/* Copyright (C) 2008-2009 Trinity * * Thanks to the original authors: ScriptDev2 * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ #include "precompiled.h" #include "Item.h" #include "Spell.h" #include "ObjectMgr.h" #include "TemporarySummon.h" // Spell summary for ScriptedAI::SelectSpell struct TSpellSummary { uint8 Targets; // set of enum SelectTarget uint8 Effects; // set of enum SelectEffect } *SpellSummary; void SummonList::DoZoneInCombat(uint32 entry) { for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); ++i; if(summon && summon->IsAIEnabled && (!entry || summon->GetEntry() == entry)) summon->AI()->DoZoneInCombat(); } } void SummonList::DoAction(uint32 entry, uint32 info) { for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); ++i; if(summon && summon->IsAIEnabled && (!entry || summon->GetEntry() == entry)) summon->AI()->DoAction(info); } } void SummonList::DespawnEntry(uint32 entry) { for(iterator i = begin(); i != end();) { Creature *summon = Unit::GetCreature(*m_creature, *i); if(!summon) erase(i++); else if(summon->GetEntry() == entry) { erase(i++); summon->setDeathState(JUST_DIED); summon->RemoveCorpse(); } else ++i; } } void SummonList::DespawnAll() { while(!empty()) { Creature *summon = Unit::GetCreature(*m_creature, *begin()); if(!summon) erase(begin()); else { erase(begin()); summon->SetVisibility(VISIBILITY_OFF); if(summon->isSummon() && !summon->isPet()) CAST_SUM(summon)->UnSummon(); else summon->setDeathState(JUST_DIED); summon->RemoveCorpse(); } } } ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), IsFleeing(false), CombatMovement(true), m_uiEvadeCheckCooldown(2500) { HeroicMode = m_creature->GetMap()->IsHeroic(); } void ScriptedAI::AttackStartNoMove(Unit* who) { if (!who) return; if(m_creature->Attack(who, false)) DoStartNoMovement(who); } void ScriptedAI::UpdateAI(const uint32 diff) { //Check if we have a current target if (UpdateVictim()) { if (m_creature->isAttackReady()) { //If we are within range melee the target if (m_creature->IsWithinMeleeRange(m_creature->getVictim())) { m_creature->AttackerStateUpdate(m_creature->getVictim()); m_creature->resetAttackTimer(); } } } } void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle) { if (!victim) return; m_creature->GetMotionMaster()->MoveChase(victim, distance, angle); } void ScriptedAI::DoStartNoMovement(Unit* victim) { if (!victim) return; m_creature->GetMotionMaster()->MoveIdle(); } void ScriptedAI::DoStopAttack() { if (m_creature->getVictim() != NULL) { m_creature->AttackStop(); } } void ScriptedAI::DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered) { if (!who || m_creature->IsNonMeleeSpellCasted(false)) return; m_creature->StopMoving(); m_creature->CastSpell(who, spellInfo, triggered); } void ScriptedAI::DoSay(const char* text, uint32 language, Unit* target, bool SayEmote) { if (target) { m_creature->MonsterSay(text, language, target->GetGUID()); if(SayEmote) m_creature->HandleEmoteCommand(EMOTE_ONESHOT_TALK); } else m_creature->MonsterSay(text, language, 0); } void ScriptedAI::DoYell(const char* text, uint32 language, Unit* target) { if (target) m_creature->MonsterYell(text, language, target->GetGUID()); else m_creature->MonsterYell(text, language, 0); } void ScriptedAI::DoTextEmote(const char* text, Unit* target, bool IsBossEmote) { if (target) m_creature->MonsterTextEmote(text, target->GetGUID(), IsBossEmote); else m_creature->MonsterTextEmote(text, 0, IsBossEmote); } void ScriptedAI::DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper) { if (!reciever || reciever->GetTypeId() != TYPEID_PLAYER) return; m_creature->MonsterWhisper(text, reciever->GetGUID(), IsBossWhisper); } 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 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime) { return m_creature->SummonCreature(id,m_creature->GetPositionX() + x,m_creature->GetPositionY() + y,m_creature->GetPositionZ() + z, angle, (TempSummonType)type, despawntime); } Creature *ScriptedAI::DoSummon(uint32 entry, const float pos[4], uint32 despawntime, TempSummonType