MovementInform(uint32, uint32);
// EscortAI functions
void AddWaypoint(uint32 id, float x, float y, float z, uint32 WaitTimeMs = 0);
virtual void WaypointReached(uint32 uiPointId) = 0;
virtual void WaypointStart(uint32 /*uiPointId*/) {}
void Start(bool bIsActiveAttacker = true, bool bRun = false, uint64 uiPlayerGUID = 0, const Quest* pQuest = NULL, bool bInstantRespawn = false, bool bCanLoopPath = false);
void SetRun(bool bRun = true);
void SetEscortPaused(bool uPaused);
bool HasEscortState(uint32 uiEscortState) { return (m_uiEscortState & uiEscortState); }
virtual bool IsEscorted() { return (m_uiEscortState & STATE_ESCORT_ESCORTING); }
void SetMaxPlayerDistance(float newMax) { MaxPlayerDistance = newMax; }
float GetMaxPlayerDistance() { return MaxPlayerDistance; }
void SetDespawnAtEnd(bool despawn) { DespawnAtEnd = despawn; }
void SetDespawnAtFar(bool despawn) { DespawnAtFar = despawn; }
bool GetAttack() { return m_bIsActiveAttacker; }//used in EnterEvadeMode override
void SetCanAttack(bool attack) { m_bIsActiveAttacker = attack; }
uint64 GetEventStarterGUID() { return m_uiPlayerGUID; }
protected:
Player* GetPlayerForEscort() { return (Player*)Unit::GetUnit(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* pWho);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
void AddEscortState(uint32 uiEscortState) { m_uiEscortState |= uiEscortState; }
void RemoveEscortState(uint32 uiEscortState) { m_uiEscortState &= ~uiEscortState; }
uint64 m_uiPlayerGUID;
uint32 m_uiWPWaitTimer;
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
const Quest* m_pQuestForEscort; //generally passed in Start() when regular escort script.
std::list<Escort_Waypoint> WaypointList;
std::list<Escort_Waypoint>::iterator CurrentWP;
bool m_bIsActiveAttacker; //obsolete, determined by faction.
bool m_bIsRunning; //all creatures are walking by default (has flag MOVEMENTFLAG_WALK)
bool m_bCanInstantRespawn; //if creature should respawn instantly after escort over (if not, database respawntime are used)
bool m_bCanReturnToStart; //if creature can walk same path (loop) without despawn. Not for regular escort quests.
bool DespawnAtEnd;
bool DespawnAtFar;
bool ScriptWP;
};
#endif
@@ -0,0 +1,387 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
/* ScriptData
SDName: FollowerAI
SD%Complete: 50
SDComment: This AI is under development
SDCategory: Npc
EndScriptData */
#include "ScriptedPch.h"
#include "ScriptedFollowerAI.h"
const float MAX_PLAYER_DISTANCE = 100.0f;
enum ePoints
{
POINT_COMBAT_START = 0xFFFFFF
};
FollowerAI::FollowerAI(Creature* pCreature) : ScriptedAI(pCreature),
m_uiLeaderGUID(0),
m_pQuestForFollow(NULL),
m_uiUpdateFollowTimer(2500),
m_uiFollowState(STATE_FOLLOW_NONE)
{}
void FollowerAI::AttackStart(Unit* pWho)
{
if (!pWho)
return;
if (me->Attack(pWho, true))
{
me->AddThreat(pWho, 0.0f);
me->SetInCombatWith(pWho);
pWho->SetInCombatWith(me);
if (me->hasUnitState(UNIT_STAT_FOLLOW))
me->clearUnitState(UNIT_STAT_FOLLOW);
if (IsCombatMovement())
me->GetMotionMaster()->MoveChase(pWho);
}
}
//This part provides assistance to a player that are attacked by pWho, even if out of normal aggro range
//It will cause me to attack pWho that are attacking _any_ player (which has been confirmed may happen also on offi)
//The flag (type_flag) is unconfirmed, but used here for further research and is a good candidate.
bool FollowerAI::AssistPlayerInCombat(Unit* pWho)
{
if (!pWho || !pWho->getVictim())
return false;
//experimental (unknown) flag not present
if (!(me->GetCreatureInfo()->type_flags & CREATURE_TYPEFLAGS_UNK13))
return false;
//not a player
if (!pWho->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(pWho))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(pWho, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(pWho))
{
//already fighting someone?
