Using TC structure allowing easier patches importing

This commit is contained in:
Yehonal
2017-12-20 20:48:35 +01:00
parent 0fc4a6a153
commit 17332304fd
1197 changed files with 0 additions and 69 deletions

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
*
*
* This program is free software licensed under GPL version 2
* Please see the included DOCS/LICENSE.TXT for more information */
#include "ScriptedCreature.h"
#include "Item.h"
#include "Spell.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Cell.h"
#include "CellImpl.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
} extern* SpellSummary;
void SummonList::DoZoneInCombat(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
++i;
if (summon && summon->IsAIEnabled
&& (!entry || summon->GetEntry() == entry))
{
summon->AI()->DoZoneInCombat();
}
}
}
void SummonList::DespawnEntry(uint32 entry)
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (!summon)
i = storage_.erase(i);
else if (summon->GetEntry() == entry)
{
i = storage_.erase(i);
summon->DespawnOrUnsummon();
}
else
++i;
}
}
void SummonList::DespawnAll()
{
while (!storage_.empty())
{
Creature* summon = ObjectAccessor::GetCreature(*me, storage_.front());
storage_.pop_front();
if (summon)
summon->DespawnOrUnsummon();
}
}
void SummonList::RemoveNotExisting()
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
if (ObjectAccessor::GetCreature(*me, *i))
++i;
else
i = storage_.erase(i);
}
}
bool SummonList::HasEntry(uint32 entry) const
{
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (summon && summon->GetEntry() == entry)
return true;
}
return false;
}
uint32 SummonList::GetEntryCount(uint32 entry) const
{
uint32 count = 0;
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (summon && summon->GetEntry() == entry)
++count;
}
return count;
}
void SummonList::Respawn()
{
for (StorageType::iterator i = storage_.begin(); i != storage_.end();)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
{
summon->Respawn(true);
++i;
}
else
i = storage_.erase(i);
}
}
Creature* SummonList::GetCreatureWithEntry(uint32 entry) const
{
for (StorageType::const_iterator i = storage_.begin(); i != storage_.end(); ++i)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
if (summon->GetEntry() == entry)
return summon;
}
return NULL;
}
ScriptedAI::ScriptedAI(Creature* creature) : CreatureAI(creature),
me(creature),
IsFleeing(false),
_evadeCheckCooldown(2500),
_isCombatMovementAllowed(true)
{
_isHeroic = me->GetMap()->IsHeroic();
_difficulty = Difficulty(me->GetMap()->GetSpawnMode());
}
void ScriptedAI::AttackStartNoMove(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
DoStartNoMovement(who);
}
void ScriptedAI::AttackStart(Unit* who)
{
if (IsCombatMovementAllowed())
CreatureAI::AttackStart(who);
else
AttackStartNoMove(who);
}
void ScriptedAI::UpdateAI(uint32 /*diff*/)
{
//Check if we have a current target
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void ScriptedAI::DoStartMovement(Unit* victim, float distance, float angle)
{
if (victim)
me->GetMotionMaster()->MoveChase(victim, distance, angle);
}
void ScriptedAI::DoStartNoMovement(Unit* victim)
{
if (!victim)
return;
me->GetMotionMaster()->MoveIdle();
}
void ScriptedAI::DoStopAttack()
{
if (me->GetVictim())
me->AttackStop();
}
void ScriptedAI::DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered)
{
if (!target || me->IsNonMeleeSpellCast(false))
return;
me->StopMoving();
me->CastSpell(target, spellInfo, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
}
void ScriptedAI::DoPlaySoundToSet(WorldObject* source, uint32 soundId)
{
if (!source)
return;
if (!sSoundEntriesStore.LookupEntry(soundId))
{
sLog->outError("TSCR: Invalid soundId %u used in DoPlaySoundToSet (Source: TypeId %u, GUID %u)", soundId, source->GetTypeId(), source->GetGUIDLow());
return;
}
source->PlayDirectSound(soundId);
}
Creature* ScriptedAI::DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
{
return me->SummonCreature(entry, me->GetPositionX() + offsetX, me->GetPositionY() + offsetY, me->GetPositionZ() + offsetZ, angle, TempSummonType(type), despawntime);
}
SpellInfo const* ScriptedAI::SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effects)
{
//No target so we can't cast
if (!target)
return NULL;
//Silenced so we can't cast
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
return NULL;
//Using the extended script system we first create a list of viable spells
SpellInfo const* apSpell[CREATURE_MAX_SPELLS];
memset(apSpell, 0, CREATURE_MAX_SPELLS * sizeof(SpellInfo*));
uint32 spellCount = 0;
SpellInfo const* tempSpell = NULL;
//Check if each spell is viable(set it to null if not)
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
{
tempSpell = sSpellMgr->GetSpellInfo(me->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[me->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[me->m_spells[i]].Effects & (1 << (effects-1))))
continue;
//Check for school if specified
if (school && (tempSpell->SchoolMask & school) == 0)
continue;
//Check for spell mechanic if specified
if (mechanic && 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 > me->GetPower(Powers(tempSpell->PowerType)))
continue;
//Check if the spell meets our range requirements
if (rangeMin && me->GetSpellMinRangeForTarget(target, tempSpell) < rangeMin)
continue;
if (rangeMax && me->GetSpellMaxRangeForTarget(target, tempSpell) > rangeMax)
continue;
//Check if our target is in range
if (me->IsWithinDistInMap(target, float(me->GetSpellMinRangeForTarget(target, tempSpell))) || !me->IsWithinDistInMap(target, float(me->GetSpellMaxRangeForTarget(target, tempSpell))))
continue;
//All good so lets add it to the spell list
apSpell[spellCount] = tempSpell;
++spellCount;
}
//We got our usable spells so now lets randomly pick one
if (!spellCount)
return NULL;
return apSpell[urand(0, spellCount - 1)];
}
void ScriptedAI::DoResetThreat()
{
if (!me->CanHaveThreatList() || me->getThreatManager().isThreatListEmpty())
{
sLog->outError("DoResetThreat called for creature that either cannot have threat list or has empty threat list (me entry = %d)", me->GetEntry());
return;
}
me->getThreatManager().resetAllAggro();
}
float ScriptedAI::DoGetThreat(Unit* unit)
{
if (!unit)
return 0.0f;
return me->getThreatManager().getThreat(unit);
}
void ScriptedAI::DoModifyThreatPercent(Unit* unit, int32 pct)
{
if (!unit)
return;
me->getThreatManager().modifyThreatPercent(unit, pct);
}
void ScriptedAI::DoTeleportPlayer(Unit* unit, float x, float y, float z, float o)
{
if (!unit)
return;
if (Player* player = unit->ToPlayer())
player->TeleportTo(unit->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
else
sLog->outError("TSCR: Creature " UI64FMTD " (Entry: %u) Tried to teleport non-player unit (Type: %u GUID: " UI64FMTD ") to x: %f y:%f z: %f o: %f. Aborted.", me->GetGUID(), me->GetEntry(), unit->GetTypeId(), unit->GetGUID(), x, y, z, o);
