AzerothCore 3.3.5a
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npc_belnistrasz::npc_belnistraszAI Struct Reference
Inheritance diagram for npc_belnistrasz::npc_belnistraszAI:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_belnistraszAI (Creature *creature)
 
void Reset () override
 
void JustEngagedWith (Unit *who) override
 Called for reaction when initially engaged.
 
void JustDied (Unit *) override
 
void sQuestAccept (Player *, Quest const *quest) override
 
void MovementInform (uint32 type, uint32 id) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
- Public Member Functions inherited from ScriptedAI
 ScriptedAI (Creature *creature)
 
 ~ScriptedAI () override
 
void AttackStartNoMove (Unit *target)
 
void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask) override
 Called at any Damage from any attacker (before damage apply)
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void JustDied (Unit *) override
 
void KilledUnit (Unit *) override
 
void JustSummoned (Creature *) override
 
void SummonedCreatureDespawn (Creature *) override
 
void SpellHit (Unit *, SpellInfo const *) override
 
void SpellHitTarget (Unit *, SpellInfo const *) override
 
void MovementInform (uint32, uint32) override
 
void OnPossess (bool)
 
bool IsInRoom (const Position *pos, Axis axis, bool above)
 
void Reset () override
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged.
 
void AttackStart (Unit *) override
 
void DoStartMovement (Unit *target, float distance=0.0f, float angle=0.0f)
 
void DoStartNoMovement (Unit *target)
 
void DoStopAttack ()
 
void DoCastSpell (Unit *target, SpellInfo const *spellInfo, bool triggered=false)
 
void DoPlaySoundToSet (WorldObject *source, uint32 soundId)
 
void DoPlayMusic (uint32 soundId, bool zone)
 
void DoAddThreat (Unit *unit, float amount)
 
void DoModifyThreatByPercent (Unit *unit, int32 pct)
 
void DoResetThreat (Unit *unit)
 
void DoResetThreatList ()
 
float DoGetThreat (Unit *unit)
 
void DoTeleportPlayer (Unit *unit, float x, float y, float z, float o)
 
void DoTeleportPlayer (Unit *unit, Position pos)
 
void DoTeleportAll (float x, float y, float z, float o)
 
UnitDoSelectLowestHpFriendly (float range, uint32 minHPDiff=1)
 
std::list< Creature * > DoFindFriendlyCC (float range)
 
std::list< Creature * > DoFindFriendlyMissingBuff (float range, uint32 spellId)
 
PlayerGetPlayerAtMinimumRange (float minRange)
 
CreatureDoSpawnCreature (uint32 entry, float offsetX, float offsetY, float offsetZ, float angle, uint32 type, uint32 despawntime)
 
bool IsUniqueTimedEventDone (uint32 id) const
 
void SetUniqueTimedEventDone (uint32 id)
 
void ResetUniqueTimedEvent (uint32 id)
 
void ClearUniqueTimedEventsDone ()
 
void ScheduleTimedEvent (Milliseconds timerMin, Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleTimedEvent (Milliseconds timerMax, std::function< void()> exec, Milliseconds repeatMin, Milliseconds repeatMax=0s, uint32 uniqueId=0)
 
void ScheduleUniqueTimedEvent (Milliseconds timer, std::function< void()> exec, uint32 uniqueId)
 
bool HealthBelowPct (uint32 pct) const
 
bool HealthAbovePct (uint32 pct) const
 
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)
 
virtual bool CheckEvadeIfOutOfCombatArea () const
 
bool IsHeroic () const
 
Difficulty GetDifficulty () const
 
bool Is25ManRaid () const
 
template<class T >
const T & DUNGEON_MODE (const T &normal5, const T &heroic10) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25) const
 
template<class T >
const T & RAID_MODE (const T &normal10, const T &normal25, const T &heroic10, const T &heroic25) const
 
PlayerSelectTargetFromPlayerList (float maxdist, uint32 excludeAura=0, bool mustBeInLOS=false) const
 
void SetInvincibility (bool apply)
 
bool IsInvincible () const
 
void SetAutoAttackAllowed (bool allow)
 
bool IsAutoAttackAllowed () const
 
- Public Member Functions inherited from CreatureAI
void Talk (uint8 id, WorldObject const *whisperTarget=nullptr, Milliseconds delay=0s)
 Causes the creature to talk/say the text assigned to their entry in the creature_text database table.
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon.
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At =================================
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed.
 
