mirror of
https://github.com/TrinityCore/TrinityCore.git
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*Proper Maexxna Web Spray locations (old locations sent players flying into the air) --HG-- branch : trunk
623 lines
15 KiB
C++
623 lines
15 KiB
C++
/*
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* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef CREATUREAIIMPL_H
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#define CREATUREAIIMPL_H
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#include "Common.h"
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#include "Platform/Define.h"
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#include "TemporarySummon.h"
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#include "CreatureAI.h"
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#define HEROIC(n,h) (HeroicMode ? h : n)
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2)
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{
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return (urand(0,1)) ? v1 : v2;
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3)
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{
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switch (urand(0,2))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4)
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{
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switch (urand(0,3))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5)
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{
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switch (urand(0,4))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6)
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{
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switch (urand(0,5))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7)
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{
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switch (urand(0,6))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8)
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{
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switch (urand(0,7))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9)
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{
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switch (urand(0,8))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10)
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{
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switch (urand(0,9))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11)
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{
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switch (urand(0,10))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11, const T& v12)
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{
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switch (urand(0,11))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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case 11: return v12;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11, const T& v12, const T& v13)
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{
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switch (urand(0,12))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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case 11: return v12;
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case 12: return v13;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14)
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{
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switch (urand(0,13))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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case 11: return v12;
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case 12: return v13;
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case 13: return v14;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15)
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{
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switch (urand(0,14))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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case 11: return v12;
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case 12: return v13;
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case 13: return v14;
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case 14: return v15;
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}
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}
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template<class T>
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inline
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const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
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const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15, const T& v16)
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{
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switch (urand(0,15))
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{
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default:
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case 0: return v1;
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case 1: return v2;
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case 2: return v3;
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case 3: return v4;
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case 4: return v5;
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case 5: return v6;
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case 6: return v7;
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case 7: return v8;
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case 8: return v9;
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case 9: return v10;
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case 10: return v11;
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case 11: return v12;
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case 12: return v13;
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case 13: return v14;
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case 14: return v15;
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case 15: return v16;
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}
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}
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class EventMap : private std::map<uint32, uint32>
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{
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private:
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uint32 m_time, m_phase;
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public:
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explicit EventMap() : m_phase(0), m_time(0) {}
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uint32 GetTimer() const { return m_time; }
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void Reset() { clear(); m_time = 0; m_phase = 0; }
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void Update(uint32 time) { m_time += time; }
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void SetPhase(uint32 phase)
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{
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if (phase && phase < 9)
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m_phase = (1 << (phase + 24));
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}
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void ScheduleEvent(uint32 eventId, uint32 time, uint32 gcd = 0, uint32 phase = 0)
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{
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time += m_time;
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if (gcd && gcd < 9)
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eventId |= (1 << (gcd + 16));
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if (phase && phase < 9)
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eventId |= (1 << (phase + 24));
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iterator itr = find(time);
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while (itr != end())
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{
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++time;
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itr = find(time);
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}
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insert(std::make_pair(time, eventId));
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}
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void RescheduleEvent(uint32 eventId, uint32 time, uint32 gcd = 0, uint32 phase = 0)
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{
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CancelEvent(eventId);
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ScheduleEvent(eventId, time, gcd, phase);
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}
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void RepeatEvent(uint32 time)
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{
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if (empty())
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return;
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uint32 eventId = begin()->second;
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erase(begin());
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time += m_time;
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iterator itr = find(time);
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while (itr != end())
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{
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++time;
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itr = find(time);
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}
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insert(std::make_pair(time, eventId));
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}
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void PopEvent()
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{
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erase(begin());
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}
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uint32 ExecuteEvent()
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{
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while (!empty())
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{
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if (begin()->first > m_time)
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return 0;
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else if (m_phase && (begin()->second & 0xFF000000) && !(begin()->second & m_phase))
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erase(begin());