}
void ScriptedAI::DoTeleportAll(float x, float y, float z, float o)
{
Map* map = me->GetMap();
if (!map->IsDungeon())
return;
Map::PlayerList const& PlayerList = map->GetPlayers();
for (Map::PlayerList::const_iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
if (Player* player = itr->GetSource())
if (player->IsAlive())
player->TeleportTo(me->GetMapId(), x, y, z, o, TELE_TO_NOT_LEAVE_COMBAT);
}
Unit* ScriptedAI::DoSelectLowestHpFriendly(float range, uint32 minHPDiff)
{
Unit* unit = NULL;
Trinity::MostHPMissingInRange u_check(me, range, minHPDiff);
Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, unit, u_check);
me->VisitNearbyObject(range, searcher);
return unit;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyCC(float range)
{
std::list<Creature*> list;
Trinity::FriendlyCCedInRange u_check(me, range);
Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, list, u_check);
me->VisitNearbyObject(range, searcher);
return list;
}
std::list<Creature*> ScriptedAI::DoFindFriendlyMissingBuff(float range, uint32 uiSpellid)
{
std::list<Creature*> list;
Trinity::FriendlyMissingBuffInRange u_check(me, range, uiSpellid);
Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, list, u_check);
me->VisitNearbyObject(range, searcher);
return list;
}
Player* ScriptedAI::GetPlayerAtMinimumRange(float minimumRange)
{
Player* player = NULL;
CellCoord pair(Trinity::ComputeCellCoord(me->GetPositionX(), me->GetPositionY()));
Cell cell(pair);
cell.SetNoCreate();
Trinity::PlayerAtMinimumRangeAway check(me, minimumRange);
Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway> searcher(me, player, check);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::PlayerAtMinimumRangeAway>, GridTypeMapContainer> visitor(searcher);
cell.Visit(pair, visitor, *me->GetMap(), *me, minimumRange);
return player;
}
void ScriptedAI::SetEquipmentSlots(bool loadDefault, int32 mainHand /*= EQUIP_NO_CHANGE*/, int32 offHand /*= EQUIP_NO_CHANGE*/, int32 ranged /*= EQUIP_NO_CHANGE*/)
{
if (loadDefault)
{
me->LoadEquipment(me->GetOriginalEquipmentId(), true);
return;
}
if (mainHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 0, uint32(mainHand));
if (offHand >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, uint32(offHand));
if (ranged >= 0)
me->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, uint32(ranged));
}
void ScriptedAI::SetCombatMovement(bool allowMovement)
{
_isCombatMovementAllowed = allowMovement;
}
enum eNPCs
{
NPC_BROODLORD = 12017,
NPC_JAN_ALAI = 23578,
NPC_SARTHARION = 28860,
NPC_FREYA = 32906,
};
bool ScriptedAI::EnterEvadeIfOutOfCombatArea()
{
if (me->IsInEvadeMode() || !me->IsInCombat())
return false;
if (_evadeCheckCooldown == time(NULL))
return false;
_evadeCheckCooldown = time(NULL);
if (!CheckEvadeIfOutOfCombatArea())
return false;
EnterEvadeMode();
return true;
}
Player* ScriptedAI::SelectTargetFromPlayerList(float maxdist, uint32 excludeAura, bool mustBeInLOS) const
{
Map::PlayerList const& pList = me->GetMap()->GetPlayers();
std::vector<Player*> tList;
for(Map::PlayerList::const_iterator itr = pList.begin(); itr != pList.end(); ++itr)
{
if (me->GetDistance(itr->GetSource()) > maxdist || !itr->GetSource()->IsAlive() || itr->GetSource()->IsGameMaster())
continue;
if (excludeAura && itr->GetSource()->HasAura(excludeAura))
continue;
if (mustBeInLOS && !me->IsWithinLOSInMap(itr->GetSource()))
continue;
tList.push_back(itr->GetSource());
}
if (!tList.empty())
return tList[urand(0,tList.size()-1)];
else
return NULL;
}
// BossAI - for instanced bosses
BossAI::BossAI(Creature* creature, uint32 bossId) : ScriptedAI(creature),
instance(creature->GetInstanceScript()),
summons(creature),
_boundary(instance ? instance->GetBossBoundary(bossId) : NULL),
_bossId(bossId)
{
}
void BossAI::_Reset()
{
if (!me->IsAlive())
return;
me->ResetLootMode();
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)
{
// bosses do not respawn, check only on enter combat
if (!instance->CheckRequiredBosses(_bossId))
{
EnterEvadeMode();
return;
}
instance->SetBossState(_bossId, IN_PROGRESS);
}
}
void BossAI::TeleportCheaters()
{
float x, y, z;
me->GetPosition(x, y, z);
ThreatContainer::StorageType threatList = me->getThreatManager().getThreatList();
for (ThreatContainer::StorageType::const_iterator itr = threatList.begin(); itr != threatList.end(); ++itr)
if (Unit* target = (*itr)->getTarget())
if (target->GetTypeId() == TYPEID_PLAYER && !CheckBoundary(target))
target->NearTeleportTo(x, y, z, 0);
}
bool BossAI::CheckBoundary(Unit* who)
{
if (!GetBoundary() || !who)
return true;
for (BossBoundaryMap::const_iterator itr = GetBoundary()->begin(); itr != GetBoundary()->end(); ++itr)
{
switch (itr->first)
{
case BOUNDARY_N:
if (who->GetPositionX() > itr->second)
return false;
break;
case BOUNDARY_S:
if (who->GetPositionX() < itr->second)
return false;
break;
case BOUNDARY_E:
if (who->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_W:
if (who->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_NW:
if (who->GetPositionX() + who->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SE:
if (who->GetPositionX() + who->GetPositionY() < itr->second)
return false;
break;
case BOUNDARY_NE:
if (who->GetPositionX() - who->GetPositionY() > itr->second)
return false;
break;
case BOUNDARY_SW:
if (who->GetPositionX() - who->GetPositionY() < itr->second)
return false;
break;
default:
break;
}
}
return true;
}
void BossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
if (me->IsInCombat())
DoZoneInCombat(summon);
}
void BossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
void BossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
ExecuteEvent(eventId);
DoMeleeAttackIfReady();
}
// WorldBossAI - for non-instanced bosses
WorldBossAI::WorldBossAI(Creature* creature) :
ScriptedAI(creature),
summons(creature)
{
}
void WorldBossAI::_Reset()
{
if (!me->IsAlive())
return;
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_JustDied()
{
events.Reset();
summons.DespawnAll();
}
void WorldBossAI::_EnterCombat()
{
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
if (target)
AttackStart(target);
}
void WorldBossAI::JustSummoned(Creature* summon)
{
summons.Summon(summon);
Unit* target = SelectTarget(SELECT_TARGET_RANDOM, 0, 0.0f, true);
if (target)
summon->AI()->AttackStart(target);
}
void WorldBossAI::SummonedCreatureDespawn(Creature* summon)
{
summons.Despawn(summon);
}
void WorldBossAI::UpdateAI(uint32 diff)
{
if (!UpdateVictim())
return;
events.Update(diff);
if (me->HasUnitState(UNIT_STATE_CASTING))
return;
while (uint32 eventId = events.ExecuteEvent())
ExecuteEvent(eventId);
DoMeleeAttackIfReady();
}
// SD2 grid searchers.