if (!me->getVictim())
{
AttackStart(pWho);
return true;
}
else
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
return true;
}
}
return false;
}
void FollowerAI::MoveInLineOfSight(Unit* pWho)
{
if (!me->hasUnitState(UNIT_STAT_STUNNED) && pWho->isTargetableForAttack() && pWho->isInAccessiblePlaceFor(me))
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(pWho))
return;
if (!me->canFly() && me->GetDistanceZ(pWho) > CREATURE_Z_ATTACK_RANGE)
return;
if (me->IsHostileTo(pWho))
{
float fAttackRadius = me->GetAttackDistance(pWho);
if (me->IsWithinDistInMap(pWho, fAttackRadius) && me->IsWithinLOSInMap(pWho))
{
if (!me->getVictim())
{
pWho->RemoveAurasDueToSpell(SPELL_AURA_MOD_STEALTH);
AttackStart(pWho);
}
else if (me->GetMap()->IsDungeon())
{
pWho->SetInCombatWith(me);
me->AddThreat(pWho, 0.0f);
}
}
}
}
}
void FollowerAI::JustDied(Unit* /*pKiller*/)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || !m_uiLeaderGUID || !m_pQuestForFollow)
return;
//TODO: need a better check for quests with time limit.
if (Player* pPlayer = GetLeaderForFollower())
{
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
if (Player* pMember = pRef->getSource())
{
if (pMember->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pMember->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
else
{
if (pPlayer->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
pPlayer->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
void FollowerAI::JustRespawned()
{
m_uiFollowState = STATE_FOLLOW_NONE;
if (!IsCombatMovement())
SetCombatMovement(true);
if (me->getFaction() != me->GetCreatureInfo()->faction_A)
me->setFaction(me->GetCreatureInfo()->faction_A);
Reset();
}
void FollowerAI::EnterEvadeMode()
{
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->SetLootRecipient(NULL);
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
debug_log("TSCR: FollowerAI left combat, returning to CombatStartPosition.");
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
{
float fPosX, fPosY, fPosZ;
me->GetPosition(fPosX, fPosY, fPosZ);
me->GetMotionMaster()->MovePoint(POINT_COMBAT_START, fPosX, fPosY, fPosZ);
}
}
else
{
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
Reset();
}
void FollowerAI::UpdateAI(const uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->getVictim())
{
if (m_uiUpdateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
debug_log("TSCR: FollowerAI is set completed, despawns.");
me->ForcedDespawn();
return;
}
bool bIsMaxRangeExceeded = true;
if (Player* pPlayer = GetLeaderForFollower())
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
debug_log("TSCR: FollowerAI is returning to leader.");
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(pPlayer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
if (Group* pGroup = pPlayer->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
bIsMaxRangeExceeded = false;
break;
}
}
}
else
{
if (me->IsWithinDistInMap(pPlayer, MAX_PLAYER_DISTANCE))
bIsMaxRangeExceeded = false;
}
}
if (bIsMaxRangeExceeded)
{
debug_log("TSCR: FollowerAI failed because player/group was to far away or not found");
me->ForcedDespawn();
return;
}
m_uiUpdateFollowTimer = 1000;
}
else
m_uiUpdateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void FollowerAI::UpdateFollowerAI(const uint32 /*uiDiff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void FollowerAI::MovementInform(uint32 uiMotionType, uint32 uiPointId)
{
if (uiMotionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
return;
if (uiPointId == POINT_COMBAT_START)
{
if (GetLeaderForFollower())
{
if (!HasFollowState(STATE_FOLLOW_PAUSED))
AddFollowState(STATE_FOLLOW_RETURNING);
}
else
me->ForcedDespawn();
}
}
void FollowerAI::StartFollow(Player* pLeader, uint32 uiFactionForFollower, const Quest* pQuest)
{
if (me->getVictim())
