Example #1
0
void GameObject::InitAI()
{
	
	if(!pInfo)
		return;
	
	// this fixes those fuckers in booty bay
	if(pInfo->SpellFocus == 0 &&
		pInfo->sound1 == 0 &&
		pInfo->sound2 == 0 &&
		pInfo->sound3 != 0 &&
		pInfo->sound5 != 3 &&
		pInfo->sound9 == 1)
		return;

	if(pInfo->DisplayID == 1027)//Shaman Shrine
	{
		if(pInfo->ID != 177964 && pInfo->ID != 153556)
		{
			//Deactivate
			//SetUInt32Value(GAMEOBJECT_DYN_FLAGS, 0);
		}
	}


	uint32 spellid = 0;
	if(pInfo->Type==GAMEOBJECT_TYPE_TRAP)
	{	
		spellid = pInfo->sound3;
	}
	else if(pInfo->Type == GAMEOBJECT_TYPE_SPELL_FOCUS)
	{
		// get spellid from attached gameobject - by sound2 field
		if( pInfo->sound2 == 0 )
			return;
		if( GameObjectNameStorage.LookupEntry( pInfo->sound2 ) == NULL )
			return;
		spellid = GameObjectNameStorage.LookupEntry( pInfo->sound2 )->sound3;
	}
	else if(pInfo->Type == GAMEOBJECT_TYPE_RITUAL)
	{	
		m_ritualmembers = new uint32[pInfo->SpellFocus];
		memset(m_ritualmembers,0,sizeof(uint32)*pInfo->SpellFocus);
	}
    else if(pInfo->Type == GAMEOBJECT_TYPE_CHEST)
    {
        Lock *pLock = dbcLock.LookupEntry(GetInfo()->SpellFocus);
        if(pLock)
        {
            for(uint32 i=0; i < 5; i++)
            {
                if(pLock->locktype[i])
                {
                    if(pLock->locktype[i] == 2) //locktype;
                    {
                        //herbalism and mining;
                        if(pLock->lockmisc[i] == LOCKTYPE_MINING || pLock->lockmisc[i] == LOCKTYPE_HERBALISM)
                        {
							CalcMineRemaining(true);
                        }
                    }
                }
            }
        }

    }
	else if ( pInfo->Type == GAMEOBJECT_TYPE_FISHINGHOLE )
	{
		CalcFishRemaining( true );
	}

	myScript = sScriptMgr.CreateAIScriptClassForGameObject(GetEntry(), this);

	// hackfix for bad spell in BWL
	if(!spellid || spellid == 22247)
		return;

	SpellEntry *sp= dbcSpell.LookupEntry(spellid);
	if(!sp)
	{
		spell = NULL;
		return;
	}
	else
	{
		spell = sp;
	}
	//ok got valid spell that will be casted on target when it comes close enough
	//get the range for that 
	
	float r = 0;

	for(uint32 i=0;i<3;i++)
	{
		if(sp->Effect[i])
		{
			float t = GetRadius(dbcSpellRadius.LookupEntry(sp->EffectRadiusIndex[i]));
			if(t > r)
				r = t;
		}
	}

	if(r < 0.1)//no range
		r = GetMaxRange(dbcSpellRange.LookupEntry(sp->rangeIndex));

	range = r*r;//square to make code faster
	checkrate = 20;//once in 2 seconds
	
}
Example #2
0
void GameObject::InitAI()
{	
	if(pInfo == NULL)
		return;
	
	// this fixes those fuckers in booty bay
	if(pInfo->SpellFocus == 0 &&
		pInfo->sound1 == 0 &&
		pInfo->sound2 == 0 &&
		pInfo->sound3 != 0 &&
		pInfo->sound5 != 3 &&
		pInfo->sound9 == 1)
		return;

	uint32 spellid = 0;
	switch(pInfo->Type)
	{
		case GAMEOBJECT_TYPE_TRAP:
		{	
			spellid = pInfo->sound3;
		}break;
		case GAMEOBJECT_TYPE_SPELL_FOCUS://redirect to properties of another go
		{
			uint32 new_entry = pInfo->sound2;
			if(new_entry)
			{
				pInfo = GameObjectNameStorage.LookupEntry( new_entry );
				if(pInfo == NULL)
				{
					Log.Warning("GameObject","Redirected gameobject %u doesn't seem to exists in database, skipping",new_entry);
					return;
				}
				if(pInfo->sound3)
					spellid = pInfo->sound3;
			}
		}break;
		case GAMEOBJECT_TYPE_RITUAL:
		{	
			m_ritualmembers = new uint32[pInfo->SpellFocus];
			memset(m_ritualmembers,0,sizeof(uint32)*pInfo->SpellFocus);
		}break;
		case GAMEOBJECT_TYPE_CHEST:
 		{
			Lock *pLock = dbcLock.LookupEntry(GetInfo()->SpellFocus);
			if(pLock)
			{
				for(uint32 i = 0; i < 5; i++)
				{
					if(pLock->locktype[i])
					{
						if(pLock->locktype[i] == 2) //locktype;
						{
							//herbalism and mining;
							if(pLock->lockmisc[i] == LOCKTYPE_MINING || pLock->lockmisc[i] == LOCKTYPE_HERBALISM)
							{
								CalcMineRemaining(true);
							}
						}
					}
				}
			}
			else if(pInfo->Type == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING)
			{
				Health = pInfo->SpellFocus + pInfo->sound5;
			}
		}
}
	//Null out gossip_script here, will be set with sScriptMgr.register_go_gossip_script (if any).
	pInfo->gossip_script = NULL;
	myScript = sScriptMgr.CreateAIScriptClassForGameObject(GetEntry(), this);

	// hackfix for bad spell in BWL
	if(!spellid || spellid == 22247)
		return;

	SpellEntry *sp= dbcSpell.LookupEntry(spellid);
	if(!sp)
	{
		spell = NULL;
		return;
	}
	else
	{
		spell = sp;
	}
	//ok got valid spell that will be casted on target when it comes close enough
	//get the range for that 
	
	float r = 0;

	for(uint32 i = 0; i < 3; i++)
	{
		if(sp->Effect[i])
		{
			float t = GetDBCCastTime(dbcSpellRadius.LookupEntry(sp->EffectRadiusIndex[i]));
			if(t > r)
				r = t;
		}
	}

	if(r < 0.1)//no range
		r = GetMaxRange(dbcSpellRange.LookupEntry(sp->rangeIndex));

	range = r*r;//square to make code faster
	checkrate = 20;//once in 2 seconds
	
}