AzerothCore 3.3.5a
OpenSource WoW Emulator
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npc_forest_frog Struct Reference
Inheritance diagram for npc_forest_frog:
ScriptedAI CreatureAI UnitAI

Public Member Functions

 npc_forest_frog (Creature *creature)
 
void JustEngagedWith (Unit *) override
 Called for reaction when initially engaged. More...
 
void MovementInform (uint32 type, uint32 data) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
void DoSpawnRandom ()
 
void SpellHit (Unit *caster, SpellInfo const *spell) override
 
- 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) More...
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
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. More...
 
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. More...
 
void Talk (uint8 id, Milliseconds delay)
 
WorldObjectGetSummoner () const
 Returns the summoner creature/object, if the creature is a temporary summon. More...
 
 CreatureAI (Creature *creature)
 
 ~CreatureAI () override
 
void MoveCircleChecks ()
 
void MoveBackwardsChecks ()
 
void MoveInLineOfSight_Safe (Unit *who)
 == Reactions At ================================= More...
 
void TriggerAlert (Unit const *who) const
 
virtual bool CanRespawn ()
 
virtual void EnterEvadeMode (EvadeReason why=EVADE_REASON_OTHER)
 
virtual void JustEngagedWith (Unit *)
 Called for reaction when initially engaged. More...
 
virtual void JustDied (Unit *)
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
virtual void IsSummonedBy (WorldObject *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureDespawnAll ()
 
virtual void SummonedCreatureEvade (Creature *)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual void SpellHitTarget (Unit *, SpellInfo const *)
 
virtual void AttackedBy (Unit *)
 
virtual bool IsEscorted ()
 
virtual void JustRespawned ()
 
virtual void MovementInform (uint32, uint32)
 
virtual void PathEndReached (uint32)
 
void OnCharmed (bool apply) override
 Called when unit is charmed. More...
 
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 ================== More...
 
virtual void PassengerBoarded (Unit *, int8, bool)
 == Fields ======================================= More...
 
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 AttackStart (Unit *)
 
virtual void UpdateAI (uint32)=0
 Use to start attacking a target. Called just before JustEngagedWith() More...
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void OnCharmed (bool apply)=0
 Called when unit is charmed. More...
 
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: More...
 
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. More...
 
virtual void JustExitedCombat ()
 Called when the unit leaves combat. More...
 
virtual void DamageDealt (Unit *, uint32 &, DamageEffectType)
 Called at any Damage to any victim (before damage apply) More...
 
virtual void DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (before damage apply) More...
 
virtual void HealReceived (Unit *, uint32 &)
 Called when the creature receives heal. More...
 
virtual void OnPowerUpdate (Powers, int32, int32, uint32)
 Called when the creature power updates. More...
 
virtual void HealDone (Unit *, uint32 &)
 Called when the unit heals. More...
 
virtual void OnCalculateMeleeDamageReceived (uint32 &, Unit *)
 Called during damage calculations. More...
 
virtual void OnCalculateSpellDamageReceived (int32 &, Unit *)
 
virtual void OnCalculatePeriodicTickReceived (uint32 &, Unit *)
 Called during calculation when receiving periodic healing or damage (DoT or HoT) More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...
 
virtual void sGossipHello (Player *)
 
virtual void sGossipSelect (Player *, uint32, uint32)
 
virtual void sGossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual void sQuestAccept (Player *, Quest 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
 
uint8 eventTimer
 
ObjectGuid PlayerGUID
 

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_forest_frog()

npc_forest_frog::npc_forest_frog ( Creature creature)
inline
69 : ScriptedAI(creature)
70 {
71 instance = creature->GetInstanceScript();
72 }
Definition: ScriptedCreature.h:190
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1203
InstanceScript * instance
Definition: zulaman.cpp:224

References WorldObject::GetInstanceScript(), and instance.