virtual void JustReachedHome ()
 
void DoZoneInCombat (Creature *creature=nullptr, float maxRangeToNearestTarget=250.0f)
 
virtual void ReceiveEmote (Player *, uint32)
 
virtual void OwnerAttackedBy (Unit *)
 
virtual void OwnerAttacked (Unit *)
 
virtual void CorpseRemoved (uint32 &)
 == Triggered Actions Requested ==================
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields =======================================
 
virtual bool BeforeSpellClick (Unit *)
 
virtual void OnSpellClick (Unit *, bool &)
 
virtual bool CanSeeAlways (WorldObject const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual bool CanAlwaysBeDetectable (WorldObject const *)
 
virtual void PetStopAttack ()
 
virtual bool CheckInRoom ()
 
CreatureBoundary const * GetBoundary () const
 
void SetBoundary (CreatureBoundary const *boundary, bool negativeBoundaries=false)
 
bool IsInBoundary (Position const *who=nullptr) const
 
virtual void CalculateThreat (Unit *, float &, SpellInfo const *)
 
virtual bool OnTeleportUnreacheablePlayer (Player *)
 
virtual void OnAuraRemove (AuraApplication *, AuraRemoveMode)
 
- Public Member Functions inherited from UnitAI
 UnitAI (Unit *unit)
 
virtual ~UnitAI ()
 
virtual bool CanAIAttack (Unit const *) const
 
virtual void InitializeAI ()
 
virtual void DoAction (int32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void SetGUID (ObjectGuid, int32=0)
 
virtual ObjectGuid GetGUID (int32=0) const
 
UnitSelectTarget (SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 
template<class PREDICATE >
UnitSelectTarget (SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position=0, float dist=0.0f, bool playerOnly=false, bool withTank=true, int32 aura=0)
 Select the best (up to) <num> targets (in <targetType> order) from the threat list that fulfill the following:
 
template<class PREDICATE >
void SelectTargetList (std::list< Unit * > &targetList, uint32 num, SelectTargetMethod targetType, uint32 position, PREDICATE const &predicate)
 
virtual void JustEnteredCombat (Unit *)
 Called when the unit enters combat.
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat.
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage to any victim (before damage apply)
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal.
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates.
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals.
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations.
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT)
 
void AttackStartCaster (Unit *victim, float dist)
 
SpellCastResult DoAddAuraToAllHostilePlayers (uint32 spellid)
 
SpellCastResult DoCast (uint32 spellId)
 
SpellCastResult DoCast (Unit *victim, uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastSelf (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastToAllHostilePlayers (uint32 spellid, bool triggered=false)
 To specify the caster as target if the spell is self-cast.
 
SpellCastResult DoCastVictim (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastAOE (uint32 spellId, bool triggered=false)
 
SpellCastResult DoCastRandomTarget (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false, bool withTank=true)
 Cast the spell on a random unit from the threat list.
 
SpellCastResult DoCastMaxThreat (uint32 spellId, uint32 threatTablePosition=0, float dist=0.0f, bool playerOnly=true, bool triggered=false)
 Cast spell on the top threat target, which may not be the current victim.
 
float DoGetSpellMaxRange (uint32 spellId, bool positive=false)
 
void DoMeleeAttackIfReady ()
 
bool DoSpellAttackIfReady (uint32 spell)
 
void DoSpellAttackToRandomTargetIfReady (uint32 spell, uint32 threatTablePosition=0, float dist=0.f, bool playerOnly=true)
 
virtual void SummonMovementInform (Creature *, uint32, uint32)
 Called when a summon reaches a waypoint or point movement finished.
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestSelect (Player *, Quest const *)
 
virtual void sQuestComplete (Player *, Quest const *)
 
virtual void sQuestReward (Player *, Quest const *, uint32)
 
virtual void sOnGameEvent (bool, uint16)
 
virtual std::string GetDebugInfo () const
 

Private Attributes

InstanceScriptinstance
 
EventMap events
 
bool eventInProgress
 
bool channeling
 
uint8 eventProgress
 
uint8 spawnerCount
 

Additional Inherited Members

- Public Types inherited from ScriptedAI
enum class  Axis {
  AXIS_X ,
  AXIS_Y
}
 