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive /*= true*/)
{
return source->FindNearestCreature(entry, maxSearchRange, alive);
}
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange)
{
return source->FindNearestGameObject(entry, maxSearchRange);
}
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetCreatureListWithEntryInGrid(list, entry, maxSearchRange);
}
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange)
{
source->GetGameObjectListWithEntryInGrid(list, entry, maxSearchRange);
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef SCRIPTEDCREATURE_H_
#define SCRIPTEDCREATURE_H_
#include "Creature.h"
#include "CreatureAI.h"
#include "CreatureAIImpl.h"
#include "InstanceScript.h"
#define CAST_AI(a, b) (dynamic_cast<a*>(b))
class InstanceScript;
class SummonList
{
public:
typedef std::list<uint64> StorageType;
typedef StorageType::iterator iterator;
typedef StorageType::const_iterator const_iterator;
typedef StorageType::size_type size_type;
typedef StorageType::value_type value_type;
explicit SummonList(Creature* creature)
: me(creature)
{ }
// And here we see a problem of original inheritance approach. People started
// to exploit presence of std::list members, so I have to provide wrappers
iterator begin()
{
return storage_.begin();
}
const_iterator begin() const
{
return storage_.begin();
}
iterator end()
{
return storage_.end();
}
const_iterator end() const
{
return storage_.end();
}
iterator erase(iterator i)
{
return storage_.erase(i);
}
bool empty() const
{
return storage_.empty();
}
size_type size() const
{
return storage_.size();
}
void clear()
{
storage_.clear();
}
void Summon(Creature const* summon) { storage_.push_back(summon->GetGUID()); }
void Despawn(Creature const* summon) { storage_.remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
void DespawnAll();
template <typename T>
void DespawnIf(T const &predicate)
{
storage_.remove_if(predicate);
}
void DoAction(int32 info, uint16 max = 0)
{
if (max)
RemoveNotExisting(); // pussywizard: when max is set, non existing can be chosen and nothing will happen
StorageType listCopy = storage_;
for (StorageType::const_iterator i = listCopy.begin(); i != listCopy.end(); ++i)
{
if (Creature* summon = ObjectAccessor::GetCreature(*me, *i))
if (summon->IsAIEnabled)
summon->AI()->DoAction(info);
}
}
template <class Predicate>
void DoAction(int32 info, Predicate& predicate, uint16 max = 0)
{
if (max)
RemoveNotExisting(); // pussywizard: when max is set, non existing can be chosen and nothing will happen
// We need to use a copy of SummonList here, otherwise original SummonList would be modified
StorageType listCopy = storage_;
Trinity::Containers::RandomResizeList<uint64, Predicate>(listCopy, predicate, max);
for (StorageType::iterator i = listCopy.begin(); i != listCopy.end(); ++i)
{
Creature* summon = ObjectAccessor::GetCreature(*me, *i);
if (summon)
{
if (summon->IsAIEnabled)
summon->AI()->DoAction(info);
}
else
storage_.remove(*i);
}
}
void DoZoneInCombat(uint32 entry = 0);
void RemoveNotExisting();
bool HasEntry(uint32 entry) const;
uint32 GetEntryCount(uint32 entry) const;
void Respawn();
Creature* GetCreatureWithEntry(uint32 entry) const;
private:
Creature* me;
StorageType storage_;
};
class EntryCheckPredicate
{
public:
EntryCheckPredicate(uint32 entry) : _entry(entry) {}
bool operator()(uint64 guid) { return GUID_ENPART(guid) == _entry; }
private:
uint32 _entry;
};
class PlayerOrPetCheck
{
public:
bool operator() (WorldObject* unit) const
{
if (unit->GetTypeId() != TYPEID_PLAYER)
if (!IS_PLAYER_GUID(unit->ToUnit()->GetOwnerGUID()))
return true;
return false;
}
};
struct ScriptedAI : public CreatureAI
{
explicit ScriptedAI(Creature* creature);
virtual ~ScriptedAI() {}
// *************
//CreatureAI Functions
// *************
void AttackStartNoMove(Unit* target);
// Called at any Damage from any attacker (before damage apply)
void DamageTaken(Unit* /*attacker*/, uint32& /*damage*/, DamageEffectType /*damagetype*/, SpellSchoolMask /*damageSchoolMask*/) {}
//Called at World update tick
virtual void UpdateAI(uint32 diff);
//Called at creature death
void JustDied(Unit* /*killer*/) {}
//Called at creature killing another unit
void KilledUnit(Unit* /*victim*/) {}
// Called when the creature summon successfully other creature
void JustSummoned(Creature* /*summon*/) {}
// Called when a summoned creature is despawned
void SummonedCreatureDespawn(Creature* /*summon*/) {}
// Called when hit by a spell
void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
// Called when spell hits a target
void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*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* /*victim*/) {}
// Called before EnterCombat even before the creature is in combat.