{
debug_log("TSCR: FollowerAI attempt to StartFollow while in combat.");
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
error_log("TSCR: FollowerAI attempt to StartFollow while already following.");
return;
}
//set variables
m_uiLeaderGUID = pLeader->GetGUID();
if (uiFactionForFollower)
me->setFaction(uiFactionForFollower);
m_pQuestForFollow = pQuest;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
debug_log("TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
debug_log("TSCR: FollowerAI start follow %s (GUID %u)", pLeader->GetName(), m_uiLeaderGUID);
}
Player* FollowerAI::GetLeaderForFollower()
{
if (Player* pLeader = Unit::GetPlayer(m_uiLeaderGUID))
{
if (pLeader->isAlive())
return pLeader;
else
{
if (Group* pGroup = pLeader->GetGroup())
{
for (GroupReference* pRef = pGroup->GetFirstMember(); pRef != NULL; pRef = pRef->next())
{
Player* pMember = pRef->getSource();
if (pMember && pMember->isAlive() && me->IsWithinDistInMap(pMember, MAX_PLAYER_DISTANCE))
{
debug_log("TSCR: FollowerAI GetLeader changed and returned new leader.");
m_uiLeaderGUID = pMember->GetGUID();
return pMember;
break;
}
}
}
}
}
debug_log("TSCR: FollowerAI GetLeader can not find suitable leader.");
return NULL;
}
void FollowerAI::SetFollowComplete(bool bWithEndEvent)
{
if (me->hasUnitState(UNIT_STAT_FOLLOW))
{
me->clearUnitState(UNIT_STAT_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
if (bWithEndEvent)
AddFollowState(STATE_FOLLOW_POSTEVENT);
else
{
if (HasFollowState(STATE_FOLLOW_POSTEVENT))
RemoveFollowState(STATE_FOLLOW_POSTEVENT);
}
AddFollowState(STATE_FOLLOW_COMPLETE);
}
void FollowerAI::SetFollowPaused(bool bPaused)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
return;
if (bPaused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
if (me->hasUnitState(UNIT_STAT_FOLLOW))
{
me->clearUnitState(UNIT_STAT_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
else
{
RemoveFollowState(STATE_FOLLOW_PAUSED);
if (Player* pLeader = GetLeaderForFollower())
me->GetMotionMaster()->MoveFollow(pLeader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}
@@ -0,0 +1,67 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_FOLLOWERAI_H
#define SC_FOLLOWERAI_H
#include "ScriptSystem.h"
enum eFollowState
{
STATE_FOLLOW_NONE = 0x000,
STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow
STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat
STATE_FOLLOW_PAUSED = 0x004, //disables following
STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end
STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated)
STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run
};
class FollowerAI : public ScriptedAI
{
public:
explicit FollowerAI(Creature* pCreature);
~FollowerAI() {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 uiMotionType, uint32 uiPointId);
void AttackStart(Unit*);
void MoveInLineOfSight(Unit*);
void EnterEvadeMode();
void JustDied(Unit*);
void JustRespawned();
void UpdateAI(const uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);
void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
void SetFollowComplete(bool bWithEndEvent = false);
bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
protected:
Player* GetLeaderForFollower();
private:
void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
bool AssistPlayerInCombat(Unit* pWho);
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
const Quest* m_pQuestForFollow; //normally we have a quest
};
#endif
@@ -0,0 +1,187 @@
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_GOSSIP_H
#define SC_GOSSIP_H
#include "Player.h"
#include "GossipDef.h"
#include "QuestDef.h"
// Gossip Item Text
#define GOSSIP_TEXT_BROWSE_GOODS "I'd like to browse your goods."
#define GOSSIP_TEXT_TRAIN "Train me!"
#define GOSSIP_TEXT_BANK "The bank"
