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npc_taldaram_flamesphere Struct Reference
Inheritance diagram for npc_taldaram_flamesphere:
NullCreatureAI CreatureAI UnitAI

Public Member Functions

 npc_taldaram_flamesphere (Creature *pCreature)
 
void DoAction (int32 action) override
 
void IsSummonedBy (WorldObject *) override
 
void JustDied (Unit *) override
 
void UpdateAI (uint32 diff) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void SetVictimPos (Position const &pos)
 
- Public Member Functions inherited from NullCreatureAI
 NullCreatureAI (Creature *c)
 
void MoveInLineOfSight (Unit *) override
 
void AttackStart (Unit *) override
 
void UpdateAI (uint32) override
 Use to start attacking a target. Called just before JustEngagedWith()
 
void EnterEvadeMode (EvadeReason) override
 
void OnCharmed (bool) override
 Called when unit is charmed.
 
- 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 JustEngagedWith (Unit *)
 Called for reaction when initially engaged.
 
virtual void KilledUnit (Unit *)
 
virtual void JustSummoned (Creature *)
 
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)
 
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 ()
 
int32 VisualizeBoundary (uint32 duration, Unit *owner=nullptr, bool fill=false, bool checkZ=false) const
 
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 Reset ()
 
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 DamageTaken (Unit *, uint32 &, DamageEffectType, SpellSchoolMask)
 Called at any Damage from any attacker (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 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

Position victimPos
 
InstanceScriptinstance
 
uint32 moveTimer
 

Additional Inherited Members

- 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 NullCreatureAI
static int32 Permissible (Creature const *creature)
 
- 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 ()
 
- 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)
 
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_taldaram_flamesphere()

npc_taldaram_flamesphere::npc_taldaram_flamesphere ( Creature pCreature)
inline
98 : NullCreatureAI(pCreature),
99 instance(pCreature->GetInstanceScript()),
100 moveTimer(0)
101 {
102 pCreature->SetReactState(REACT_PASSIVE);
103 }
@ REACT_PASSIVE
Definition Unit.h:549
void SetReactState(ReactStates state)
A creature can have 3 ReactStates : Agressive, Passive, Neutral.
Definition Creature.h:95
Definition PassiveAI.h:53
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1204
InstanceScript * instance
Definition boss_prince_taldaram.cpp:175
uint32 moveTimer
Definition boss_prince_taldaram.cpp:176

References REACT_PASSIVE, and Creature::SetReactState().

Member Function Documentation

◆ DoAction()

void npc_taldaram_flamesphere::DoAction ( int32  action)
inlineoverridevirtual

Reimplemented from UnitAI.

106 {
107 if (action == ACTION_SPHERE)
108 {
109 moveTimer = 3000;
110 }
111 }
@ ACTION_SPHERE
Definition boss_prince_taldaram.cpp:64

References ACTION_SPHERE, and moveTimer.

◆ IsSummonedBy()

void npc_taldaram_flamesphere::IsSummonedBy ( WorldObject )
inlineoverridevirtual

Reimplemented from CreatureAI.

114 {
115 // Replace sphere instantly if sphere is summoned after prince death
117 {
119 return;
120 }
121
124 }
@ IN_PROGRESS
Definition InstanceScript.h:59
@ DATA_PRINCE_TALDARAM
Definition ahnkahet.h:28
@ SPELL_FLAME_SPHERE_VISUAL
Definition boss_prince_taldaram.cpp:35
@ SPELL_FLAME_SPHERE_SPAWN_EFFECT
Definition boss_prince_taldaram.cpp:31
Creature *const me
Definition CreatureAI.h:72
void DespawnOrUnsummon(Milliseconds msTimeToDespawn, Seconds forcedRespawnTimer)
Definition Creature.cpp:2183
EncounterState GetBossState(uint32 id) const
Definition InstanceScript.h:242
SpellCastResult DoCastSelf(uint32 spellId, bool triggered=false)
Definition UnitAI.h:391

References DATA_PRINCE_TALDARAM, Creature::DespawnOrUnsummon(), UnitAI::DoCastSelf(), InstanceScript::GetBossState(), IN_PROGRESS, instance, CreatureAI::me, SPELL_FLAME_SPHERE_SPAWN_EFFECT, and SPELL_FLAME_SPHERE_VISUAL.

