AzerothCore 3.3.5a
OpenSource WoW Emulator
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go_brazier_of_madness Struct Reference
Inheritance diagram for go_brazier_of_madness:
GameObjectAI

Public Member Functions

 go_brazier_of_madness (GameObject *go)
 
bool GossipHello (Player *, bool reportUse) override
 
- Public Member Functions inherited from GameObjectAI
 GameObjectAI (GameObject *go)
 
virtual ~GameObjectAI ()
 
virtual void UpdateAI (uint32)
 
virtual void InitializeAI ()
 
virtual void Reset ()
 
virtual void DoAction (int32)
 
virtual void SetGUID (ObjectGuid, int32)
 
virtual ObjectGuid GetGUID (int32) const
 
virtual bool GossipSelect (Player *, uint32, uint32)
 
virtual bool GossipSelectCode (Player *, uint32, uint32, char const *)
 
virtual bool QuestAccept (Player *, Quest const *)
 
virtual bool QuestReward (Player *, Quest const *, uint32)
 
virtual uint32 GetDialogStatus (Player *)
 
virtual void Destroyed (Player *, uint32)
 
virtual uint32 GetData (uint32) const
 
virtual void SetData (uint32, uint32)
 
virtual void OnGameEvent (bool, uint16)
 
virtual void OnStateChanged (uint32, Unit *)
 
virtual void EventInform (uint32)
 
virtual void SpellHit (Unit *, SpellInfo const *)
 
virtual bool CanBeSeen (Player const *)
 
virtual void JustSummoned (Creature *)
 
virtual void SummonedCreatureDespawn (Creature *)
 
virtual void SummonedCreatureDies (Creature *, Unit *)
 
virtual void SummonedCreatureEvade (Creature *)
 

Additional Inherited Members

- Static Public Member Functions inherited from GameObjectAI
static int32 Permissible (GameObject const *go)
 
- Protected Attributes inherited from GameObjectAI
GameObject *const me
 

Detailed Description

Constructor & Destructor Documentation

◆ go_brazier_of_madness()

go_brazier_of_madness::go_brazier_of_madness ( GameObject go)
inline
209: GameObjectAI(go) { }
Definition GameObjectAI.h:33

Member Function Documentation

◆ GossipHello()

bool go_brazier_of_madness::GossipHello ( Player ,
bool  reportUse 
)
inlineoverridevirtual

Reimplemented from GameObjectAI.

212 {
213 if (reportUse)
214 {
215 return true;
216 }
217
218 if (InstanceScript* instanceScript = me->GetInstanceScript())
219 {
220 if (instanceScript->GetGuidData(DATA_EDGE_OF_MADNESS))
221 {
222 return false;
223 }
224 }
225
226 uint32 bossEntry = 0;
227 for (uint8 i = 0; i < 4; ++i)
228 {
229 if (sGameEventMgr->IsActiveEvent(BrazierOfMadnessContainer[i].first))
230 {
231 bossEntry = BrazierOfMadnessContainer[i].second;
232 break;
233 }
234 }
235
236 if (bossEntry)
237 {
239 }
240
241 return false;
242 }
constexpr auto IN_MILLISECONDS
Definition Common.h:53
constexpr auto HOUR
Definition Common.h:48
std::uint8_t uint8
Definition Define.h:109
std::uint32_t uint32
Definition Define.h:107
#define sGameEventMgr
Definition GameEventMgr.h:201
@ TEMPSUMMON_CORPSE_TIMED_DESPAWN
Definition Object.h:52
GameObject *const me
Definition GameObjectAI.h:35
Definition InstanceScript.h:143
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
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1203
Position const edgeOfMagnessSummonPos
Definition instance_zulgurub.cpp:205
std::vector< std::pair< uint32, uint32 > > BrazierOfMadnessContainer
Definition instance_zulgurub.cpp:197
@ DATA_EDGE_OF_MADNESS
Definition zulgurub.h:40

References BrazierOfMadnessContainer, DATA_EDGE_OF_MADNESS, edgeOfMagnessSummonPos, WorldObject::GetInstanceScript(), HOUR, IN_MILLISECONDS, GameObjectAI::me, sGameEventMgr, WorldObject::SummonCreature(), and TEMPSUMMON_CORPSE_TIMED_DESPAWN.


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