void AttackStart(Unit* /*target*/);
// *************
//AI Helper Functions
// *************
//Start movement toward victim
void DoStartMovement(Unit* target, float distance = 0.0f, float angle = 0.0f);
//Start no movement on victim
void DoStartNoMovement(Unit* target);
//Stop attack of current victim
void DoStopAttack();
//Cast spell by spell info
void DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered = false);
//Plays a sound to all nearby players
void DoPlaySoundToSet(WorldObject* source, uint32 soundId);
//Drops all threat to 0%. Does not remove players from the threat list
void DoResetThreat();
float DoGetThreat(Unit* unit);
void DoModifyThreatPercent(Unit* unit, int32 pct);
//Teleports a player without dropping threat (only teleports to same map)
void DoTeleportPlayer(Unit* unit, float x, float y, float z, float o);
void DoTeleportAll(float x, float y, float z, float o);
//Returns friendly unit with the most amount of hp missing from max hp
Unit* DoSelectLowestHpFriendly(float range, uint32 minHPDiff = 1);
//Returns a list of friendly CC'd units within range
std::list<Creature*> DoFindFriendlyCC(float range);
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellId);
//Return a player with at least minimumRange from me
Player* GetPlayerAtMinimumRange(float minRange);
//Spawns a creature relative to me
Creature* DoSpawnCreature(uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime);
bool HealthBelowPct(uint32 pct) const { return me->HealthBelowPct(pct); }
bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
//Returns spells that meet the specified criteria from the creatures spell list
SpellInfo const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
// Used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
// NOTE: If you use SetCombatMovement while the creature is in combat, it will do NOTHING - This only affects AttackStart
// You should make the necessary to make it happen so.
// Remember that if you modified _isCombatMovementAllowed (e.g: using SetCombatMovement) it will not be reset at Reset().
// It will keep the last value you set.
void SetCombatMovement(bool allowMovement);
bool IsCombatMovementAllowed() const { return _isCombatMovementAllowed; }
bool EnterEvadeIfOutOfCombatArea();
virtual bool CheckEvadeIfOutOfCombatArea() const { return false; }
// 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() const { return _isHeroic; }
// return the dungeon or raid difficulty
Difficulty GetDifficulty() const { return _difficulty; }
// return true for 25 man or 25 man heroic mode
bool Is25ManRaid() const { return _difficulty & RAID_DIFFICULTY_MASK_25MAN; }
template<class T> inline
const T& DUNGEON_MODE(const T& normal5, const T& heroic10) const
{
switch (_difficulty)
{
case DUNGEON_DIFFICULTY_NORMAL:
return normal5;
case DUNGEON_DIFFICULTY_HEROIC:
return heroic10;
default:
break;
}
return heroic10;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25) const
{
switch (_difficulty)
{
case RAID_DIFFICULTY_10MAN_NORMAL:
return normal10;
case RAID_DIFFICULTY_25MAN_NORMAL:
return normal25;
default:
break;
}
return normal25;
}
template<class T> inline
const T& RAID_MODE(const T& normal10, const T& normal25, const T& heroic10, const T& heroic25) const
{
switch (_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;
default:
break;
}
return heroic25;
}
Player* SelectTargetFromPlayerList(float maxdist, uint32 excludeAura = 0, bool mustBeInLOS = false) const;
private:
Difficulty _difficulty;
uint32 _evadeCheckCooldown;
bool _isCombatMovementAllowed;
bool _isHeroic;
};
class BossAI : public ScriptedAI
{
public:
BossAI(Creature* creature, uint32 bossId);
virtual ~BossAI() {}
InstanceScript* const instance;
BossBoundaryMap const* GetBoundary() const { return _boundary; }
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
virtual void UpdateAI(uint32 diff);
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
void JustReachedHome() { _JustReachedHome(); }
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();
EventMap events;
SummonList summons;
private:
BossBoundaryMap const* const _boundary;
uint32 const _bossId;
};
class WorldBossAI : public ScriptedAI
{
public:
WorldBossAI(Creature* creature);
virtual ~WorldBossAI() {}
void JustSummoned(Creature* summon);
void SummonedCreatureDespawn(Creature* summon);
virtual void UpdateAI(uint32 diff);
// Hook used to execute events scheduled into EventMap without the need
// to override UpdateAI
// note: You must re-schedule the event within this method if the event
// is supposed to run more than once
virtual void ExecuteEvent(uint32 /*eventId*/) { }
void Reset() { _Reset(); }
void EnterCombat(Unit* /*who*/) { _EnterCombat(); }
void JustDied(Unit* /*killer*/) { _JustDied(); }
protected:
void _Reset();
void _EnterCombat();
void _JustDied();
EventMap events;
SummonList summons;
};
// SD2 grid searchers.
