mirror of
https://github.com/TrinityCore/TrinityCore.git
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348 lines
8.3 KiB
C++
348 lines
8.3 KiB
C++
/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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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 "Define.h"
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#include "TemporarySummon.h"
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#include "CreatureAI.h"
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#include "SpellMgr.h"
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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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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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AISpellInfoType* GetAISpellInfo(uint32 i);
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#endif
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