mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-21 07:11:59 -04:00
e645927759
r1114 Added two new struct ObjectDistanceOrder/ObjectDistanceOrderReversed for generic use sorting objects by GetDistanceOrder() r1115 Remove obsolete code in misc scripts and use struct ObjectDistanceOrder/Reversed instead r1116 Added script for mob 24079 + related instance script - skip (already have it better) r1117 Update DoPlaySoundToSet function and allow WorldObject as source for sound. r1118 Correcting end bosses scripts in SM cathedral r1119 Added basic scripts w/texts for bosses in utgarde keep --HG-- branch : trunk
254 lines
8.0 KiB
C++
254 lines
8.0 KiB
C++
/* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
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*
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* This program is free software licensed under GPL version 2
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* Please see the included DOCS/LICENSE.TXT for more information */
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#ifndef SC_CREATURE_H
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#define SC_CREATURE_H
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "InstanceData.h"
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#define SCRIPT_CAST_TYPE dynamic_cast
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//#define SCRIPT_CAST_TYPE static_cast
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#define CAST_PLR(a) (SCRIPT_CAST_TYPE<Player*>(a))
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#define CAST_CRE(a) (SCRIPT_CAST_TYPE<Creature*>(a))
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#define CAST_VEH(a) (SCRIPT_CAST_TYPE<Vehicle*>(a))
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#define CAST_SUM(a) (SCRIPT_CAST_TYPE<TempSummon*>(a))
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#define CAST_PET(a) (SCRIPT_CAST_TYPE<Pet*>(a))
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#define CAST_AI(a,b) (SCRIPT_CAST_TYPE<a*>(b))
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class ScriptedInstance;
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class SummonList : private std::list<uint64>
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{
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public:
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explicit SummonList(Creature* creature) : m_creature(creature) {}
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void Summon(Creature *summon) { push_back(summon->GetGUID()); }
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void Despawn(Creature *summon) { remove(summon->GetGUID()); }
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void DespawnEntry(uint32 entry);
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void DespawnAll();
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void DoAction(uint32 entry, uint32 info);
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void DoZoneInCombat(uint32 entry = 0);
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private:
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Creature *m_creature;
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};
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struct PointMovement
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{
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uint32 m_uiCreatureEntry;
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uint32 m_uiPointId;
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float m_fX;
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float m_fY;
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float m_fZ;
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uint32 m_uiWaitTime;
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};
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struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI
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{
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explicit ScriptedAI(Creature* creature);
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~ScriptedAI() {}
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//*************
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//CreatureAI Functions
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//*************
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void AttackStartNoMove(Unit *target);
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// Called at any Damage from any attacker (before damage apply)
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void DamageTaken(Unit *done_by, uint32 &damage) {}
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//Called at World update tick
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void UpdateAI(const uint32);
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//Called at creature death
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void JustDied(Unit* who){}
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//Called at creature killing another unit
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void KilledUnit(Unit* who){}
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// Called when the creature summon successfully other creature
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void JustSummoned(Creature* ) {}
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// Called when a summoned creature is despawned
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void SummonedCreatureDespawn(Creature* /*unit*/) {}
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// Called when hit by a spell
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void SpellHit(Unit* caster, const SpellEntry *spell) {}
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// Called when spell hits a target
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void SpellHitTarget(Unit* target, const SpellEntry *spell) {}
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 type, uint32 id){}
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// Called when AI is temporarily replaced or put back when possess is applied or removed
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void OnPossess(bool apply) {}
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//*************
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// Variables
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//*************
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//Pointer to creature we are manipulating
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Creature* m_creature;
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//For fleeing
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bool IsFleeing;
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bool HeroicMode;
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//*************
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//Pure virtual functions
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//*************
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//Called at creature reset either by death or evade
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void Reset() {}
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//Called at creature aggro either by MoveInLOS or Attack Start
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void EnterCombat(Unit* who) {}
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//*************
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//AI Helper Functions
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//*************
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//Start movement toward victim
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void DoStartMovement(Unit* victim, float distance = 0, float angle = 0);
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//Start no movement on victim
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void DoStartNoMovement(Unit* victim);
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//Stop attack of current victim
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void DoStopAttack();