type) { return me->SummonCreature(entry, pos[0], pos[1], pos[2], pos[3], type, despawntime); } Creature *ScriptedAI::DoSummon(uint32 entry, WorldObject *obj, float radius, uint32 despawntime, TempSummonType type) { float x, y, z; obj->GetGroundPointAroundUnit(x, y, z, radius * rand_norm(), rand_norm()*2*M_PI); return me->SummonCreature(entry, x, y, z, me->GetOrientation(), type, despawntime); } Unit* ScriptedAI::SelectUnit(SelectAggroTarget target, uint32 position) { //ThreatList m_threatlist; std::list& m_threatlist = m_creature->getThreatManager().getThreatList(); std::list::iterator i = m_threatlist.begin(); std::list::reverse_iterator r = m_threatlist.rbegin(); if (position >= m_threatlist.size() || !m_threatlist.size()) return NULL; switch (target) { case SELECT_TARGET_RANDOM: advance ( i , position + (rand() % (m_threatlist.size() - position ) )); return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); break; case SELECT_TARGET_TOPAGGRO: advance ( i , position); return Unit::GetUnit((*m_creature),(*i)->getUnitGuid()); break; case SELECT_TARGET_BOTTOMAGGRO: advance ( r , position); return Unit::GetUnit((*m_creature),(*r)->getUnitGuid()); break; } return NULL; } SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effects) { //No target so we can't cast if (!Target) return false; //Silenced so we can't cast if (m_creature->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; //Using the extended script system we first create a list of viable spells SpellEntry const* Spell[CREATURE_MAX_SPELLS]; for (uint8 i=0;iLookupEntry(m_creature->m_spells[i]); //This spell doesn't exist if (!TempSpell) continue; // Targets and Effects checked first as most used restrictions //Check the spell targets if specified if ( Targets && !(SpellSummary[m_creature->m_spells[i]].Targets & (1 << (Targets-1))) ) continue; //Check the type of spell if we are looking for a specific spell type if ( Effects && !(SpellSummary[m_creature->m_spells[i]].Effects & (1 << (Effects-1))) ) continue; //Check for school if specified if (School >= 0 && TempSpell->SchoolMask & School) continue; //Check for spell mechanic if specified if (Mechanic >= 0 && TempSpell->Mechanic != Mechanic) continue; //Make sure that the spell uses the requested amount of power if (PowerCostMin && TempSpell->manaCost < PowerCostMin) continue; if (PowerCostMax && TempSpell->manaCost > PowerCostMax) continue; //Continue if we don't have the mana to actually cast this spell if (TempSpell->manaCost > m_creature->GetPower((Powers)TempSpell->powerType)) continue; //Get the Range TempRange = GetSpellRangeStore()->LookupEntry(TempSpell->rangeIndex); //Spell has invalid range store so we can't use it if (!TempRange) continue; //Check if the spell meets our range requirements if (RangeMin && m_creature->GetSpellMinRangeForTarget(Target, TempRange) < RangeMin) continue; if (RangeMax && m_creature->GetSpellMaxRangeForTarget(Target, TempRange) > RangeMax) continue; //Check if our target is in range if (m_creature->IsWithinDistInMap(Target, m_creature->GetSpellMinRangeForTarget(Target, TempRange)) || !m_creature->IsWithinDistInMap(Target, m_creature->GetSpellMaxRangeForTarget(Target, TempRange))) continue; //All good so lets add it to the spell list Spell[SpellCount] = TempSpell; SpellCount++; } //We got our usable spells so now lets randomly pick one if (!SpellCount) return NULL; return Spell[rand()%SpellCount]; } bool ScriptedAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered) { //No target so we can't cast if (!Target || !Spell) return false; //Silenced so we can't cast if (!Triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED)) return false; //Check for power if (!Triggered && me->GetPower((Powers)Spell->powerType) < Spell->manaCost) return false; SpellRangeEntry const *TempRange = NULL; TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex); //Spell has invalid range store so we can't use it if (!TempRange) return false; //Unit is out of range of this spell if (me->IsInRange(Target,me->GetSpellMinRangeForTarget(Target, TempRange),me->GetSpellMaxRangeForTarget(Target, TempRange))) return false; return true; } void FillSpellSummary() { SpellSummary = new TSpellSummary[GetSpellStore()->GetNumRows()]; SpellEntry const* TempSpell; for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) { SpellSummary[i].Effects = 0; SpellSummary[i].Targets = 0; TempSpell = GetSpellStore()->LookupEntry(i); //This spell doesn't exist if (!TempSpell) continue; for(uint32 j = 0; j < 3; ++j) { //Spell targets self if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SELF-1); //Spell targets a single enemy if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || TempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_ENEMY-1); //Spell targets AoE at enemy if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST || TempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_ENEMY-1); //Spell targets an enemy if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ENEMY || TempSpell->EffectImplicitTargetA[j] == TARGET_DST_TARGET_ENEMY || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_SRC || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_AREA_ENEMY_DST || TempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_DEST_DYNOBJ_ENEMY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_ENEMY-1); //Spell targets a single friend(or self) if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY ) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_SINGLE_FRIEND-1); //Spell targets aoe friends if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || TempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_AOE_FRIEND-1); //Spell targets any friend(or self) if ( TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_ALLY || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_TARGET_PARTY || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_CASTER || TempSpell->EffectImplicitTargetA[j] == TARGET_UNIT_PARTY_TARGET || TempSpell->EffectImplicitTargetA[j] == TARGET_SRC_CASTER) SpellSummary[i].Targets |= 1 << (SELECT_TARGET_ANY_FRIEND-1); //Make sure that this spell includes a damage effect if ( TempSpell->Effect[j] == SPELL_EFFECT_SCHOOL_DAMAGE || TempSpell->Effect[j] == SPELL_EFFECT_INSTAKILL || TempSpell->Effect[j] == SPELL_EFFECT_ENVIRONMENTAL_DAMAGE || TempSpell->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 ( TempSpell->Effect[j] == SPELL_EFFECT_HEAL || TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MAX_HEALTH || TempSpell->Effect[j] == SPELL_EFFECT_HEAL_MECHANICAL || (TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA && TempSpell->EffectApplyAuraName[j]== 8 )) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_HEALING-1); //Make sure that this spell applies an aura if ( TempSpell->Effect[j] == SPELL_EFFECT_APPLY_AURA ) SpellSummary[i].Effects |= 1 << (SELECT_EFFECT_AURA-1); } } } void ScriptedAI::DoResetThreat() { if (!m_creature->CanHaveThreatList() || m_creature->getThreatManager().isThreatListEmpty()) { error_log("TSCR: DoResetThreat called for creature that either cannot have threat list or has empty threat list (m_creature entry = %d)", m_creature->GetEntry()); return; } std::list& m_threatlist = m_creature->getThreatManager().getThreatList(); std::list::iterator itr; for(itr = m_threatlist.begin(); itr != m_threatlist.end(); ++itr) { Unit* pUnit = NULL; pUnit = Unit::GetUnit((*m_creature), (*itr)->getUnitGuid()); if(pUnit && DoGetThreat(pUnit)) DoModifyThreatPercent(pUnit, -100); } } float ScriptedAI::DoGetThreat(Unit* pUnit) { if(!pUnit) return 0.0f; return m_creature->getThreatManager().getThreat(pUnit); } void ScriptedAI::DoModifyThreatPercent(Unit *pUnit, int32 pct) { if(!pUnit) return; m_creature->getThreatManager().modifyThreatPercent(pUnit, pct); } void ScriptedAI::DoTeleportTo(float x, float y, float z, uint32 time) { m_creature->Relocate(x,y,z); m_creature->SendMonsterMove(x, y, z, time); } void ScriptedAI::DoTeleportTo(const float pos[4]) { me->NearTeleportTo(pos[0], pos[1], pos[2], pos[3]); } void ScriptedAI::DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o) { if(!pUnit || pUnit->GetTypeId() != TYPEID_PLAYER) { if(pUnit) error_log("TSCR: Creature %u (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: %u) to x: %f y:%f z: %f o: %f. Aborted.", m_creature->GetGUID(), m_creature->GetEntry(), pUnit->GetTypeId(), pUnit->GetGUID(), x, y, z, o); return; } CAST_PLR(pUnit)->TeleportTo(pUnit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); } void ScriptedAI::DoTeleportAll(float x, float y, float z, float o) { Map *map = m_creature->GetMap(); if (!map->IsDungeon()) return; Map::PlayerList const &PlayerList = map->GetPlayers(); for(Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i) if (Player* i_pl = i->getSource()) if (i_pl->isAlive()) i_pl->TeleportTo(m_creature->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT); } Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff) { Unit* pUnit = NULL; Trinity::MostHPMissingInRange u_check(m_creature, range, MinHPDiff); Trinity::UnitLastSearcher searcher(m_creature, pUnit, u_check); m_creature->VisitNearbyObject(range, searcher); return pUnit; } std::list ScriptedAI::DoFindFriendlyCC(float range) { std::list pList; Trinity::FriendlyCCedInRange u_check(m_creature, range); Trinity::CreatureListSearcher searcher(m_creature, pList, u_check); m_creature->VisitNearbyObject(range, searcher); return pList; } std::list ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 spellid) { std::list pList; Trinity::FriendlyMissingBuffInRange u_check(m_creature, range, spellid); Trinity::CreatureListSearcher searcher(m_creature, pList, u_check); m_creature->VisitNearbyObject(range, searcher); return pList; } Player* ScriptedAI::GetPlayerAtMinimumRange(float fMinimumRange) { Player* pPlayer = NULL; CellPair pair(Trinity::ComputeCellPair(m_creature->GetPositionX(), m_creature->GetPositionY())); Cell cell(pair); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::PlayerAtMinimumRangeAway check(m_creature, fMinimumRange); Trinity::PlayerSearcher searcher(m_creature, pPlayer, check); TypeContainerVisitor, GridTypeMapContainer> visitor(searcher); CellLock cell_lock(cell, pair); cell_lock->Visit(cell_lock, visitor, *(m_creature->GetMap())); return pPlayer; } void ScriptedAI::SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand, int32 uiOffHand, int32 uiRanged) { if (bLoadDefault) { if (CreatureInfo const* pInfo = GetCreatureTemplateStore(m_creature->GetEntry())) m_creature->LoadEquipment(pInfo->equipmentId,true); return; } if (uiMainHand >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(uiMainHand)); if (uiOffHand >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(uiOffHand)); if (uiRanged >= 0) m_creature->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(uiRanged)); } void ScriptedAI::SetCombatMovement(bool CombatMove) { CombatMovement = CombatMove; } // 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 mangos. So far no luck finding such information/way to extract it. bool ScriptedAI::EnterEvadeIfOutOfCombatArea(const uint32 uiDiff) { if (m_uiEvadeCheckCooldown < uiDiff) m_uiEvadeCheckCooldown = 2500; else { m_uiEvadeCheckCooldown -= uiDiff; return false; } if (m_creature->IsInEvadeMode() || !m_creature->getVictim()) return false; float fX = m_creature->GetPositionX(); float fY = m_creature->GetPositionY(); float fZ = m_creature->GetPositionZ(); switch(m_creature->GetEntry()) { case 12017: // broodlord (not move down stairs) if (fZ > 448.60f) return false; break; case 19516: // void reaver (calculate from center of room) if (m_creature->GetDistance2d(432.59f, 371.93f) < 105.0f) return false; break; case 23578: // jan'alai (calculate by Z) if (fZ > 12.0f) return false; break; case 28860: // sartharion (calculate box) if (fX > 3218.86f && fX < 3275.69f && fY < 572.40f && fY > 484.68f) return false; break; default: error_log("TSCR: EnterEvadeIfOutOfCombatArea used for creature entry %u, but does not have any definition.", m_creature->GetEntry()); return false; } EnterEvadeMode(); return true; } /*void Scripted_NoMovementAI::MoveInLineOfSight(Unit *who) { if( !m_creature->getVictim() && m_creature->canAttack(who) && ( m_creature->IsHostileTo( who )) && who->isInAccessiblePlaceFor(m_creature) ) { if (!m_creature->canFly() && !m_creature->IsWithinDist(who, CREATURE_Z_ATTACK_RANGE)) return; float attackRadius = m_creature->GetAttackDistance(who); if( m_creature->IsWithinDistInMap(who, attackRadius) && m_creature->IsWithinLOSInMap(who) ) { who->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); AttackStart(who); } } }*/ void Scripted_NoMovementAI::AttackStart(Unit* who) { if (!who) return; if (m_creature->Attack(who, true)) { DoStartNoMovement(who); } } 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); } void BossAI::_EnterCombat() { me->setActive(true); DoZoneInCombat(); if(instance) instance->SetBossState(bossId, IN_PROGRESS); } void BossAI::TeleportCheaters() { float x, y, z; me->GetPosition(x, y, z); std::list &m_threatlist = me->getThreatManager().getThreatList(); for(std::list::iterator itr = m_threatlist.begin(); itr!= m_threatlist.end(); ++itr) if((*itr)->getTarget()->GetTypeId() == TYPEID_PLAYER && !CheckBoundary((*itr)->getTarget())) (*itr)->getTarget()->NearTeleportTo(x, y, z, 0); } bool BossAI::CheckBoundary(Unit *who) { if(!boundary || !who) return true; for(BossBoundaryMap::const_iterator itr = boundary->begin(); itr != boundary->end(); ++itr) { switch(itr->first) { case BOUNDARY_N: if(me->GetPositionX() > itr->second) return false; break; case BOUNDARY_S: if(me->GetPositionX() < itr->second) return false; break; case BOUNDARY_E: if(me->GetPositionY() < itr->second) return false; break; case BOUNDARY_W: if(me->GetPositionY() > itr->second) return false; break; case BOUNDARY_NW: if(me->GetPositionX() + me->GetPositionY() > itr->second) return false; break; case BOUNDARY_SE: if(me->GetPositionX() + me->GetPositionY() < itr->second) return false; break; case BOUNDARY_NE: if(me->GetPositionX() - me->GetPositionY() > itr->second) return false; break; case BOUNDARY_SW: if(me->GetPositionX() - me->GetPositionY() < itr->second) return false; break; } } return true; } void BossAI::JustSummoned(Creature *summon) { summons.Summon(summon); if(me->isInCombat()) DoZoneInCombat(summon); } void BossAI::SummonedCreatureDespawn(Creature *summon) { summons.Despawn(summon); } #define GOBJECT(x) (const_cast(GetGameObjectInfo(x))) void LoadOverridenSQLData() { GameObjectInfo *goInfo; // Sunwell Plateau : Kalecgos : Spectral Rift if(goInfo = GOBJECT(187055)) if(goInfo->type == GAMEOBJECT_TYPE_GOOBER) goInfo->goober.lockId = 57; // need LOCKTYPE_QUICK_OPEN // Naxxramas : Sapphiron Birth if(goInfo = GOBJECT(181356)) if(goInfo->type == GAMEOBJECT_TYPE_TRAP) goInfo->trap.radius = 50; } void LoadOverridenDBCData() { SpellEntry *spellInfo; for(uint32 i = 0; i < GetSpellStore()->GetNumRows(); ++i) { spellInfo = GET_SPELL(i); if(!spellInfo) continue; switch(i) { // Black Temple : Illidan : Parasitic Shadowfiend Passive case 41013: spellInfo->EffectApplyAuraName[0] = 4; // proc debuff, and summon infinite fiends break; // Naxxramas : Gothik : Inform Inf range case 27892: case 27928: case 27935: case 27915: case 27931: case 27937: spellInfo->rangeIndex = 13; break; // Ulduar : Flame Leviathan : Pursued case 62374: spellInfo->MaxAffectedTargets = 1; spellInfo->EffectImplicitTargetB[0] = TARGET_UNIT_AREA_ENTRY_SRC; spellInfo->EffectImplicitTargetB[1] = TARGET_UNIT_AREA_ENTRY_SRC; break; } } } Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange) { Creature* pCreature = NULL; CellPair pair(Trinity::ComputeCellPair(pSource->GetPositionX(), pSource->GetPositionY())); Cell cell(pair); cell.data.Part.reserved = ALL_DISTRICT; cell.SetNoCreate(); Trinity::NearestCreatureEntryWithLiveStateInObjectRangeCheck creature_check(*pSource, Entry, true, MaxSearchRange); Trinity::CreatureLastSearcher searcher(pSource, pCreature, creature_check); TypeContainerVisitor, GridTypeMapContainer> creature_searcher(searcher); CellLock cell_lock(cell, pair); cell_lock->Visit(cell_lock, creature_searcher,*(pSource->GetMap())); return pCreature; }