#define GOSSIP_TEXT_IRONFORGE_BANK "The bank of Ironforge"
#define GOSSIP_TEXT_STORMWIND_BANK "The bank of Stormwind"
#define GOSSIP_TEXT_WINDRIDER "The wind rider master"
#define GOSSIP_TEXT_GRYPHON "The gryphon master"
#define GOSSIP_TEXT_BATHANDLER "The bat handler"
#define GOSSIP_TEXT_HIPPOGRYPH "The hippogryph master"
#define GOSSIP_TEXT_ZEPPLINMASTER "The zeppelin master"
#define GOSSIP_TEXT_DEEPRUNTRAM "The Deeprun Tram"
#define GOSSIP_TEXT_FERRY "The Rut'theran Ferry"
#define GOSSIP_TEXT_FLIGHTMASTER "The flight master"
#define GOSSIP_TEXT_AUCTIONHOUSE "The auction house"
#define GOSSIP_TEXT_GUILDMASTER "The guild master"
#define GOSSIP_TEXT_INN "The inn"
#define GOSSIP_TEXT_MAILBOX "The mailbox"
#define GOSSIP_TEXT_STABLEMASTER "The stable master"
#define GOSSIP_TEXT_WEAPONMASTER "The weapon master"
#define GOSSIP_TEXT_OFFICERS "The officers' lounge"
#define GOSSIP_TEXT_BATTLEMASTER "The battlemaster"
#define GOSSIP_TEXT_BARBER "Barber"
#define GOSSIP_TEXT_CLASSTRAINER "A class trainer"
#define GOSSIP_TEXT_PROFTRAINER "A profession trainer"
#define GOSSIP_TEXT_LEXICON "Lexicon of Power"
#define GOSSIP_TEXT_ALTERACVALLEY "Alterac Valley"
#define GOSSIP_TEXT_ARATHIBASIN "Arathi Basin"
#define GOSSIP_TEXT_WARSONGULCH "Warsong Gulch"
#define GOSSIP_TEXT_ARENA "Arena"
#define GOSSIP_TEXT_EYEOFTHESTORM "Eye of The Storm"
#define GOSSIP_TEXT_STRANDOFANCIENT "Strand of the Ancients"
#define GOSSIP_TEXT_DEATH_KNIGHT "Death Knight"
#define GOSSIP_TEXT_DRUID "Druid"
#define GOSSIP_TEXT_HUNTER "Hunter"
#define GOSSIP_TEXT_PRIEST "Priest"
#define GOSSIP_TEXT_ROGUE "Rogue"
#define GOSSIP_TEXT_WARRIOR "Warrior"
#define GOSSIP_TEXT_PALADIN "Paladin"
#define GOSSIP_TEXT_SHAMAN "Shaman"
#define GOSSIP_TEXT_MAGE "Mage"
#define GOSSIP_TEXT_WARLOCK "Warlock"
#define GOSSIP_TEXT_ALCHEMY "Alchemy"
#define GOSSIP_TEXT_BLACKSMITHING "Blacksmithing"
#define GOSSIP_TEXT_COOKING "Cooking"
#define GOSSIP_TEXT_ENCHANTING "Enchanting"
#define GOSSIP_TEXT_ENGINEERING "Engineering"
#define GOSSIP_TEXT_FIRSTAID "First Aid"
#define GOSSIP_TEXT_HERBALISM "Herbalism"
#define GOSSIP_TEXT_INSCRIPTION "Inscription"
#define GOSSIP_TEXT_JEWELCRAFTING "Jewelcrafting"
#define GOSSIP_TEXT_LEATHERWORKING "Leatherworking"
#define GOSSIP_TEXT_TAILORING "Tailoring"
#define GOSSIP_TEXT_MINING "Mining"
#define GOSSIP_TEXT_FISHING "Fishing"
#define GOSSIP_TEXT_SKINNING "Skinning"
enum eTradeskill
{
// Skill defines
TRADESKILL_ALCHEMY = 1,
TRADESKILL_BLACKSMITHING = 2,
TRADESKILL_COOKING = 3,
TRADESKILL_ENCHANTING = 4,
TRADESKILL_ENGINEERING = 5,
TRADESKILL_FIRSTAID = 6,
TRADESKILL_HERBALISM = 7,
TRADESKILL_LEATHERWORKING = 8,
TRADESKILL_POISONS = 9,
TRADESKILL_TAILORING = 10,
TRADESKILL_MINING = 11,
TRADESKILL_FISHING = 12,
TRADESKILL_SKINNING = 13,
TRADESKILL_JEWLCRAFTING = 14,
TRADESKILL_INSCRIPTION = 15,
TRADESKILL_LEVEL_NONE = 0,
TRADESKILL_LEVEL_APPRENTICE = 1,
TRADESKILL_LEVEL_JOURNEYMAN = 2,
TRADESKILL_LEVEL_EXPERT = 3,
TRADESKILL_LEVEL_ARTISAN = 4,
TRADESKILL_LEVEL_MASTER = 5,
TRADESKILL_LEVEL_GRAND_MASTER = 6,
// Gossip defines
GOSSIP_ACTION_TRADE = 1,
GOSSIP_ACTION_TRAIN = 2,
GOSSIP_ACTION_TAXI = 3,
GOSSIP_ACTION_GUILD = 4,
GOSSIP_ACTION_BATTLE = 5,
GOSSIP_ACTION_BANK = 6,
GOSSIP_ACTION_INN = 7,
GOSSIP_ACTION_HEAL = 8,
GOSSIP_ACTION_TABARD = 9,
GOSSIP_ACTION_AUCTION = 10,
GOSSIP_ACTION_INN_INFO = 11,
GOSSIP_ACTION_UNLEARN = 12,
GOSSIP_ACTION_INFO_DEF = 1000,
GOSSIP_SENDER_MAIN = 1,
GOSSIP_SENDER_INN_INFO = 2,
GOSSIP_SENDER_INFO = 3,
GOSSIP_SENDER_SEC_PROFTRAIN = 4,
GOSSIP_SENDER_SEC_CLASSTRAIN = 5,
GOSSIP_SENDER_SEC_BATTLEINFO = 6,
GOSSIP_SENDER_SEC_BANK = 7,
GOSSIP_SENDER_SEC_INN = 8,
GOSSIP_SENDER_SEC_MAILBOX = 9,
GOSSIP_SENDER_SEC_STABLEMASTER = 10
};
extern uint32 GetSkillLevel(Player *player,uint32 skill);
// Defined fuctions to use with player.