Creature* GetClosestCreatureWithEntry(WorldObject* source, uint32 entry, float maxSearchRange, bool alive = true);
GameObject* GetClosestGameObjectWithEntry(WorldObject* source, uint32 entry, float maxSearchRange);
void GetCreatureListWithEntryInGrid(std::list<Creature*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
void GetGameObjectListWithEntryInGrid(std::list<GameObject*>& list, WorldObject* source, uint32 entry, float maxSearchRange);
#endif // SCRIPTEDCREATURE_H_

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@@ -0,0 +1,596 @@
/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*/
/* ScriptData
SDName: Npc_EscortAI
SD%Complete: 100
SDComment:
SDCategory: Npc
EndScriptData */
#include "ScriptedCreature.h"
#include "ScriptedEscortAI.h"
#include "Group.h"
#include "Player.h"
enum ePoints
{
POINT_LAST_POINT = 0xFFFFFF,
POINT_HOME = 0xFFFFFE
};
npc_escortAI::npc_escortAI(Creature* creature) : ScriptedAI(creature),
m_uiPlayerGUID(0),
m_uiWPWaitTimer(1000),
m_uiPlayerCheckTimer(0),
m_uiEscortState(STATE_ESCORT_NONE),
MaxPlayerDistance(DEFAULT_MAX_PLAYER_DISTANCE),
m_pQuestForEscort(NULL),
m_bIsActiveAttacker(true),
m_bIsRunning(false),
m_bCanInstantRespawn(false),
m_bCanReturnToStart(false),
DespawnAtEnd(true),
DespawnAtFar(true),
ScriptWP(false),
HasImmuneToNPCFlags(false)
{}
void npc_escortAI::AttackStart(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
{
MovementGeneratorType type = me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE);
if (type == ESCORT_MOTION_TYPE || type == POINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
//me->DisableSpline();
me->StopMoving();
}
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(who);
}
}
//see followerAI
bool npc_escortAI::AssistPlayerInCombat(Unit* who)
{
if (!who || !who->GetVictim())
return false;
//experimental (unknown) flag not present
if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_AID_PLAYERS))
return false;
//not a player
if (!who->GetVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (!me->IsValidAttackTarget(who))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(who, GetMaxPlayerDistance()) && me->IsWithinLOSInMap(who))
{
AttackStart(who);
return true;
}
return false;
}
void npc_escortAI::MoveInLineOfSight(Unit* who)
{
if (me->GetVictim())
return;
if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack(true, me) && who->isInAccessiblePlaceFor(me))
if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
return;
if (me->CanStartAttack(who))
AttackStart(who);
}
void npc_escortAI::JustDied(Unit* /*killer*/)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING) || !m_uiPlayerGUID || !m_pQuestForEscort)
return;
if (Player* player = GetPlayerForEscort())
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
if (Player* member = groupRef->GetSource())
if (member->IsInMap(player) && member->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
member->FailQuest(m_pQuestForEscort->GetQuestId());
}
else
{
if (player->GetQuestStatus(m_pQuestForEscort->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(m_pQuestForEscort->GetQuestId());
}
}
}
void npc_escortAI::JustRespawned()
{
RemoveEscortState(STATE_ESCORT_ESCORTING|STATE_ESCORT_RETURNING|STATE_ESCORT_PAUSED);
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
//add a small delay before going to first waypoint, normal in near all cases
m_uiWPWaitTimer = 1000;
if (me->getFaction() != me->GetCreatureTemplate()->faction)
me->RestoreFaction();
Reset();
}
void npc_escortAI::ReturnToLastPoint()
{
float x, y, z, o;
me->SetWalk(false);
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();
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has left combat and is now returning to last point");
#endif
}
else
{
me->GetMotionMaster()->MoveTargetedHome();
if (HasImmuneToNPCFlags)
me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
Reset();
}
}
bool npc_escortAI::IsPlayerOrGroupInRange()
{
if (Player* player = GetPlayerForEscort())
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
if (Player* member = groupRef->GetSource())
if (me->IsWithinDistInMap(member, GetMaxPlayerDistance()))
return true;
}
else if (me->IsWithinDistInMap(player, GetMaxPlayerDistance()))
return true;
}
return false;
}
void npc_escortAI::UpdateAI(uint32 diff)
{
if (HasEscortState(STATE_ESCORT_ESCORTING) && !me->GetVictim() && m_uiWPWaitTimer && !HasEscortState(STATE_ESCORT_RETURNING))
{
if (m_uiWPWaitTimer <= diff)
{
if (CurrentWP == WaypointList.end())
{
if (DespawnAtEnd)
{
if (m_bCanReturnToStart)
{
float fRetX, fRetY, fRetZ;
me->GetRespawnPosition(fRetX, fRetY, fRetZ);
me->GetMotionMaster()->MovePoint(POINT_HOME, fRetX, fRetY, fRetZ);
m_uiWPWaitTimer = 0;
return;
}
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
me->DespawnOrUnsummon();
}
// xinef: remove escort state, escort was finished (lack of this line resulted in skipping UpdateEscortAI calls after finished escort)
RemoveEscortState(STATE_ESCORT_ESCORTING);
return;
}
if (!HasEscortState(STATE_ESCORT_PAUSED))
{
// xinef, start escort if there is no spline active
if (me->movespline->Finalized())
{
Movement::PointsArray pathPoints;
GenerateWaypointArray(&pathPoints);
me->GetMotionMaster()->MoveSplinePath(&pathPoints);
}
WaypointStart(CurrentWP->id);
m_uiWPWaitTimer = 0;
}
}
else
m_uiWPWaitTimer -= diff;
}
//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))
{
m_uiPlayerCheckTimer += diff;
if (m_uiPlayerCheckTimer > 1000)
{
if (DespawnAtFar && !IsPlayerOrGroupInRange())
{
if (m_bCanInstantRespawn)
{
me->setDeathState(JUST_DIED);
me->Respawn();
}
else
me->DespawnOrUnsummon();
return;
}
m_uiPlayerCheckTimer = 0;
}
}
UpdateEscortAI(diff);
}
void npc_escortAI::UpdateEscortAI(uint32 /*diff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void npc_escortAI::MovementInform(uint32 moveType, uint32 pointId)
{
// xinef: no action allowed if there is no escort
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (moveType == POINT_MOTION_TYPE)
{
//Combat start position reached, continue waypoint movement
if (pointId == POINT_LAST_POINT)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original position before combat");
#endif
me->SetWalk(!m_bIsRunning);
RemoveEscortState(STATE_ESCORT_RETURNING);
if (!m_uiWPWaitTimer)
m_uiWPWaitTimer = 1;
}
else if (pointId == POINT_HOME)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI has returned to original home location and will continue from beginning of waypoint list.");
#endif
CurrentWP = WaypointList.begin();
m_uiWPWaitTimer = 1;
}
}
else if (moveType == ESCORT_MOTION_TYPE)
{
if (m_uiWPWaitTimer <= 1 && !HasEscortState(STATE_ESCORT_PAUSED) && CurrentWP != WaypointList.end())
{
//Call WP function
me->SetPosition(CurrentWP->x, CurrentWP->y, CurrentWP->z, me->GetOrientation());
me->SetHomePosition(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
WaypointReached(CurrentWP->id);
m_uiWPWaitTimer = CurrentWP->WaitTimeMs + 1;
++CurrentWP;
if (m_uiWPWaitTimer > 1 || HasEscortState(STATE_ESCORT_PAUSED))
{
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
me->StopMovingOnCurrentPos();
me->GetMotionMaster()->MoveIdle();
}
}
}
}
/*
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 waitTime)
{
Escort_Waypoint t(id, x, y, z, waitTime);
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()
{
ScriptPointVector const& movePoints = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
if (movePoints.empty())
return;
ScriptPointVector::const_iterator itrEnd = movePoints.end();
for (ScriptPointVector::const_iterator itr = movePoints.begin(); itr != itrEnd; ++itr)
{
Escort_Waypoint point(itr->uiPointId, itr->fX, itr->fY, itr->fZ, itr->uiWaitTime);
WaypointList.push_back(point);
}
}
void npc_escortAI::SetRun(bool on)
{
if (on)
{
if (!m_bIsRunning)
me->SetWalk(false);
else
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set run mode, but is already running.");
}
else
{
if (m_bIsRunning)
me->SetWalk(true);
else
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI attempt to set walk mode, but is already walking.");
}
m_bIsRunning = on;
}
//TODO: get rid of this many variables passed in function.
