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 const &, 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:53
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:2359
InstanceScript * GetInstanceScript() const
Definition Object.cpp:1221
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: