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-rw-r--r--src/game/ScriptedSimpleAI.cpp278
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diff --git a/src/game/ScriptedSimpleAI.cpp b/src/game/ScriptedSimpleAI.cpp
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--- a/src/game/ScriptedSimpleAI.cpp
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-/* 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], me, who);
-
- //Random sound
- if (Aggro_Sound[random_text])
- DoPlaySoundToSet(me, 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], me, victim);
-
- //Random sound
- if (Kill_Sound[random_text])
- DoPlaySoundToSet(me, Kill_Sound[random_text]);
-
- if (!Kill_Spell)
- return;
-
- Unit *pTarget = NULL;
-
- switch (Kill_Target_Type)
- {
- case CAST_SELF:
- pTarget = me;
- break;
- case CAST_HOSTILE_TARGET:
- pTarget = me->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 (me->GetHealth() > damage)
- return;
-
- uint8 random_text = urand(0,2);
-
- //Random yell
- if (Death_TextId[random_text])
- DoScriptText(Death_TextId[random_text], me, killer);
-
- //Random sound
- if (Death_Sound[random_text])
- DoPlaySoundToSet(me, Death_Sound[random_text]);
-
- if (!Death_Spell)
- return;
-
- Unit *pTarget = NULL;
-
- switch (Death_Target_Type)
- {
- case CAST_SELF:
- pTarget = me;
- break;
- case CAST_HOSTILE_TARGET:
- pTarget = me->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 && me->GetHealth()*100 / me->GetMaxHealth() > -Spell[i].First_Cast)
- continue;
-
- //Check Current spell
- if (!(Spell[i].InterruptPreviousCast && me->IsNonMeleeSpellCasted(false)))
- {
- Unit *pTarget = NULL;
-
- switch (Spell[i].Cast_Target_Type)
- {
- case CAST_SELF:
- pTarget = me;
- break;
- case CAST_HOSTILE_TARGET:
- pTarget = me->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 (me->IsNonMeleeSpellCasted(false))
- me->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], me, pTarget);
-
- //Random sound
- if (Spell[i].Text_Sound[random_text])
- DoPlaySoundToSet(me, 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();
-}
-