// This fuction add's a menu item,
// a - Icon Id
// b - Text
// c - Sender(this is to identify the current Menu with this item)
// d - Action (identifys this Menu Item)
// e - Text to be displayed in pop up box
// f - Money value in pop up box
#define ADD_GOSSIP_ITEM(a,b,c,d) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,"",0)
#define ADD_GOSSIP_ITEM_EXTENDED(a,b,c,d,e,f,g) PlayerTalkClass->GetGossipMenu().AddMenuItem(a,b,c,d,e,f,g)
// This fuction Sends the current menu to show to client, a - NPCTEXTID(uint32) , b - npc guid(uint64)
#define SEND_GOSSIP_MENU(a,b) PlayerTalkClass->SendGossipMenu(a,b)
// This fuction shows POI(point of interest) to client.
// a - position X
// b - position Y
// c - Icon Id
// d - Flags
// e - Data
// f - Location Name
#define SEND_POI(a,b,c,d,e,f) PlayerTalkClass->SendPointOfInterest(a,b,c,d,e,f)
// Closes the Menu
#define CLOSE_GOSSIP_MENU() PlayerTalkClass->CloseGossip()
// Fuction to tell to client the details
// a - quest object
// b - npc guid(uint64)
// c - Activate accept(bool)
#define SEND_QUEST_DETAILS(a,b,c) PlayerTalkClass->SendQuestDetails(a,b,c)
// Fuction to tell to client the requested items to complete quest
// a - quest object
// b - npc guid(uint64)
// c - Iscompletable(bool)
// d - close at cancel(bool) - in case single incomplite ques
#define SEND_REQUESTEDITEMS(a,b,c,d) PlayerTalkClass->SendRequestedItems(a,b,c,d)
// Fuctions to send NPC lists, a - is always the npc guid(uint64)
#define SEND_VENDORLIST(a) GetSession()->SendListInventory(a)
#define SEND_TRAINERLIST(a) GetSession()->SendTrainerList(a)
// Ressurect's the player if is dead.
#define SEND_SPRESURRECT() GetSession()->SendSpiritResurrect()
// Get the player's honor rank.
#define GET_HONORRANK() GetHonorRank()
// -----------------------------------
// defined fuctions to use with Creature
#define QUEST_DIALOG_STATUS(a,b,c) GetSession()->getDialogStatus(a,b,c)
#endif
@@ -0,0 +1,194 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: Guard_AI
SD%Complete: 90
SDComment:
SDCategory: Guards
EndScriptData */
#include "ScriptedPch.h"
#include "ScriptedGuardAI.h"
// **** This script is for use within every single guard to save coding time ****
#define GENERIC_CREATURE_COOLDOWN 5000
#define SAY_GUARD_SIL_AGGRO1 -1070001
#define SAY_GUARD_SIL_AGGRO2 -1070002
#define SAY_GUARD_SIL_AGGRO3 -1070003
guardAI::guardAI(Creature* pCreature) : ScriptedAI(pCreature),
GlobalCooldown(0),
BuffTimer(0)
{}
void guardAI::Reset()
{
GlobalCooldown = 0;
BuffTimer = 0; //Rebuff as soon as we can
}
void guardAI::EnterCombat(Unit *who)
{
if (me->GetEntry() == 15184)
DoScriptText(RAND(SAY_GUARD_SIL_AGGRO1,SAY_GUARD_SIL_AGGRO2,SAY_GUARD_SIL_AGGRO3), me, who);
if (SpellEntry const *spell = me->reachWithSpellAttack(who))
DoCastSpell(who, spell);
}
void guardAI::JustDied(Unit *Killer)
{
//Send Zone Under Attack message to the LocalDefense and WorldDefense Channels
if (Player* pKiller = Killer->GetCharmerOrOwnerPlayerOrPlayerItself())
me->SendZoneUnderAttackMessage(pKiller);
}
void guardAI::UpdateAI(const uint32 diff)
{
//Always decrease our global cooldown first
if (GlobalCooldown > diff)
GlobalCooldown -= diff;
else GlobalCooldown = 0;
//Buff timer (only buff when we are alive and not in combat
if (me->isAlive() && !me->isInCombat())
if (BuffTimer <= diff)
{
//Find a spell that targets friendly and applies an aura (these are generally buffs)
SpellEntry const *info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_AURA);
if (info && !GlobalCooldown)
{
//Cast the buff spell
DoCastSpell(me, info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
//Set our timer to 10 minutes before rebuff
BuffTimer = 600000;
} //Try again in 30 seconds
else BuffTimer = 30000;
} else BuffTimer -= diff;
//Return since we have no target
if (!UpdateVictim())
return;