void npc_escortAI::Start(bool isActiveAttacker /* = true*/, bool run /* = false */, uint64 playerGUID /* = 0 */, Quest const* quest /* = NULL */, bool instantRespawn /* = false */, bool canLoopPath /* = false */, bool resetWaypoints /* = true */)
{
if (me->GetVictim())
{
sLog->outError("TSCR ERROR: EscortAI (script: %s, creature entry: %u) attempts to Start while in combat", me->GetScriptName().c_str(), me->GetEntry());
return;
}
if (HasEscortState(STATE_ESCORT_ESCORTING))
{
sLog->outError("TSCR: EscortAI (script: %s, creature entry: %u) attempts to Start while already escorting", me->GetScriptName().c_str(), me->GetEntry());
return;
}
if (!ScriptWP && resetWaypoints) // sd2 never adds wp in script, but tc does
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
}
if (WaypointList.empty())
{
sLog->outErrorDb("TSCR: EscortAI (script: %s, creature entry: %u) starts with 0 waypoints (possible missing entry in script_waypoint. Quest: %u).",
me->GetScriptName().c_str(), me->GetEntry(), quest ? quest->GetQuestId() : 0);
return;
}
//set variables
m_bIsActiveAttacker = isActiveAttacker;
m_bIsRunning = run;
m_uiPlayerGUID = playerGUID;
m_pQuestForEscort = quest;
m_bCanInstantRespawn = instantRespawn;
m_bCanReturnToStart = canLoopPath;
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
if (m_bCanReturnToStart && m_bCanInstantRespawn)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI is set to return home after waypoint end and instant respawn at waypoint end. Creature will never despawn.");
#endif
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->MovementExpired();
me->GetMotionMaster()->MoveIdle();
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI start with WAYPOINT_MOTION_TYPE, changed to MoveIdle.");
#endif
}
//disable npcflags
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
if (me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC))
{
HasImmuneToNPCFlags = true;
me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_NPC);
}
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: EscortAI started with " UI64FMTD " waypoints. ActiveAttacker = %d, Run = %d, PlayerGUID = " UI64FMTD "", uint64(WaypointList.size()), m_bIsActiveAttacker, m_bIsRunning, m_uiPlayerGUID);
#endif
CurrentWP = WaypointList.begin();
//Set initial speed
if (m_bIsRunning)
me->SetWalk(false);
else
me->SetWalk(true);
AddEscortState(STATE_ESCORT_ESCORTING);
if (me->GetMotionMaster()->GetMotionSlotType(MOTION_SLOT_ACTIVE) == ESCORT_MOTION_TYPE)
me->GetMotionMaster()->MovementExpired();
me->DisableSpline();
me->GetMotionMaster()->MoveIdle();
}
void npc_escortAI::SetEscortPaused(bool on)
{
if (!HasEscortState(STATE_ESCORT_ESCORTING))
return;
if (on)
AddEscortState(STATE_ESCORT_PAUSED);
else
RemoveEscortState(STATE_ESCORT_PAUSED);
}
bool npc_escortAI::SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation)
{
me->UpdatePosition(x, y, z, orientation);
return SetNextWaypoint(pointId, false);
}
bool npc_escortAI::SetNextWaypoint(uint32 pointId, bool setPosition)
{
if (!WaypointList.empty())
WaypointList.clear();
FillPointMovementListForCreature();
if (WaypointList.empty())
return false;
Escort_Waypoint waypoint(0, 0, 0, 0, 0);
for (CurrentWP = WaypointList.begin(); CurrentWP != WaypointList.end(); ++CurrentWP)
{
if (CurrentWP->id == pointId)
{
if (setPosition)
me->UpdatePosition(CurrentWP->x, CurrentWP->y, CurrentWP->z, me->GetOrientation());
return true;
}
}
return false;
}
bool npc_escortAI::GetWaypointPosition(uint32 pointId, float& x, float& y, float& z)
{
ScriptPointVector const& waypoints = sScriptSystemMgr->GetPointMoveList(me->GetEntry());
if (waypoints.empty())
return false;
for (ScriptPointVector::const_iterator itr = waypoints.begin(); itr != waypoints.end(); ++itr)
{
if (itr->uiPointId == pointId)
{
x = itr->fX;
y = itr->fY;
z = itr->fZ;
return true;
}
}
return false;
}
void npc_escortAI::GenerateWaypointArray(Movement::PointsArray* points)
{
if (WaypointList.empty())
return;
uint32 startingWaypointId = CurrentWP->id;
// Flying unit, just fill array
if (me->m_movementInfo.HasMovementFlag((MovementFlags)(MOVEMENTFLAG_CAN_FLY|MOVEMENTFLAG_DISABLE_GRAVITY)))
{
// xinef: first point in vector is unit real position
points->clear();
points->push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
for (std::list<Escort_Waypoint>::const_iterator itr = CurrentWP; itr != WaypointList.end(); ++itr)
points->push_back(G3D::Vector3(itr->x, itr->y, itr->z));
}
else
{
for (float size = 1.0f; size; size *= 0.5f)
{
std::vector<G3D::Vector3> pVector;
// xinef: first point in vector is unit real position
pVector.push_back(G3D::Vector3(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ()));
uint32 length = (WaypointList.size() - startingWaypointId)*size;
uint32 cnt = 0;
for (std::list<Escort_Waypoint>::const_iterator itr = CurrentWP; itr != WaypointList.end() && cnt <= length; ++itr, ++cnt)
pVector.push_back(G3D::Vector3(itr->x, itr->y, itr->z));
if (pVector.size() > 2) // more than source + dest
{
G3D::Vector3 middle = (pVector[0] + pVector[pVector.size()-1]) / 2.f;
G3D::Vector3 offset;
bool continueLoop = false;
for (uint32 i = 1; i < pVector.size()-1; ++i)
{
offset = middle - pVector[i];
if (fabs(offset.x) >= 0xFF || fabs(offset.y) >= 0xFF || fabs(offset.z) >= 0x7F)
{
// offset is too big, split points
continueLoop = true;
break;
}
}
if (continueLoop)
continue;
}
// everything ok
*points = pVector;
break;
}
}
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*/
#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* creature);
~npc_escortAI() {}
// CreatureAI functions
void AttackStart(Unit* who);
void MoveInLineOfSight(Unit* who);
void JustDied(Unit*);
void JustRespawned();
void ReturnToLastPoint();
void EnterEvadeMode();
void UpdateAI(uint32 diff); //the "internal" update, calls UpdateEscortAI()
virtual void UpdateEscortAI(uint32 diff); //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 waitTime = 0); // waitTime is in ms
//this will set the current position to x/y/z/o, and the current WP to pointId.