Member Function Documentation

◆ DoSpawnRandom()

void npc_forest_frog::DoSpawnRandom ( )
inline
178 {
179 auto const& entries =
180 {
183 };
184
186
188 {
189 cEntry = NPC_GUNTER;
191 }
193 {
194 cEntry = NPC_KYREN;
196 }
197
198 // start generic rp
199 eventTimer = 1;
200 events.ScheduleEvent(eventTimer, 3000);
201
202 me->UpdateEntry(cEntry);
203 }
bool roll_chance_i(int chance)
Definition: Random.h:59
std::uint32_t uint32
Definition: Define.h:107
events
Definition: boss_sartura.cpp:43
@ TYPE_RAND_VENDOR_1
Definition: zulaman.h:36
@ TYPE_RAND_VENDOR_2
Definition: zulaman.h:37
@ NPC_HOLLEE
Definition: zulaman.cpp:55
@ NPC_GUNTER
Definition: zulaman.cpp:50
@ NPC_BRENNAN
Definition: zulaman.cpp:54
@ NPC_CHRISTIAN
Definition: zulaman.cpp:53
@ NPC_FUDGERICK
Definition: zulaman.cpp:48
@ NPC_DEEZ
Definition: zulaman.cpp:45
@ NPC_GALATHRYN
Definition: zulaman.cpp:46
@ NPC_MANNUTH
Definition: zulaman.cpp:44
@ NPC_MITZI
Definition: zulaman.cpp:52
@ NPC_KYREN
Definition: zulaman.cpp:51
@ NPC_ADARRAH
Definition: zulaman.cpp:47
@ NPC_DARWEN
Definition: zulaman.cpp:49
@ DONE
Definition: InstanceScript.h:60
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition: Containers.h:133
Creature * me
Definition: ScriptedCreature.h:280
bool UpdateEntry(uint32 entry, const CreatureData *data=nullptr, bool changelevel=true, bool updateAI=false)
Definition: Creature.cpp:539
virtual uint32 GetData(uint32) const
Definition: ZoneScript.h:51
virtual void SetData(uint32, uint32)
Definition: ZoneScript.h:52
uint8 eventTimer
Definition: zulaman.cpp:226

References DONE, eventTimer, ZoneScript::GetData(), instance, ScriptedAI::me, NPC_ADARRAH, NPC_BRENNAN, NPC_CHRISTIAN, NPC_DARWEN, NPC_DEEZ, NPC_FUDGERICK, NPC_GALATHRYN, NPC_GUNTER, NPC_HOLLEE, NPC_KYREN, NPC_MANNUTH, NPC_MITZI, roll_chance_i(), Acore::Containers::SelectRandomContainerElement(), ZoneScript::SetData(), TYPE_RAND_VENDOR_1, TYPE_RAND_VENDOR_2, and Creature::UpdateEntry().

Referenced by SpellHit().

◆ JustEngagedWith()

void npc_forest_frog::JustEngagedWith ( Unit )
inlineoverridevirtual

Called for reaction when initially engaged.

Reimplemented from ScriptedAI.

74{ }

◆ MovementInform()

void npc_forest_frog::MovementInform ( uint32  type,
uint32  data 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

77 {
78 if (type == POINT_MOTION_TYPE && data == POINT_DESPAWN)
79 me->DespawnOrUnsummon(1000);
80 }
@ POINT_DESPAWN
Definition: zulaman.cpp:64
@ POINT_MOTION_TYPE
Definition: MotionMaster.h:48
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition: Creature.cpp:2178

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

◆ SpellHit()

void npc_forest_frog::SpellHit ( Unit caster,
SpellInfo const *  spell 
)
inlineoverridevirtual

Reimplemented from ScriptedAI.