// Make sure our attack is ready and we arn't currently casting
if (me->isAttackReady() && !me->IsNonMeleeSpellCasted(false))
{
//If we are within range melee the target
if (me->IsWithinMeleeRange(me->getVictim()))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp
if (me->GetHealth()*100 / me->GetMaxHealth() < 30)
info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, select a hostile spell
if (info) Healing = true;
else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, 0, 0, SELECT_EFFECT_DONTCARE);
//20% chance to replace our white hit with a spell
if (info && rand() % 5 == 0 && !GlobalCooldown)
{
//Cast the spell
if (Healing)DoCastSpell(me, info);
else DoCastSpell(me->getVictim(), info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
}
else me->AttackerStateUpdate(me->getVictim());
me->resetAttackTimer();
}
}
else
{
//Only run this code if we arn't already casting
if (!me->IsNonMeleeSpellCasted(false))
{
bool Healing = false;
SpellEntry const *info = NULL;
//Select a healing spell if less than 30% hp ONLY 33% of the time
if (me->GetHealth()*100 / me->GetMaxHealth() < 30 && rand() % 3 == 0)
info = SelectSpell(me, 0, 0, SELECT_TARGET_ANY_FRIEND, 0, 0, 0, 0, SELECT_EFFECT_HEALING);
//No healing spell available, See if we can cast a ranged spell (Range must be greater than ATTACK_DISTANCE)
if (info) Healing = true;
else info = SelectSpell(me->getVictim(), 0, 0, SELECT_TARGET_ANY_ENEMY, 0, 0, NOMINAL_MELEE_RANGE, 0, SELECT_EFFECT_DONTCARE);
//Found a spell, check if we arn't on cooldown
if (info && !GlobalCooldown)
{
//If we are currently moving stop us and set the movement generator
if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
{
(*me).GetMotionMaster()->Clear(false);
(*me).GetMotionMaster()->MoveIdle();
}
//Cast spell
if (Healing) DoCastSpell(me,info);
else DoCastSpell(me->getVictim(),info);
//Set our global cooldown
GlobalCooldown = GENERIC_CREATURE_COOLDOWN;
} //If no spells available and we arn't moving run to target
else if ((*me).GetMotionMaster()->GetCurrentMovementGeneratorType() != TARGETED_MOTION_TYPE)
{
//Cancel our current spell and then mutate new movement generator
me->InterruptNonMeleeSpells(false);
(*me).GetMotionMaster()->Clear(false);
(*me).GetMotionMaster()->MoveChase(me->getVictim());
}
}
}
}
void guardAI::DoReplyToTextEmote(uint32 em)
{
switch(em)
{
case TEXTEMOTE_KISS: me->HandleEmoteCommand(EMOTE_ONESHOT_BOW); break;
case TEXTEMOTE_WAVE: me->HandleEmoteCommand(EMOTE_ONESHOT_WAVE); break;
case TEXTEMOTE_SALUTE: me->HandleEmoteCommand(EMOTE_ONESHOT_SALUTE); break;
case TEXTEMOTE_SHY: me->HandleEmoteCommand(EMOTE_ONESHOT_FLEX); break;
case TEXTEMOTE_RUDE:
case TEXTEMOTE_CHICKEN: me->HandleEmoteCommand(EMOTE_ONESHOT_POINT); break;
}
}
void guardAI_orgrimmar::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
if (pPlayer->GetTeam() == HORDE)
DoReplyToTextEmote(text_emote);
}
void guardAI_stormwind::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
if (pPlayer->GetTeam() == ALLIANCE)
DoReplyToTextEmote(text_emote);
}
@@ -0,0 +1,45 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_GUARDAI_H
#define SC_GUARDAI_H
#define GENERIC_CREATURE_COOLDOWN 5000
struct guardAI : public ScriptedAI
{
public:
explicit guardAI(Creature* pCreature);
~guardAI() {}
uint32 GlobalCooldown; //This variable acts like the global cooldown that players have (1.5 seconds)
uint32 BuffTimer; //This variable keeps track of buffs
void Reset();
void EnterCombat(Unit * /*who*/);
void JustDied(Unit *Killer);
void UpdateAI(const uint32 diff);
//common used for guards in main cities
void DoReplyToTextEmote(uint32 em);
};
struct guardAI_orgrimmar : public guardAI
{
guardAI_orgrimmar(Creature *c) : guardAI(c) {}
void ReceiveEmote(Player *player, uint32 text_emote);
};
struct guardAI_stormwind : public guardAI
{