- Public Types inherited from CreatureAI
enum  EvadeReason {
  EVADE_REASON_NO_HOSTILES ,
  EVADE_REASON_BOUNDARY ,
  EVADE_REASON_SEQUENCE_BREAK ,
  EVADE_REASON_NO_PATH ,
  EVADE_REASON_OTHER
}
 
- Static Public Member Functions inherited from CreatureAI
static bool IsInBounds (CreatureBoundary const &boundary, Position const *who)
 
- Static Public Member Functions inherited from UnitAI
static void FillAISpellInfo ()
 
- Public Attributes inherited from ScriptedAI
Creatureme
 
- Static Public Attributes inherited from UnitAI
static AISpellInfoTypeAISpellInfo
 
- Protected Member Functions inherited from CreatureAI
bool UpdateVictim ()
 
bool UpdateVictimWithGaze ()
 
void SetGazeOn (Unit *target)
 
CreatureDoSummon (uint32 entry, Position const &pos, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummon (uint32 entry, WorldObject *obj, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
CreatureDoSummonFlyer (uint32 entry, WorldObject *obj, float flightZ, float radius=5.0f, uint32 despawnTime=30000, TempSummonType summonType=TEMPSUMMON_CORPSE_TIMED_DESPAWN)
 
virtual void MoveInLineOfSight (Unit *)
 
bool _EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
- Protected Attributes inherited from CreatureAI
Creature *const me
 
EventMap events
 
TaskScheduler scheduler
 
CreatureBoundary const * _boundary
 
bool _negateBoundary
 
- Protected Attributes inherited from UnitAI
Unit *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ npc_belnistraszAI()

npc_belnistrasz::npc_belnistraszAI::npc_belnistraszAI ( Creature creature)
inline
81 : ScriptedAI(creature)
82 {
83 instance = creature->GetInstanceScript();
84 eventInProgress = false;
85 spawnerCount = 0;
86 }
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Definition ScriptedCreature.h:190
InstanceScript * instance
Definition razorfen_downs.cpp:238
uint8 spawnerCount
Definition razorfen_downs.cpp:243
bool eventInProgress
Definition razorfen_downs.cpp:240

References eventInProgress, WorldObject::GetInstanceScript(), instance, and spawnerCount.

Member Function Documentation

◆ JustDied()

void npc_belnistrasz::npc_belnistraszAI::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

117 {
118 me->DespawnOrUnsummon(5000);
119 }
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
Creature * me
Definition ScriptedCreature.h:280

References Creature::DespawnOrUnsummon(), and ScriptedAI::me.

◆ JustEngagedWith()

void npc_belnistrasz::npc_belnistraszAI::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from CreatureAI.

104 {
105 if (channeling)
106 Talk(SAY_WATCH_OUT, who);
107 else
108 {
109 events.ScheduleEvent(EVENT_FIREBALL, 1s);
110 events.ScheduleEvent(EVENT_FROST_NOVA, 8s, 12s);
111 if (urand(0, 100) > 40)
112 Talk(SAY_AGGRO, who);
113 }
114 }
uint32 urand(uint32 min, uint32 max)
Definition Random.cpp:44
events
Definition boss_sartura.cpp:43
Talk
Definition hyjal.cpp:82
@ EVENT_FIREBALL
Definition razorfen_downs.cpp:50
@ SAY_AGGRO
Definition razorfen_downs.cpp:64
@ SAY_WATCH_OUT
Definition razorfen_downs.cpp:65
@ EVENT_FROST_NOVA
Definition razorfen_downs.cpp:51
bool channeling
Definition razorfen_downs.cpp:241

References channeling, EVENT_FIREBALL, EVENT_FROST_NOVA, SAY_AGGRO, SAY_WATCH_OUT, and urand().

◆ MovementInform()

void npc_belnistrasz::npc_belnistraszAI::MovementInform ( uint32  type,
uint32  id 
)
inlineoverridevirtual

Reimplemented from CreatureAI.

