diff options
Diffstat (limited to 'src/game/CreatureAI.h')
-rw-r--r-- | src/game/CreatureAI.h | 51 |
1 files changed, 1 insertions, 50 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h index 556e9be14e0..98a145b79e0 100644 --- a/src/game/CreatureAI.h +++ b/src/game/CreatureAI.h @@ -17,38 +17,29 @@ * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ - #ifndef TRINITY_CREATUREAI_H #define TRINITY_CREATUREAI_H - #include "UnitAI.h" #include "Common.h" - class WorldObject; class Unit; class Creature; class Player; struct SpellEntry; - #define TIME_INTERVAL_LOOK 5000 #define VISIBILITY_RANGE 10000 - //Spell targets used by SelectSpell enum SelectTargetType { SELECT_TARGET_DONTCARE = 0, //All target types allowed - SELECT_TARGET_SELF, //Only Self casting - SELECT_TARGET_SINGLE_ENEMY, //Only Single Enemy SELECT_TARGET_AOE_ENEMY, //Only AoE Enemy SELECT_TARGET_ANY_ENEMY, //AoE or Single Enemy - SELECT_TARGET_SINGLE_FRIEND, //Only Single Friend SELECT_TARGET_AOE_FRIEND, //Only AoE Friend SELECT_TARGET_ANY_FRIEND, //AoE or Single Friend }; - //Spell Effects used by SelectSpell enum SelectEffect { @@ -57,123 +48,84 @@ enum SelectEffect SELECT_EFFECT_HEALING, //Spell does healing SELECT_EFFECT_AURA, //Spell applies an aura }; - enum SCEquip { EQUIP_NO_CHANGE = -1, EQUIP_UNEQUIP = 0 }; - class TRINITY_DLL_SPEC CreatureAI : public UnitAI { protected: Creature * const me; Creature * const m_creature; - bool UpdateVictim(); bool UpdateVictimWithGaze(); bool UpdateCombatState(); - void SelectNearestTarget(Unit *who); - void SetGazeOn(Unit *target); - Creature *DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature *DoSummon(uint32 uiEntry, WorldObject *obj, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); Creature *DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float fZ, float fRadius = 5.0f, uint32 uiDespawntime = 30000, TempSummonType uiType = TEMPSUMMON_CORPSE_TIMED_DESPAWN); - public: explicit CreatureAI(Creature *c) : UnitAI((Unit*)c), me(c), m_creature(c) {} - virtual ~CreatureAI() {} - ///== Reactions At ================================= - // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter virtual void MoveInLineOfSight(Unit *); - // Called for reaction at stopping attack at no attackers or targets virtual void EnterEvadeMode(); - // Called for reaction at enter to combat if not in combat yet (enemy can be NULL) virtual void EnterCombat(Unit* /*enemy*/) {} - // Called at any Damage from any attacker (before damage apply) // Note: it for recalculation damage or special reaction at damage // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) {} - // 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 IsSummonedBy(Unit *summoner) {} - virtual void SummonedCreatureDespawn(Creature* /*unit*/) {} - // Called when hit by a spell virtual void SpellHit(Unit*, const SpellEntry*) {} - // Called when spell hits a target virtual void SpellHitTarget(Unit* target, const SpellEntry*) {} - // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc) //virtual void AttackedBy(Unit* attacker); virtual bool IsEscorted() {return false;} - // Called when creature is spawned or respawned (for reseting variables) virtual void JustRespawned() { Reset(); } - // Called at waypoint reached or point movement finished virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {} - void OnCharmed(bool apply); - //virtual void SpellClick(Player *player) {} - // Called at reaching home after evade virtual void JustReachedHome() {} - void DoZoneInCombat(Creature* pUnit = NULL); - - // Called at text emote receive from player + // Called at text emote receive from player virtual void ReceiveEmote(Player* pPlayer, uint32 text_emote) {} - ///== Triggered Actions Requested ================== - // Called when creature attack expected (if creature can and no have current victim) // Note: for reaction at hostile action must be called AttackedBy function. //virtual void AttackStart(Unit *) {} - // Called at World update tick //virtual void UpdateAI(const uint32 diff ) {} - ///== State checks ================================= - // Is unit visible for MoveInLineOfSight //virtual bool IsVisible(Unit *) const { return false; } - // called when the corpse of this creature gets removed virtual void CorpseRemoved(uint32 & /*respawnDelay*/) {} - // Called when victim entered water and creature can not enter water //virtual bool canReachByRangeAttack(Unit*) { return false; } - ///== Fields ======================================= - // Pointer to controlled by AI creature //Creature* const m_creature; - virtual void PassengerBoarded(Unit *who, int8 seatId, bool apply) {} - protected: bool _EnterEvadeMode(); }; - enum Permitions { PERMIT_BASE_NO = -1, @@ -183,5 +135,4 @@ enum Permitions PERMIT_BASE_FACTION_SPECIFIC = 400, PERMIT_BASE_SPECIAL = 800 }; - #endif |