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//Cast spell by spell info
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void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false);
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//Creature say
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void DoSay(const char* text, uint32 language, Unit* target, bool SayEmote = false);
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//Creature Yell
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void DoYell(const char* text, uint32 language, Unit* target);
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//Creature Text emote, optional bool for boss emote text
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void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false);
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//Creature whisper, optional bool for boss whisper
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void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false);
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//Plays a sound to all nearby players
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void DoPlaySoundToSet(WorldObject* pSource, uint32 sound);
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//Drops all threat to 0%. Does not remove players from the threat list
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void DoResetThreat();
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float DoGetThreat(Unit *u);
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void DoModifyThreatPercent(Unit *pUnit, int32 pct);
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void DoTeleportTo(float x, float y, float z, uint32 time = 0);
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void DoTeleportTo(const float pos[4]);
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void DoAction(const int32 param) {}
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//Teleports a player without dropping threat (only teleports to same map)
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void DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o);
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void DoTeleportAll(float x, float y, float z, float o);
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//Returns friendly unit with the most amount of hp missing from max hp
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Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1);
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//Returns a list of friendly CC'd units within range
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std::list<Creature*> DoFindFriendlyCC(float range);
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//Returns a list of all friendly units missing a specific buff within range
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std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellid);
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//Return a player with at least minimumRange from m_creature
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Player* GetPlayerAtMinimumRange(float fMinimumRange);
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//Spawns a creature relative to m_creature
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Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime);
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Creature *DoSummon(uint32 entry, const float pos[4], uint32 despawntime = 30000, TempSummonType type = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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Creature *DoSummon(uint32 entry, WorldObject *obj, float radius = 5.0f, uint32 despawntime = 30000, TempSummonType type = TEMPSUMMON_CORPSE_TIMED_DESPAWN);
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//Selects a unit from the creature's current aggro list
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Unit* SelectUnit(SelectAggroTarget target, uint32 position);
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bool HealthBelowPct(uint32 pct) const { return me->GetHealth() * 100 < m_creature->GetMaxHealth() * pct; }
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTargetType Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false);
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void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
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void SetCombatMovement(bool CombatMove);
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protected:
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bool CombatMovement;
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};
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struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI
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{
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Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {}
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//Called if IsVisible(Unit *who) is true at each *who move
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//void MoveInLineOfSight(Unit* who);
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//Called at each attack of m_creature by any victim
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void AttackStart(Unit* who);
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};
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struct TRINITY_DLL_DECL BossAI : public ScriptedAI
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{
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BossAI(Creature *c, uint32 id);
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const uint32 bossId;
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EventMap events;
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SummonList summons;
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InstanceData * const instance;
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const BossBoundaryMap * const boundary;
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void JustSummoned(Creature *summon);
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void SummonedCreatureDespawn(Creature *summon);
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void UpdateAI(const uint32 diff) = 0;
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void Reset() { _Reset(); }
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void EnterCombat(Unit *who) { _EnterCombat(); }
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void JustDied(Unit *killer) { _JustDied(); }
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void JustReachedHome() { me->setActive(false); }
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protected:
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void _Reset();
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void _EnterCombat();
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void _JustDied();
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void _JustReachedHome() { me->setActive(false); }
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bool CheckInRoom()
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{
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if(CheckBoundary(me))
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return true;
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EnterEvadeMode();
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return false;
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}
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bool CheckBoundary(Unit *who);
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void TeleportCheaters();
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};
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// SD2's grid searchers
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//return closest creature alive in grid, with range from pSource
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Creature* GetClosestCreatureWithEntry(WorldObject* pSource, uint32 Entry, float MaxSearchRange);
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#endif
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