134 {
135 if (type == WAYPOINT_MOTION_TYPE && id == POINT_REACH_IDOL)
136 {
137 channeling = true;
138 events.ScheduleEvent(EVENT_CHANNEL, 2s);
139 }
140 }
@ WAYPOINT_MOTION_TYPE
Definition MotionMaster.h:41
@ EVENT_CHANNEL
Definition razorfen_downs.cpp:46
@ POINT_REACH_IDOL
Definition razorfen_downs.cpp:54

References channeling, EVENT_CHANNEL, POINT_REACH_IDOL, and WAYPOINT_MOTION_TYPE.

◆ Reset()

void npc_belnistrasz::npc_belnistraszAI::Reset ( )
inlineoverridevirtual

Reimplemented from UnitAI.

89 {
90 if (!eventInProgress)
91 {
94
95 channeling = false;
96 eventProgress = 0;
97 spawnerCount = 0;
100 }
101 }
@ UNIT_NPC_FLAG_QUESTGIVER
Definition UnitDefines.h:316
@ REACT_AGGRESSIVE
Definition Unit.h:550
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
SpellCastResult DoCast(uint32 spellId)
Definition UnitAI.cpp:177
bool HasAura(uint32 spellId, ObjectGuid casterGUID=ObjectGuid::Empty, ObjectGuid itemCasterGUID=ObjectGuid::Empty, uint8 reqEffMask=0) const
Definition Unit.cpp:5753
void SetNpcFlag(NPCFlags flags)
Definition Unit.h:735
@ SPELL_ARCANE_INTELLECT
Definition razorfen_downs.cpp:67
uint8 eventProgress
Definition razorfen_downs.cpp:242

References channeling, UnitAI::DoCast(), eventInProgress, eventProgress, Unit::HasAura(), ScriptedAI::me, REACT_AGGRESSIVE, Unit::SetNpcFlag(), Creature::SetReactState(), spawnerCount, SPELL_ARCANE_INTELLECT, and UNIT_NPC_FLAG_QUESTGIVER.

◆ sQuestAccept()

void npc_belnistrasz::npc_belnistraszAI::sQuestAccept ( Player ,
Quest const *  quest 
)
inlineoverridevirtual

Reimplemented from UnitAI.

122 {
123 if (quest->GetQuestId() == QUEST_EXTINGUISHING_THE_IDOL)
124 {
125 eventInProgress = true;
130 }
131 }
@ FACTION_ESCORTEE_N_NEUTRAL_ACTIVE
Definition SharedDefines.h:216
void MovePath(uint32 path_id, bool repeatable)
Move the unit following a specific path. Doesn't work with UNIT_FLAG_DISABLE_MOVE.
Definition MotionMaster.cpp:852
void SetFaction(uint32 faction)
Definition Unit.cpp:10097
MotionMaster * GetMotionMaster()
Definition Unit.h:1673
void RemoveNpcFlag(NPCFlags flags)
Definition Unit.h:736
@ PATH_ESCORT
Definition razorfen_downs.cpp:53
@ SAY_QUEST_ACCEPTED
Definition razorfen_downs.cpp:58
@ QUEST_EXTINGUISHING_THE_IDOL
Definition razorfen_downs.cpp:56

References eventInProgress, FACTION_ESCORTEE_N_NEUTRAL_ACTIVE, Unit::GetMotionMaster(), Quest::GetQuestId(), ScriptedAI::me, MotionMaster::MovePath(), PATH_ESCORT, QUEST_EXTINGUISHING_THE_IDOL, Unit::RemoveNpcFlag(), SAY_QUEST_ACCEPTED, Unit::SetFaction(), and UNIT_NPC_FLAG_QUESTGIVER.

◆ UpdateAI()

void npc_belnistrasz::npc_belnistraszAI::UpdateAI ( uint32  )
inlineoverridevirtual

Use to start attacking a target. Called just before JustEngagedWith()

Implements UnitAI.

