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setup.h

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·published 2008-02-03 19:22 UTC
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#include <string>
#ifndef INSTANCE_SCRIPTS_SETUP_H
#define INSTANCE_SCRIPTS_SETUP_H

void SetupShadowfangKeep(ScriptMgr * mgr);
void SetupDeadmines(ScriptMgr * mgr);
void SetupMoltenCore(ScriptMgr * mgr);
void SetupOnyxiasLair(ScriptMgr * mgr);
void SetupZulGurub(ScriptMgr * mgr);
void SetupBotanica(ScriptMgr * mgr);
void SetupBlackwingLair(ScriptMgr * mgr);
void SetupNaxxramas(ScriptMgr * mgr);
void SetupTheSteamvault(ScriptMgr * mgr);
void SetupTheEye(ScriptMgr * mgr);
void SetupManaTombs(ScriptMgr * mgr);
void SetupAuchenaiCrypts(ScriptMgr * mgr);
void SetupSethekkHalls(ScriptMgr * mgr);
void SetupTheSlavePens(ScriptMgr * mgr);
void SetupTheUnderbog(ScriptMgr * mgr);
void SetupGruulsLair(ScriptMgr * mgr);
void SetupBattleOfMountHyjal(ScriptMgr * mgr);
void SetupShadowLabyrinth(ScriptMgr * mgr);
void SetupBloodFurnace(ScriptMgr * mgr);
void SetupScholomance(ScriptMgr * mgr);
void SetupTheShatteredHalls(ScriptMgr * mgr);
void SetupHellfireRamparts(ScriptMgr * mgr);
void SetupGuardAI(ScriptMgr * mgr);
void SetupBlackTemple(ScriptMgr * mgr);
void SetupArcatraz(ScriptMgr * mgr);
void SetupTheMechanar(ScriptMgr * mgr);
void SetupBlackTemple(ScriptMgr * mgr);

struct SP_AI_Spell{

	SpellEntry *info;		// spell info

	char targettype;		// 0-self , 1-attaking target, ....

	bool instant;			// does it is instant or not?

	float perctrigger;		// % of the cast of this spell in a total of 100% of the attacks

	int attackstoptimer;	// stop the creature from attacking

	int soundid;			// sound id from DBC

	std::string speech;		// text displaied when spell was casted

	uint32 cooldown;		// spell cooldown

	uint32 casttime;		// "time" left to cast spell

	uint32 reqlvl;			// required level ? needed?

	float hpreqtocast;		// ? needed?

	float mindist2cast;		// min dist from caster to victim to perform cast (dist from caster >= mindist2cast)

	float maxdist2cast;		// max dist from caster to victim to perform cast (dist from caster <= maxdist2cast)

	int minhp2cast;			// min hp amount of victim to perform cast on it (health >= minhp2cast)

	int maxhp2cast;			// max hp amount of victim to perform cast on it (health <= maxhp2cast)

};



enum

{

	TARGET_SELF,

	TARGET_VARIOUS,

	TARGET_ATTACKING,

	TARGET_DESTINATION,

	TARGET_SOURCE,

	TARGET_RANDOM_FRIEND,	// doesn't work yet

	TARGET_RANDOM_SINGLE,

	TARGET_RANDOM_DESTINATION,



	//.....add

};



#endif