bool SetNextWaypoint(uint32 pointId, float x, float y, float z, float orientation);
//this will set the current position to WP start position (if setPosition == true),
//and the current WP to pointId
bool SetNextWaypoint(uint32 pointId, bool setPosition = true);
bool GetWaypointPosition(uint32 pointId, float& x, float& y, float& z);
void GenerateWaypointArray(Movement::PointsArray* points);
virtual void WaypointReached(uint32 pointId) = 0;
virtual void WaypointStart(uint32 /*pointId*/) {}
void Start(bool isActiveAttacker = true, bool run = false, uint64 playerGUID = 0, Quest const* quest = NULL, bool instantRespawn = false, bool canLoopPath = false, bool resetWaypoints = true);
void SetRun(bool on = true);
void SetEscortPaused(bool on);
bool HasEscortState(uint32 escortState) { return (m_uiEscortState & escortState); }
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; }
void AddEscortState(uint32 escortState) { m_uiEscortState |= escortState; }
void RemoveEscortState(uint32 escortState) { m_uiEscortState &= ~escortState; }
protected:
Player* GetPlayerForEscort() { return ObjectAccessor::GetPlayer(*me, m_uiPlayerGUID); }
private:
bool AssistPlayerInCombat(Unit* who);
bool IsPlayerOrGroupInRange();
void FillPointMovementListForCreature();
uint64 m_uiPlayerGUID;
uint32 m_uiWPWaitTimer;
uint32 m_uiPlayerCheckTimer;
uint32 m_uiEscortState;
float MaxPlayerDistance;
Quest const* 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;
bool HasImmuneToNPCFlags;
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*/
/* ScriptData
SDName: FollowerAI
SD%Complete: 50
SDComment: This AI is under development
SDCategory: Npc
EndScriptData */
#include "ScriptedCreature.h"
#include "ScriptedFollowerAI.h"
#include "Group.h"
#include "Player.h"
const float MAX_PLAYER_DISTANCE = 100.0f;
enum ePoints
{
POINT_COMBAT_START = 0xFFFFFF
};
FollowerAI::FollowerAI(Creature* creature) : ScriptedAI(creature),
m_uiLeaderGUID(0),
m_uiUpdateFollowTimer(2500),
m_uiFollowState(STATE_FOLLOW_NONE),
m_pQuestForFollow(NULL)
{}
void FollowerAI::AttackStart(Unit* who)
{
if (!who)
return;
if (me->Attack(who, true))
{
// This is done in Unit::Attack function which wont bug npcs by not adding threat upon combat start...
//me->AddThreat(who, 0.0f);
//me->SetInCombatWith(who);
//who->SetInCombatWith(me);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
me->ClearUnitState(UNIT_STATE_FOLLOW);
if (IsCombatMovementAllowed())
me->GetMotionMaster()->MoveChase(who);
}
}
//This part provides assistance to a player that are attacked by who, even if out of normal aggro range
//It will cause me to attack who 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* who)
{
if (!who || !who->GetVictim())
return false;
//experimental (unknown) flag not present
if (!(me->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_AID_PLAYERS))
return false;
//not a player
if (!who->GetVictim()->GetCharmerOrOwnerPlayerOrPlayerItself())
return false;
//never attack friendly
if (me->IsFriendlyTo(who))
return false;
//too far away and no free sight?
if (me->IsWithinDistInMap(who, MAX_PLAYER_DISTANCE) && me->IsWithinLOSInMap(who))
{
AttackStart(who);
return true;
}
return false;
}
void FollowerAI::MoveInLineOfSight(Unit* who)
{
if (me->GetVictim())
return;
if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack(true, me) && who->isInAccessiblePlaceFor(me))
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
return;
if (me->CanStartAttack(who))
AttackStart(who);
}
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* player = GetLeaderForFollower())
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
if (Player* member = groupRef->GetSource())
{
if (member->IsInMap(player) && member->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
member->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
else
{
if (player->GetQuestStatus(m_pQuestForFollow->GetQuestId()) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(m_pQuestForFollow->GetQuestId());
}
}
}
void FollowerAI::JustRespawned()
{
m_uiFollowState = STATE_FOLLOW_NONE;
if (!IsCombatMovementAllowed())
SetCombatMovement(true);
if (me->getFaction() != me->GetCreatureTemplate()->faction)
me->setFaction(me->GetCreatureTemplate()->faction);
Reset();
}
void FollowerAI::EnterEvadeMode()
{
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->SetLootRecipient(NULL);
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI left combat, returning to CombatStartPosition.");
#endif
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == CHASE_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() == CHASE_MOTION_TYPE)
me->GetMotionMaster()->MoveTargetedHome();
}
Reset();
}
void FollowerAI::UpdateAI(uint32 uiDiff)
{
if (HasFollowState(STATE_FOLLOW_INPROGRESS) && !me->GetVictim())
{
if (m_uiUpdateFollowTimer <= uiDiff)
{
if (HasFollowState(STATE_FOLLOW_COMPLETE) && !HasFollowState(STATE_FOLLOW_POSTEVENT))
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is set completed, despawns.");
#endif
me->DespawnOrUnsummon();
return;
}
bool bIsMaxRangeExceeded = true;
if (Player* player = GetLeaderForFollower())
{
if (HasFollowState(STATE_FOLLOW_RETURNING))
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI is returning to leader.");
#endif
RemoveFollowState(STATE_FOLLOW_RETURNING);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
return;
}
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
Player* member = groupRef->GetSource();
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE))
{
bIsMaxRangeExceeded = false;
break;
}
}
}
else
{
if (me->IsWithinDistInMap(player, MAX_PLAYER_DISTANCE))
bIsMaxRangeExceeded = false;
}
}
if (bIsMaxRangeExceeded)
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI failed because player/group was to far away or not found");
#endif
me->DespawnOrUnsummon();
return;
}
m_uiUpdateFollowTimer = 1000;
}
else
m_uiUpdateFollowTimer -= uiDiff;
}
UpdateFollowerAI(uiDiff);
}
void FollowerAI::UpdateFollowerAI(uint32 /*uiDiff*/)
{
if (!UpdateVictim())
return;
DoMeleeAttackIfReady();
}
void FollowerAI::MovementInform(uint32 motionType, uint32 pointId)