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else
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{
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uint32 eventId = (begin()->second & 0x0000FFFF);
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erase(begin());
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return eventId;
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}
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}
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return 0;
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}
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uint32 GetEvent()
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{
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while (!empty())
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{
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if (begin()->first > m_time)
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return 0;
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else if (m_phase && (begin()->second & 0xFF000000) && !(begin()->second & m_phase))
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erase(begin());
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else
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return (begin()->second & 0x0000FFFF);
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}
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return 0;
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}
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void DelayEvents(uint32 time, uint32 gcd)
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{
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time += m_time;
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gcd = (1 << (gcd + 16));
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for (iterator itr = begin(); itr != end();)
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{
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if (itr->first >= time)
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break;
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if (itr->second & gcd)
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{
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ScheduleEvent(time, itr->second);
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erase(itr++);
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}
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else
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++itr;
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}
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}
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void CancelEvent(uint32 eventId)
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{
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for (iterator itr = begin(); itr != end();)
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{
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if (eventId == (itr->second & 0x0000FFFF))
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erase(itr++);
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else
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++itr;
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}
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}
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void CancelEventsByGCD(uint32 gcd)
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{
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for (iterator itr = begin(); itr != end();)
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{
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if (itr->second & gcd)
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erase(itr++);
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else
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++itr;
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}
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}
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};
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enum AITarget
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{
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AITARGET_SELF,
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AITARGET_VICTIM,
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AITARGET_ENEMY,
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AITARGET_ALLY,
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AITARGET_BUFF,
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AITARGET_DEBUFF,
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};
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enum AICondition
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{
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AICOND_AGGRO,
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AICOND_COMBAT,
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AICOND_DIE,
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};
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#define AI_DEFAULT_COOLDOWN 5000
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struct AISpellInfoType
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{
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AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT)
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, cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f){}
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AITarget target;
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AICondition condition;
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uint32 cooldown;
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uint32 realCooldown;
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float maxRange;
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};
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TRINITY_DLL_SPEC AISpellInfoType * GetAISpellInfo(uint32 i);
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inline void CreatureAI::SetGazeOn(Unit *target)
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{
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if (me->canAttack(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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inline bool CreatureAI::UpdateVictimWithGaze()
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{
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if (!me->isInCombat())
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return false;
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if (me->HasReactState(REACT_PASSIVE))
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{
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if (me->getVictim())
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return true;
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else
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me->SetReactState(REACT_AGGRESSIVE);
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}
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if (Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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inline bool CreatureAI::UpdateCombatState()
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{
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if (!me->isInCombat())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if (Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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else if (me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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return true;
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}
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|
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inline bool CreatureAI::UpdateVictim()
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{
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if (!me->isInCombat())
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return false;
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if (!me->HasReactState(REACT_PASSIVE))
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{
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if(Unit *victim = me->SelectVictim())
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AttackStart(victim);
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return me->getVictim();
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}
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else if (me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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return false;
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}
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|
|
return true;
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}
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|
|
/*
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|
inline bool CreatureAI::UpdateVictim()
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|
{
|
|
if (!me->isInCombat())
|
|
return false;
|
|
if (Unit *victim = me->SelectVictim())
|
|
AttackStart(victim);
|
|
return me->getVictim();
|
|
}
|
|
*/
|
|
|
|
inline bool CreatureAI::_EnterEvadeMode()
|
|
{
|
|
if (!me->isAlive())
|
|
return false;
|
|
|
|
// sometimes bosses stuck in combat?
|
|
me->RemoveAllAuras();
|
|
me->DeleteThreatList();
|
|
me->CombatStop(true);
|
|
me->LoadCreaturesAddon();
|
|
me->SetLootRecipient(NULL);
|
|
me->ResetPlayerDamageReq();
|
|
|
|
if (me->IsInEvadeMode())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
|
|
{
|
|
if (!victim || (me->hasUnitState(UNIT_STAT_CASTING) && !triggered))
|
|
return;
|
|
|
|
me->CastSpell(victim, spellId, triggered);
|
|
}
|
|
|
|
inline void UnitAI::DoCastVictim(uint32 spellId, bool triggered)
|
|
{
|
|
me->CastSpell(me->getVictim(), spellId, triggered);
|
|
}
|
|
|
|
inline void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
|
|
{
|
|
if (!triggered && me->hasUnitState(UNIT_STAT_CASTING))
|
|
return;
|
|
|
|
me->CastSpell((Unit*)NULL, spellId, triggered);
|
|
}
|
|
|
|
inline Creature *CreatureAI::DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime, TempSummonType uiType)
|
|
{
|
|
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
|
|
}
|
|
|
|
inline Creature *CreatureAI::DoSummon(uint32 uiEntry, WorldObject* obj, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
|
|
{
|
|
Position pos;
|
|
obj->GetRandomNearPosition(pos, fRadius);
|
|
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
|
|
}
|
|
|
|
inline Creature *CreatureAI::DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float _fZ, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
|
|
{
|
|
Position pos;
|
|
obj->GetRandomNearPosition(pos, fRadius);
|
|
pos.m_positionZ += _fZ;
|
|
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
|
|
}
|
|
|
|
#endif
|
|
|