143 {
144 if (!eventInProgress)
145 return;
146
147 events.Update(diff);
148
149 while (uint32 eventId = events.ExecuteEvent())
150 {
151 switch (eventId)
152 {
153 case EVENT_CHANNEL:
156 events.ScheduleEvent(EVENT_IDOL_ROOM_SPAWNER, 100ms);
157 events.ScheduleEvent(EVENT_PROGRESS, 120s);
159 break;
162 creature->AI()->SetData(0, spawnerCount);
163 if (++spawnerCount < 8)
164 events.ScheduleEvent(EVENT_IDOL_ROOM_SPAWNER, 35s);
165 break;
166 case EVENT_PROGRESS:
167 {
168 switch (eventProgress)
169 {
170 case 0:
173 events.ScheduleEvent(EVENT_PROGRESS, 1min);
174 break;
175 case 1:
178 events.ScheduleEvent(EVENT_PROGRESS, 1min);
179 break;
180 case 2:
183 events.ScheduleEvent(EVENT_PROGRESS, 1min);
184 break;
185 case 3:
186 events.CancelEvent(EVENT_IDOL_ROOM_SPAWNER);
189 events.ScheduleEvent(EVENT_COMPLETE, 3s);
190 break;
191 }
192 break;
193 }
194 case EVENT_COMPLETE:
195 {
197 me->SummonGameObject(GO_BELNISTRASZS_BRAZIER, 2577.196f, 947.0781f, 53.16757f, 2.356195f, 0, 0, 0.9238796f, 0.3826832f, 3600);
198 std::list<WorldObject*> ClusterList;
199 Acore::AllWorldObjectsInRange objects(me, 50.0f);
201 Cell::VisitAllObjects(me, searcher, 50.0f);
202 for (std::list<WorldObject*>::const_iterator itr = ClusterList.begin(); itr != ClusterList.end(); ++itr)
203 {
204 if (Player* player = (*itr)->ToPlayer())
205 {
206 if (player->GetQuestStatus(QUEST_EXTINGUISHING_THE_IDOL) == QUEST_STATUS_INCOMPLETE)
207 player->CompleteQuest(QUEST_EXTINGUISHING_THE_IDOL);
208 }
209 else if (GameObject* go = (*itr)->ToGameObject())
210 {
211 if (go->GetEntry() == GO_IDOL_OVEN_FIRE || go->GetEntry() == GO_IDOL_CUP_FIRE || go->GetEntry() == GO_IDOL_MOUTH_FIRE)
212 go->Delete();
213 }
214 }
217 break;
218 }
219 case EVENT_FIREBALL:
221 return;
223 events.ScheduleEvent(EVENT_FIREBALL, 8s);
224 break;
225 case EVENT_FROST_NOVA:
227 return;
229 events.ScheduleEvent(EVENT_FROST_NOVA, 15s);
230 break;
231 }
232 }
233 if (!channeling)
235 }
std::uint32_t uint32
Definition Define.h:107
@ DONE
Definition InstanceScript.h:61
@ TEMPSUMMON_TIMED_DESPAWN
Definition Object.h:48
@ QUEST_STATUS_INCOMPLETE
Definition QuestDef.h:103
@ UNIT_STATE_CASTING
Definition UnitDefines.h:185
@ REACT_PASSIVE
Definition Unit.h:548
@ CURRENT_CHANNELED_SPELL
Definition Unit.h:539
Definition GridNotifiers.h:1586
bool UpdateVictim()
Definition CreatureAI.cpp:280
Definition Creature.h:43
Definition GameObject.h:120
Player * ToPlayer()
Definition Object.h:201
GameObject * ToGameObject()
Definition Object.h:213
Definition Player.h:1081
void DoMeleeAttackIfReady()
Definition UnitAI.cpp:39
SpellCastResult DoCastVictim(uint32 spellId, bool triggered=false)
Definition UnitAI.cpp:240
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed=true, bool withInstant=true, bool bySelf=false)
Definition Unit.cpp:4092
bool HasUnitState(const uint32 f) const
Definition Unit.h:707
TempSummon * SummonCreature(uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
Definition Object.cpp:2368
GameObject * SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
Definition Object.cpp:2382
virtual void SetData(uint32, uint32)
Definition ZoneScript.h:52
Position const PosSummonSpawner[3]
Definition razorfen_downs.cpp:37
@ SAY_EVENT_TWO_MIN_LEFT
Definition razorfen_downs.cpp:61
@ EVENT_IDOL_ROOM_SPAWNER
Definition razorfen_downs.cpp:47
@ SAY_EVENT_THREE_MIN_LEFT
Definition razorfen_downs.cpp:60
@ EVENT_COMPLETE
Definition razorfen_downs.cpp:49
@ SAY_EVENT_START
Definition razorfen_downs.cpp:59
@ SAY_EVENT_END
Definition razorfen_downs.cpp:63
@ SPELL_IDOM_ROOM_CAMERA_SHAKE
Definition razorfen_downs.cpp:71
@ SPELL_FIREBALL
Definition razorfen_downs.cpp:68
@ SPELL_IDOL_SHUTDOWN_VISUAL
Definition razorfen_downs.cpp:70
@ EVENT_PROGRESS
Definition razorfen_downs.cpp:48
@ SAY_EVENT_ONE_MIN_LEFT
Definition razorfen_downs.cpp:62
@ SPELL_FROST_NOVA
Definition razorfen_downs.cpp:69
@ GO_IDOL_CUP_FIRE
Definition razorfen_downs.h:41
@ GO_IDOL_OVEN_FIRE
Definition razorfen_downs.h:40
@ GO_IDOL_MOUTH_FIRE
Definition razorfen_downs.h:42
@ GO_BELNISTRASZS_BRAZIER
Definition razorfen_downs.h:43
@ NPC_IDOL_ROOM_SPAWNER
Definition razorfen_downs.h:29
Definition GridNotifiers.h:239
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius)
Definition CellImpl.h:185