◆ JustDied()

void npc_taldaram_flamesphere::JustDied ( Unit )
inlineoverridevirtual

Reimplemented from CreatureAI.

127 {
129 }
@ SPELL_FLAME_SPHERE_DEATH_EFFECT
Definition boss_prince_taldaram.cpp:37

References UnitAI::DoCastSelf(), and SPELL_FLAME_SPHERE_DEATH_EFFECT.

◆ SetVictimPos()

void npc_taldaram_flamesphere::SetVictimPos ( Position const &  pos)
inline
169 {
170 victimPos.Relocate(pos);
171 }
void Relocate(float x, float y)
Definition Position.h:77
Position victimPos
Definition boss_prince_taldaram.cpp:174

References Position::Relocate(), and victimPos.

◆ UpdateAI()

void npc_taldaram_flamesphere::UpdateAI ( uint32  )
inlineoverridevirtual

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

Implements UnitAI.

132 {
133 if (moveTimer)
134 {
135 if (moveTimer <= diff)
136 {
138 float angleOffset = 0.0f;
139
140 switch (me->GetEntry())
141 {
143 break;
145 angleOffset = DATA_SPHERE_ANGLE_OFFSET;
146 break;
148 angleOffset = -DATA_SPHERE_ANGLE_OFFSET;
149 break;
150 default:
151 return;
152 }
153
154 float angle = me->GetAngle(&victimPos) + angleOffset;
155 float x = me->GetPositionX() + DATA_SPHERE_DISTANCE * cos(angle);
156 float y = me->GetPositionY() + DATA_SPHERE_DISTANCE * std::sin(angle);
158
159 moveTimer = 0;
160 }
161 else
162 {
163 moveTimer -= diff;
164 }
165 }
166 }
constexpr float DATA_SPHERE_DISTANCE
Definition boss_prince_taldaram.cpp:93
@ POINT_ORB
Definition boss_prince_taldaram.cpp:90
@ NPC_FLAME_SPHERE_2
Definition boss_prince_taldaram.cpp:49
@ NPC_FLAME_SPHERE_3
Definition boss_prince_taldaram.cpp:50
@ NPC_FLAME_SPHERE_1
Definition boss_prince_taldaram.cpp:48
@ SPELL_FLAME_SPHERE_PERIODIC
Definition boss_prince_taldaram.cpp:36
#define DATA_SPHERE_ANGLE_OFFSET
Definition boss_prince_taldaram.cpp:94
void MovePoint(uint32 id, const Position &pos, bool generatePath=true, bool forceDestination=true)
Definition MotionMaster.h:213
uint32 GetEntry() const
Definition Object.h:116
MotionMaster * GetMotionMaster()
Definition Unit.h:1664
float GetPositionZ() const
Definition Position.h:123
float GetPositionX() const
Definition Position.h:121
float GetPositionY() const
Definition Position.h:122
float GetAngle(const Position *pos) const
Definition Position.cpp:78

References DATA_SPHERE_ANGLE_OFFSET, DATA_SPHERE_DISTANCE, UnitAI::DoCastSelf(), Position::GetAngle(), Object::GetEntry(), Unit::GetMotionMaster(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), CreatureAI::me, MotionMaster::MovePoint(), moveTimer, NPC_FLAME_SPHERE_1, NPC_FLAME_SPHERE_2, NPC_FLAME_SPHERE_3, POINT_ORB, SPELL_FLAME_SPHERE_PERIODIC, and victimPos.

Member Data Documentation

◆ instance

InstanceScript* npc_taldaram_flamesphere::instance
private

Referenced by IsSummonedBy().

◆ moveTimer

uint32 npc_taldaram_flamesphere::moveTimer
private

Referenced by DoAction(), and UpdateAI().

◆ victimPos

Position npc_taldaram_flamesphere::victimPos
private

Referenced by SetVictimPos(), and UpdateAI().


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