guardAI_stormwind(Creature *c) : guardAI(c) {}
void ReceiveEmote(Player *player, uint32 text_emote);
};
#endif
@@ -0,0 +1,20 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_INSTANCE_H
#define SC_INSTANCE_H
#include "InstanceData.h"
#include "Map.h"
#define OUT_SAVE_INST_DATA debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE debug_log("TSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a) debug_log("TSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
#define OUT_LOAD_INST_DATA_COMPLETE debug_log("TSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA_FAIL error_log("TSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define ScriptedInstance InstanceData
#endif
@@ -0,0 +1,278 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/* ScriptData
SDName: SimpleAI
SD%Complete: 100
SDComment: Base Class for SimpleAI creatures
SDCategory: Creatures
EndScriptData */
#include "ScriptedPch.h"
#include "ScriptedSimpleAI.h"
SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c)
{
//Clear all data
Aggro_TextId[0] = 0;
Aggro_TextId[1] = 0;
Aggro_TextId[2] = 0;
Aggro_Sound[0] = 0;
Aggro_Sound[1] = 0;
Aggro_Sound[2] = 0;
Death_TextId[0] = 0;
Death_TextId[1] = 0;
Death_TextId[2] = 0;
Death_Sound[0] = 0;
Death_Sound[1] = 0;
Death_Sound[2] = 0;
Death_Spell = 0;
Death_Target_Type = 0;
Kill_TextId[0] = 0;
Kill_TextId[1] = 0;
Kill_TextId[2] = 0;
Kill_Sound[0] = 0;
Kill_Sound[1] = 0;
Kill_Sound[2] = 0;
Kill_Spell = 0;
Kill_Target_Type = 0;
memset(Spell,0,sizeof(Spell));
EnterEvadeMode();
}
void SimpleAI::Reset()
{
}
void SimpleAI::EnterCombat(Unit *who)
{
//Reset cast timers
if (Spell[0].First_Cast >= 0)
Spell_Timer[0] = Spell[0].First_Cast;
else Spell_Timer[0] = 1000;
if (Spell[1].First_Cast >= 0)
Spell_Timer[1] = Spell[1].First_Cast;
else Spell_Timer[1] = 1000;
if (Spell[2].First_Cast >= 0)
Spell_Timer[2] = Spell[2].First_Cast;
else Spell_Timer[2] = 1000;
if (Spell[3].First_Cast >= 0)
Spell_Timer[3] = Spell[3].First_Cast;
else Spell_Timer[3] = 1000;
if (Spell[4].First_Cast >= 0)
Spell_Timer[4] = Spell[4].First_Cast;
else Spell_Timer[4] = 1000;
if (Spell[5].First_Cast >= 0)
Spell_Timer[5] = Spell[5].First_Cast;
else Spell_Timer[5] = 1000;
if (Spell[6].First_Cast >= 0)
Spell_Timer[6] = Spell[6].First_Cast;
else Spell_Timer[6] = 1000;
if (Spell[7].First_Cast >= 0)
Spell_Timer[7] = Spell[7].First_Cast;
else Spell_Timer[7] = 1000;
if (Spell[8].First_Cast >= 0)
Spell_Timer[8] = Spell[8].First_Cast;
else Spell_Timer[8] = 1000;
if (Spell[9].First_Cast >= 0)
Spell_Timer[9] = Spell[9].First_Cast;
else Spell_Timer[9] = 1000;
uint8 random_text = urand(0,2);
//Random text
if (Aggro_TextId[random_text])
DoScriptText(Aggro_TextId[random_text], me, who);
//Random sound
if (Aggro_Sound[random_text])
DoPlaySoundToSet(me, Aggro_Sound[random_text]);
}
void SimpleAI::KilledUnit(Unit *victim)
{
uint8 random_text = urand(0,2);
//Random yell
if (Kill_TextId[random_text])
DoScriptText(Kill_TextId[random_text], me, victim);
//Random sound
if (Kill_Sound[random_text])
DoPlaySoundToSet(me, Kill_Sound[random_text]);
if (!Kill_Spell)
return;
Unit *pTarget = NULL;
switch (Kill_Target_Type)
{
case CAST_SELF:
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
break;
case CAST_HOSTILE_LAST_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
break;
case CAST_HOSTILE_RANDOM:
pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
break;
case CAST_KILLEDUNIT_VICTIM:
pTarget = victim;
break;
}
//Target is ok, cast a spell on it
if (pTarget)
DoCast(pTarget, Kill_Spell);
}
void SimpleAI::DamageTaken(Unit *killer, uint32 &damage)
{
//Return if damage taken won't kill us
if (me->GetHealth() > damage)
return;
uint8 random_text = urand(0,2);
//Random yell
if (Death_TextId[random_text])
DoScriptText(Death_TextId[random_text], me, killer);
//Random sound
if (Death_Sound[random_text])