206 {
207 if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->IsPlayer() && me->GetEntry() == NPC_FOREST_FROG)
208 {
210 me->SetFacingToObject(caster);
211 PlayerGUID = caster->GetGUID();
212
213 if (roll_chance_i(2))
214 {
215 DoCast(caster, SPELL_PUSH_MOJO, true);
217 }
218 else
220 }
221 }
@ SPELL_REMOVE_AMANI_CURSE
Definition: zulaman.cpp:35
@ NPC_FOREST_FROG
Definition: zulaman.cpp:43
@ SPELL_PUSH_MOJO
Definition: zulaman.cpp:36
SpellCastResult DoCast(uint32 spellId)
Definition: UnitAI.cpp:177
bool IsPlayer() const
Definition: Object.h:200
uint32 GetEntry() const
Definition: Object.h:115
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:112
void GetPosition(float &x, float &y) const
Definition: Position.h:121
MotionMaster * GetMotionMaster()
Definition: Unit.h:1620
void SetFacingToObject(WorldObject *object)
Definition: Unit.cpp:20537
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition: MotionMaster.h:213
void MoveIdle()
Definition: MotionMaster.cpp:232
ObjectGuid PlayerGUID
Definition: zulaman.cpp:227
void DoSpawnRandom()
Definition: zulaman.cpp:177

References UnitAI::DoCast(), DoSpawnRandom(), Object::GetEntry(), Object::GetGUID(), Unit::GetMotionMaster(), Position::GetPosition(), SpellInfo::Id, Object::IsPlayer(), ScriptedAI::me, MotionMaster::MoveIdle(), MotionMaster::MovePoint(), NPC_FOREST_FROG, PlayerGUID, POINT_DESPAWN, roll_chance_i(), Unit::SetFacingToObject(), SPELL_PUSH_MOJO, and SPELL_REMOVE_AMANI_CURSE.

◆ UpdateAI()

void npc_forest_frog::UpdateAI ( uint32  )
inlineoverridevirtual

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

Reimplemented from ScriptedAI.

83 {
84 events.Update(diff);
85 if (eventTimer)
86 {
88 switch (events.ExecuteEvent())
89 {
90 case 1:
91
92 if (me->GetEntry() == NPC_ADARRAH)
93 Talk(SAY_THANKS_FREED + 1, player);
94 else
95 Talk(SAY_THANKS_FREED, player);
96
97 eventTimer = 2;
98 events.ScheduleEvent(eventTimer, urand(4000, 5000));
99 break;
100 case 2:
101 if (me->GetEntry() != NPC_GUNTER && me->GetEntry() != NPC_KYREN) // vendors don't kneel?
103
104 switch (me->GetEntry())
105 {
106 case NPC_MANNUTH:
107 case NPC_DEEZ:
108 case NPC_GALATHRYN:
110 Talk(SAY_CHEST_SPAWN, player);
111 break;
112 case NPC_ADARRAH:
114 Talk(SAY_CHEST_SPAWN + 1, player);
115 break;
116 case NPC_DARWEN:
117 case NPC_FUDGERICK:
119 me->LoadEquipment(0, true);
120 Talk(SAY_CHEST_SPAWN, player);
121 break;
122 case NPC_KYREN:
123 case NPC_GUNTER:
124 Talk(SAY_CHEST_SPAWN, player);
125 break;
126 case NPC_MITZI:
127 case NPC_CHRISTIAN:
128 case NPC_BRENNAN:
129 case NPC_HOLLEE:
131 Talk(SAY_CHEST_SPAWN, player);
132 break;
133 }
134 eventTimer = 3;
135 events.ScheduleEvent(eventTimer, urand(6000, 7000));
136 break;
137 case 3:
139
140 if (me->GetEntry() == NPC_ADARRAH)
141 Talk(SAY_CHEST_TALK + 1, player);
142 else
144
145 eventTimer = 4;
146 if (me->GetEntry() == NPC_GUNTER || me->GetEntry() == NPC_KYREN)
147 events.ScheduleEvent(eventTimer, 5 * MINUTE * IN_MILLISECONDS); // vendors wait for 5 minutes before running away and despawning
148 else
149 events.ScheduleEvent(eventTimer, 6000);
150 break;
151 case 4:
153
154 if (me->GetEntry() == NPC_ADARRAH)
155 Talk(SAY_GOODBYE + 1, player);
156 else
158
159 eventTimer = 5;
160 events.ScheduleEvent(eventTimer, 2000);
161 break;
162 case 5:
163
164 if (me->GetEntry() == NPC_ADARRAH)
166
167 if (me->GetPositionY() > 1290.0f)
168 me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 118.2742f, 1400.657f, -9.118711f);
169 else
170 me->GetMotionMaster()->MovePoint(POINT_DESPAWN, 114.3155f, 1244.244f, -20.97606f);
171 eventTimer = 0;
172 break;
173 }
174 }
175 }
constexpr auto IN_MILLISECONDS
Definition: Common.h:53
constexpr auto MINUTE
Definition: Common.h:47
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
Talk
Definition: hyjal.cpp:82
@ SPELL_SUMMON_MONEY_BAG
Definition: zulaman.cpp:39
@ SAY_GOODBYE
Definition: zulaman.cpp:62
@ SPELL_SUMMON_AMANI_CHARM_CHEST_2
Definition: zulaman.cpp:38
@ SPELL_STEALTH_
Definition: zulaman.cpp:40
@ SAY_CHEST_SPAWN
Definition: zulaman.cpp:60
@ SAY_THANKS_FREED
Definition: zulaman.cpp:59
@ SAY_CHEST_TALK
Definition: zulaman.cpp:61
@ SPELL_SUMMON_AMANI_CHARM_CHEST_1
Definition: zulaman.cpp:37
@ EMOTE_ONESHOT_NONE
Definition: SharedDefines.h:1894
@ EMOTE_ONESHOT_WAVE
Definition: SharedDefines.h:1897
@ UNIT_STAND_STATE_KNEEL
Definition: UnitDefines.h:40
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition: UnitAI.h:392
void LoadEquipment(int8 id=1, bool force=false)
Definition: Creature.cpp:1798
Map * GetMap() const
Definition: Object.h:536
float GetPositionY() const
Definition: Position.h:117
Definition: Player.h:1081
void HandleEmoteCommand(uint32 emoteId)
Definition: Unit.cpp:2000
void SetStandState(uint8 state)
Definition: Unit.cpp:16726

