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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#ifndef MANGOS_CREATUREAI_H
+#define MANGOS_CREATUREAI_H
+
+#include "Common.h"
+#include "Platform/Define.h"
+#include "Policies/Singleton.h"
+#include "Dynamic/ObjectRegistry.h"
+#include "Dynamic/FactoryHolder.h"
+
+class Unit;
+class Creature;
+struct SpellEntry;
+
+#define TIME_INTERVAL_LOOK 5000
+#define VISIBILITY_RANGE 10000
+
+class MANGOS_DLL_SPEC CreatureAI
+{
+ public:
+
+ virtual ~CreatureAI();
+
+ // Called if IsVisible(Unit *who) is true at each *who move
+ virtual void MoveInLineOfSight(Unit *) = 0;
+
+ // Called at each attack of m_creature by any victim
+ virtual void AttackStart(Unit *) = 0;
+
+ // Called at stopping attack by any attacker
+ virtual void EnterEvadeMode() = 0;
+
+ // Called at any heal cast/item used (call non implemented)
+ virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
+
+ // Called at any Damage to any victim (before damage apply)
+ virtual void DamageDeal(Unit * /*done_to*/, uint32 & /*damage*/) {}
+
+ // Called at any Damage from any attacker (before damage apply)
+ virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); }
+
+ // Is unit visible for MoveInLineOfSight
+ virtual bool IsVisible(Unit *) const = 0;
+
+ // Called at World update tick
+ virtual void UpdateAI(const uint32 diff ) = 0;
+
+ // Called when the creature is killed
+ virtual void JustDied(Unit *) {}
+
+ // Called when the creature kills a unit
+ virtual void KilledUnit(Unit *) {}
+
+ // Called when the creature summon successfully other creature
+ virtual void JustSummoned(Creature* ) {}
+
+ virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
+
+ // Called when hit by a spell
+ virtual void SpellHit(Unit*, const SpellEntry*) {}
+
+ // Called when vitim entered water and creature can not enter water
+ virtual bool canReachByRangeAttack(Unit*) { return false; }
+
+ // Called when the creature is attacked
+ virtual void AttackedBy(Unit * /*attacker*/) {}
+
+ // Called when creature is spawned or respawned (for reseting variables)
+ virtual void JustRespawned() {}
+
+ // Called at waypoint reached or point movement finished
+ virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
+};
+
+struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
+{
+
+ SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
+};
+
+template<class REAL_AI>
+struct CreatureAIFactory : public SelectableAI
+{
+ CreatureAIFactory(const char *name) : SelectableAI(name) {}
+
+ CreatureAI* Create(void *) const;
+
+ int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
+};
+
+enum Permitions
+{
+ PERMIT_BASE_NO = -1,
+ PERMIT_BASE_IDLE = 1,
+ PERMIT_BASE_REACTIVE = 100,
+ PERMIT_BASE_PROACTIVE = 200,
+ PERMIT_BASE_FACTION_SPECIFIC = 400,
+ PERMIT_BASE_SPECIAL = 800
+};
+
+typedef FactoryHolder<CreatureAI> CreatureAICreator;
+typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
+typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
+#endif