{
if (motionType != POINT_MOTION_TYPE || !HasFollowState(STATE_FOLLOW_INPROGRESS))
return;
if (pointId == POINT_COMBAT_START)
{
if (GetLeaderForFollower())
{
if (!HasFollowState(STATE_FOLLOW_PAUSED))
AddFollowState(STATE_FOLLOW_RETURNING);
}
else
me->DespawnOrUnsummon();
}
}
void FollowerAI::StartFollow(Player* player, uint32 factionForFollower, const Quest* quest)
{
if (me->GetVictim())
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI attempt to StartFollow while in combat.");
#endif
return;
}
if (HasFollowState(STATE_FOLLOW_INPROGRESS))
{
sLog->outError("TSCR: FollowerAI attempt to StartFollow while already following.");
return;
}
//set variables
m_uiLeaderGUID = player->GetGUID();
if (factionForFollower)
me->setFaction(factionForFollower);
m_pQuestForFollow = quest;
if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == WAYPOINT_MOTION_TYPE)
{
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start with WAYPOINT_MOTION_TYPE, set to MoveIdle.");
#endif
}
me->SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_NONE);
AddFollowState(STATE_FOLLOW_INPROGRESS);
me->GetMotionMaster()->MoveFollow(player, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI start follow %s (GUID " UI64FMTD ")", player->GetName().c_str(), m_uiLeaderGUID);
#endif
}
Player* FollowerAI::GetLeaderForFollower()
{
if (Player* player = ObjectAccessor::GetPlayer(*me, m_uiLeaderGUID))
{
if (player->IsAlive())
return player;
else
{
if (Group* group = player->GetGroup())
{
for (GroupReference* groupRef = group->GetFirstMember(); groupRef != NULL; groupRef = groupRef->next())
{
Player* member = groupRef->GetSource();
if (member && me->IsWithinDistInMap(member, MAX_PLAYER_DISTANCE) && member->IsAlive())
{
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader changed and returned new leader.");
#endif
m_uiLeaderGUID = member->GetGUID();
return member;
}
}
}
}
}
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outDebug(LOG_FILTER_TSCR, "TSCR: FollowerAI GetLeader can not find suitable leader.");
#endif
return NULL;
}
void FollowerAI::SetFollowComplete(bool bWithEndEvent)
{
if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->ClearUnitState(UNIT_STATE_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 paused)
{
if (!HasFollowState(STATE_FOLLOW_INPROGRESS) || HasFollowState(STATE_FOLLOW_COMPLETE))
return;
if (paused)
{
AddFollowState(STATE_FOLLOW_PAUSED);
if (me->HasUnitState(UNIT_STATE_FOLLOW))
{
me->ClearUnitState(UNIT_STATE_FOLLOW);
me->StopMoving();
me->GetMotionMaster()->Clear();
me->GetMotionMaster()->MoveIdle();
}
}
else
{
RemoveFollowState(STATE_FOLLOW_PAUSED);
if (Player* leader = GetLeaderForFollower())
me->GetMotionMaster()->MoveFollow(leader, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
}
}

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*/
#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* creature);
~FollowerAI() {}
//virtual void WaypointReached(uint32 uiPointId) = 0;
void MovementInform(uint32 motionType, uint32 pointId);
void AttackStart(Unit*);
void MoveInLineOfSight(Unit*);
void EnterEvadeMode();
void JustDied(Unit*);
void JustRespawned();
void UpdateAI(uint32); //the "internal" update, calls UpdateFollowerAI()
virtual void UpdateFollowerAI(uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
void StartFollow(Player* player, uint32 factionForFollower = 0, const Quest* quest = 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* who);
uint64 m_uiLeaderGUID;
uint32 m_uiUpdateFollowTimer;
uint32 m_uiFollowState;
const Quest* m_pQuestForFollow; //normally we have a quest
};
#endif

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "ScriptedGossip.h"
#include "Player.h"
#include "Creature.h"
void ClearGossipMenuFor(Player* player) { player->PlayerTalkClass->ClearMenus(); }
// Using provided text, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, "", 0); }
// Using provided texts, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action, const char* popupText, uint32 popupMoney, bool coded) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, icon, text, sender, action, popupText, popupMoney, coded); }
// Uses gossip item info from DB
void AddGossipItemFor(Player* player, uint32 gossipMenuID, uint32 gossipMenuItemID, uint32 sender, uint32 action) { player->PlayerTalkClass->GetGossipMenu().AddMenuItem(gossipMenuID, gossipMenuItemID, sender, action); }
void SendGossipMenuFor(Player* player, uint32 npcTextID, uint64 const& guid) { player->PlayerTalkClass->SendGossipMenu(npcTextID, guid); }
void SendGossipMenuFor(Player* player, uint32 npcTextID, Creature const* creature) { if (creature) SendGossipMenuFor(player, npcTextID, creature->GetGUID()); }
void CloseGossipMenuFor(Player* player) { player->PlayerTalkClass->SendCloseGossip(); }

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/* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
*
*
* 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 "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!"
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
};
class Creature;
void ClearGossipMenuFor(Player* player);
// Using provided text, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action);
// Using provided texts, not from DB
void AddGossipItemFor(Player* player, uint32 icon, const char* text, uint32 sender, uint32 action, const char* popupText, uint32 popupMoney, bool coded);
// Uses gossip item info from DB
void AddGossipItemFor(Player* player, uint32 gossipMenuID, uint32 gossipMenuItemID, uint32 sender, uint32 action);
void SendGossipMenuFor(Player* player, uint32 npcTextID, uint64 const& guid);
void SendGossipMenuFor(Player* player, uint32 npcTextID, Creature const* creature);
void CloseGossipMenuFor(Player* player);
// 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(-1, a, b, c, d, "", 0)
#define ADD_GOSSIP_ITEM_EXTENDED(a, b, c, d, e, f, g) PlayerTalkClass->GetGossipMenu().AddMenuItem(-1, 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)
// Closes the Menu
#define CLOSE_GOSSIP_MENU() PlayerTalkClass->SendCloseGossip()
#endif