References UnitAI::DoCastSelf(), EMOTE_ONESHOT_NONE, EMOTE_ONESHOT_WAVE, eventTimer, Object::GetEntry(), WorldObject::GetMap(), Unit::GetMotionMaster(), ObjectAccessor::GetPlayer(), Position::GetPositionY(), Unit::HandleEmoteCommand(), IN_MILLISECONDS, Creature::LoadEquipment(), ScriptedAI::me, MINUTE, MotionMaster::MovePoint(), NPC_ADARRAH, NPC_BRENNAN, NPC_CHRISTIAN, NPC_DARWEN, NPC_DEEZ, NPC_FUDGERICK, NPC_GALATHRYN, NPC_GUNTER, NPC_HOLLEE, NPC_KYREN, NPC_MANNUTH, NPC_MITZI, PlayerGUID, POINT_DESPAWN, SAY_CHEST_SPAWN, SAY_CHEST_TALK, SAY_GOODBYE, SAY_THANKS_FREED, Unit::SetStandState(), SPELL_STEALTH_, SPELL_SUMMON_AMANI_CHARM_CHEST_1, SPELL_SUMMON_AMANI_CHARM_CHEST_2, SPELL_SUMMON_MONEY_BAG, UNIT_STAND_STATE_KNEEL, and urand().

Member Data Documentation

◆ events

EventMap npc_forest_frog::events
private

◆ eventTimer

uint8 npc_forest_frog::eventTimer
private

Referenced by DoSpawnRandom(), and UpdateAI().

◆ instance

InstanceScript* npc_forest_frog::instance
private

Referenced by DoSpawnRandom(), and npc_forest_frog().

◆ PlayerGUID

ObjectGuid npc_forest_frog::PlayerGUID
private

Referenced by SpellHit(), and UpdateAI().