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Diffstat (limited to 'src/game/ScriptedSimpleAI.cpp')
-rw-r--r-- | src/game/ScriptedSimpleAI.cpp | 278 |
1 files changed, 278 insertions, 0 deletions
diff --git a/src/game/ScriptedSimpleAI.cpp b/src/game/ScriptedSimpleAI.cpp new file mode 100644 index 00000000000..805cd0e866b --- /dev/null +++ b/src/game/ScriptedSimpleAI.cpp @@ -0,0 +1,278 @@ +/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> +* 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 +*/ + +/* ScriptData +SDName: SimpleAI +SD%Complete: 100 +SDComment: Base Class for SimpleAI creatures +SDCategory: Creatures +EndScriptData */ + +#include "ScriptedPch.h" +#include "ScriptedSimpleAI.h" + +SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c) +{ + //Clear all data + Aggro_TextId[0] = 0; + Aggro_TextId[1] = 0; + Aggro_TextId[2] = 0; + Aggro_Sound[0] = 0; + Aggro_Sound[1] = 0; + Aggro_Sound[2] = 0; + + Death_TextId[0] = 0; + Death_TextId[1] = 0; + Death_TextId[2] = 0; + Death_Sound[0] = 0; + Death_Sound[1] = 0; + Death_Sound[2] = 0; + Death_Spell = 0; + Death_Target_Type = 0; + + Kill_TextId[0] = 0; + Kill_TextId[1] = 0; + Kill_TextId[2] = 0; + Kill_Sound[0] = 0; + Kill_Sound[1] = 0; + Kill_Sound[2] = 0; + Kill_Spell = 0; + Kill_Target_Type = 0; + + memset(Spell,0,sizeof(Spell)); + + EnterEvadeMode(); +} + +void SimpleAI::Reset() +{ +} + +void SimpleAI::EnterCombat(Unit *who) +{ + //Reset cast timers + if (Spell[0].First_Cast >= 0) + Spell_Timer[0] = Spell[0].First_Cast; + else Spell_Timer[0] = 1000; + if (Spell[1].First_Cast >= 0) + Spell_Timer[1] = Spell[1].First_Cast; + else Spell_Timer[1] = 1000; + if (Spell[2].First_Cast >= 0) + Spell_Timer[2] = Spell[2].First_Cast; + else Spell_Timer[2] = 1000; + if (Spell[3].First_Cast >= 0) + Spell_Timer[3] = Spell[3].First_Cast; + else Spell_Timer[3] = 1000; + if (Spell[4].First_Cast >= 0) + Spell_Timer[4] = Spell[4].First_Cast; + else Spell_Timer[4] = 1000; + if (Spell[5].First_Cast >= 0) + Spell_Timer[5] = Spell[5].First_Cast; + else Spell_Timer[5] = 1000; + if (Spell[6].First_Cast >= 0) + Spell_Timer[6] = Spell[6].First_Cast; + else Spell_Timer[6] = 1000; + if (Spell[7].First_Cast >= 0) + Spell_Timer[7] = Spell[7].First_Cast; + else Spell_Timer[7] = 1000; + if (Spell[8].First_Cast >= 0) + Spell_Timer[8] = Spell[8].First_Cast; + else Spell_Timer[8] = 1000; + if (Spell[9].First_Cast >= 0) + Spell_Timer[9] = Spell[9].First_Cast; + else Spell_Timer[9] = 1000; + + uint8 random_text = urand(0,2); + + //Random text + if (Aggro_TextId[random_text]) + DoScriptText(Aggro_TextId[random_text], m_creature, who); + + //Random sound + if (Aggro_Sound[random_text]) + DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); +} + +void SimpleAI::KilledUnit(Unit *victim) +{ + uint8 random_text = urand(0,2); + + //Random yell + if (Kill_TextId[random_text]) + DoScriptText(Kill_TextId[random_text], m_creature, victim); + + //Random sound + if (Kill_Sound[random_text]) + DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); + + if (!Kill_Spell) + return; + + Unit *pTarget = NULL; + + switch (Kill_Target_Type) + { + case CAST_SELF: + pTarget = m_creature; + break; + case CAST_HOSTILE_TARGET: + pTarget = m_creature->getVictim(); + break; + case CAST_HOSTILE_SECOND_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); + break; + case CAST_HOSTILE_LAST_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); + break; + case CAST_HOSTILE_RANDOM: + pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); + break; + case CAST_KILLEDUNIT_VICTIM: + pTarget = victim; + break; + } + + //Target is ok, cast a spell on it + if (pTarget) + DoCast(pTarget, Kill_Spell); +} + +void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) +{ + //Return if damage taken won't kill us + if (m_creature->GetHealth() > damage) + return; + + uint8 random_text = urand(0,2); + + //Random yell + if (Death_TextId[random_text]) + DoScriptText(Death_TextId[random_text], m_creature, killer); + + //Random sound + if (Death_Sound[random_text]) + DoPlaySoundToSet(m_creature, Death_Sound[random_text]); + + if (!Death_Spell) + return; + + Unit *pTarget = NULL; + + switch (Death_Target_Type) + { + case CAST_SELF: + pTarget = m_creature; + break; + case CAST_HOSTILE_TARGET: + pTarget = m_creature->getVictim(); + break; + case CAST_HOSTILE_SECOND_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); + break; + case CAST_HOSTILE_LAST_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); + break; + case CAST_HOSTILE_RANDOM: + pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); + break; + case CAST_JUSTDIED_KILLER: + pTarget = killer; + break; + } + + //Target is ok, cast a spell on it + if (pTarget) + DoCast(pTarget, Death_Spell); +} + +void SimpleAI::UpdateAI(const uint32 diff) +{ + //Return since we have no target + if (!UpdateVictim()) + return; + + //Spells + for (uint32 i = 0; i < 10; ++i) + { + //Spell not valid + if (!Spell[i].Enabled || !Spell[i].Spell_Id) + continue; + + if (Spell_Timer[i] <= diff) + { + //Check if this is a percentage based + if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) + continue; + + //Check Current spell + if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) + { + Unit *pTarget = NULL; + + switch (Spell[i].Cast_Target_Type) + { + case CAST_SELF: + pTarget = m_creature; + break; + case CAST_HOSTILE_TARGET: + pTarget = m_creature->getVictim(); + break; + case CAST_HOSTILE_SECOND_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); + break; + case CAST_HOSTILE_LAST_AGGRO: + pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); + break; + case CAST_HOSTILE_RANDOM: + pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); + break; + } + + //Target is ok, cast a spell on it and then do our random yell + if (pTarget) + { + if (m_creature->IsNonMeleeSpellCasted(false)) + m_creature->InterruptNonMeleeSpells(false); + + DoCast(pTarget, Spell[i].Spell_Id); + + //Yell and sound use the same number so that you can make + //the Creature yell with the correct sound effect attached + uint8 random_text = urand(0,2); + + //Random yell + if (Spell[i].TextId[random_text]) + DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget); + + //Random sound + if (Spell[i].Text_Sound[random_text]) + DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); + } + + } + + //Spell will cast agian when the cooldown is up + if (Spell[i].CooldownRandomAddition) + Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); + else Spell_Timer[i] = Spell[i].Cooldown; + + } else Spell_Timer[i] -= diff; + + } + + DoMeleeAttackIfReady(); +} + |