DoPlaySoundToSet(me, Death_Sound[random_text]);
if (!Death_Spell)
return;
Unit *pTarget = NULL;
switch (Death_Target_Type)
{
case CAST_SELF:
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
break;
case CAST_HOSTILE_LAST_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
break;
case CAST_HOSTILE_RANDOM:
pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
break;
case CAST_JUSTDIED_KILLER:
pTarget = killer;
break;
}
//Target is ok, cast a spell on it
if (pTarget)
DoCast(pTarget, Death_Spell);
}
void SimpleAI::UpdateAI(const uint32 diff)
{
//Return since we have no target
if (!UpdateVictim())
return;
//Spells
for (uint32 i = 0; i < 10; ++i)
{
//Spell not valid
if (!Spell[i].Enabled || !Spell[i].Spell_Id)
continue;
if (Spell_Timer[i] <= diff)
{
//Check if this is a percentage based
if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast)
continue;
//Check Current spell
if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
{
Unit *pTarget = NULL;
switch (Spell[i].Cast_Target_Type)
{
case CAST_SELF:
pTarget = me;
break;
case CAST_HOSTILE_TARGET:
pTarget = me->getVictim();
break;
case CAST_HOSTILE_SECOND_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1);
break;
case CAST_HOSTILE_LAST_AGGRO:
pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0);
break;
case CAST_HOSTILE_RANDOM:
pTarget = SelectUnit(SELECT_TARGET_RANDOM,0);
break;
}
//Target is ok, cast a spell on it and then do our random yell
if (pTarget)
{
if (me->IsNonMeleeSpellCasted(false))
me->InterruptNonMeleeSpells(false);
DoCast(pTarget, Spell[i].Spell_Id);
//Yell and sound use the same number so that you can make
//the Creature yell with the correct sound effect attached
uint8 random_text = urand(0,2);
//Random yell
if (Spell[i].TextId[random_text])
DoScriptText(Spell[i].TextId[random_text], me, pTarget);
//Random sound
if (Spell[i].Text_Sound[random_text])
DoPlaySoundToSet(me, Spell[i].Text_Sound[random_text]);
}
}
//Spell will cast agian when the cooldown is up
if (Spell[i].CooldownRandomAddition)
Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition);
else Spell_Timer[i] = Spell[i].Cooldown;
} else Spell_Timer[i] -= diff;
}
DoMeleeAttackIfReady();
}
@@ -0,0 +1,71 @@
/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#ifndef SC_SIMPLEAI_H
#define SC_SIMPLEAI_H
enum CastTarget
{
CAST_SELF = 0, //Self cast
CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro)
CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
CAST_HOSTILE_RANDOM, //Just any random target on our threat list
CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED
//Special cases
CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function
CAST_JUSTDIED_KILLER, //Only works within JustDied function
};
struct SimpleAI : public ScriptedAI
{
SimpleAI(Creature *c);// : ScriptedAI(c);
void Reset();
void EnterCombat(Unit * /*who*/);
void KilledUnit(Unit * /*victim*/);
void DamageTaken(Unit *killer, uint32 &damage);
void UpdateAI(const uint32 diff);
public:
int32 Aggro_TextId[3];
uint32 Aggro_Sound[3];
int32 Death_TextId[3];
uint32 Death_Sound[3];
uint32 Death_Spell;
uint32 Death_Target_Type;
int32 Kill_TextId[3];
uint32 Kill_Sound[3];
uint32 Kill_Spell;
uint32 Kill_Target_Type;
struct SimpleAI_Spell
{
uint32 Spell_Id; //Spell ID to cast
int32 First_Cast; //Delay for first cast
uint32 Cooldown; //Cooldown between casts
uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this)
bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast
bool Enabled; //Spell enabled or disabled (default: false)
//3 texts to many?
int32 TextId[3];
uint32 Text_Sound[3];
}Spell[10];
protected:
uint32 Spell_Timer[10];
};
#endif
@@ -0,0 +1,8 @@
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "ScriptedSmartAI.h"
@@ -0,0 +1,8 @@
/* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "Creature.h"