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Diffstat (limited to 'src/game/ScriptedSimpleAI.cpp')
-rw-r--r-- | src/game/ScriptedSimpleAI.cpp | 278 |
1 files changed, 0 insertions, 278 deletions
diff --git a/src/game/ScriptedSimpleAI.cpp b/src/game/ScriptedSimpleAI.cpp deleted file mode 100644 index 08797515837..00000000000 --- a/src/game/ScriptedSimpleAI.cpp +++ /dev/null @@ -1,278 +0,0 @@ -/* 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(); -} - |