References channeling, CURRENT_CHANNELED_SPELL, Creature::DespawnOrUnsummon(), UnitAI::DoCast(), UnitAI::DoCastVictim(), UnitAI::DoMeleeAttackIfReady(), DONE, EVENT_CHANNEL, EVENT_COMPLETE, EVENT_FIREBALL, EVENT_FROST_NOVA, EVENT_IDOL_ROOM_SPAWNER, EVENT_PROGRESS, eventInProgress, eventProgress, GO_BELNISTRASZS_BRAZIER, GO_IDOL_CUP_FIRE, GO_IDOL_MOUTH_FIRE, GO_IDOL_OVEN_FIRE, Unit::HasUnitState(), instance, Unit::InterruptSpell(), ScriptedAI::me, NPC_IDOL_ROOM_SPAWNER, PosSummonSpawner, QUEST_EXTINGUISHING_THE_IDOL, QUEST_STATUS_INCOMPLETE, REACT_PASSIVE, SAY_EVENT_END, SAY_EVENT_ONE_MIN_LEFT, SAY_EVENT_START, SAY_EVENT_THREE_MIN_LEFT, SAY_EVENT_TWO_MIN_LEFT, ZoneScript::SetData(), Creature::SetReactState(), spawnerCount, SPELL_FIREBALL, SPELL_FROST_NOVA, SPELL_IDOL_SHUTDOWN_VISUAL, SPELL_IDOM_ROOM_CAMERA_SHAKE, WorldObject::SummonCreature(), WorldObject::SummonGameObject(), TEMPSUMMON_TIMED_DESPAWN, Object::ToGameObject(), Object::ToPlayer(), UNIT_STATE_CASTING, CreatureAI::UpdateVictim(), urand(), and Cell::VisitAllObjects().

Member Data Documentation

◆ channeling

bool npc_belnistrasz::npc_belnistraszAI::channeling
private

◆ eventInProgress

bool npc_belnistrasz::npc_belnistraszAI::eventInProgress
private

◆ eventProgress

uint8 npc_belnistrasz::npc_belnistraszAI::eventProgress
private

Referenced by Reset(), and UpdateAI().

◆ events

EventMap npc_belnistrasz::npc_belnistraszAI::events
private

◆ instance

InstanceScript* npc_belnistrasz::npc_belnistraszAI::instance
private

Referenced by npc_belnistraszAI(), and UpdateAI().

◆ spawnerCount

uint8 npc_belnistrasz::npc_belnistraszAI::spawnerCount
private

Referenced by npc_belnistraszAI(), Reset(), and UpdateAI().


The documentation for this struct was generated from the following file: