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Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r-- | src/server/game/AI/CreatureAI.h | 192 |
1 files changed, 192 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h new file mode 100644 index 00000000000..c03d3dd09d0 --- /dev/null +++ b/src/server/game/AI/CreatureAI.h @@ -0,0 +1,192 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.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 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 +{ + SELECT_EFFECT_DONTCARE = 0, //All spell effects allowed + SELECT_EFFECT_DAMAGE, //Spell does damage + SELECT_EFFECT_HEALING, //Spell does healing + SELECT_EFFECT_AURA, //Spell applies an aura +}; + +enum SCEquip +{ + EQUIP_NO_CHANGE = -1, + EQUIP_UNEQUIP = 0 +}; + +class CreatureAI : public UnitAI +{ + protected: + Creature * const me; + + bool UpdateVictim(); + bool UpdateVictimWithGaze(); + bool UpdateCombatState(); + + 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_MoveInLineOfSight_locked(false) {} + + virtual ~CreatureAI() {} + + /// == Reactions At ================================= + + // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter + void MoveInLineOfSight_Safe(Unit *who); + + // 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 to get trigger target for aura effect + virtual Unit * GetAuraEffectTriggerTarget(uint32 /*spellId*/, uint8 /*effIndex*/) {return NULL;} + + // 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 + 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 me; + + virtual void PassengerBoarded(Unit * /*who*/, int8 /*seatId*/, bool /*apply*/) {} + + protected: + virtual void MoveInLineOfSight(Unit *); + + bool _EnterEvadeMode(); + + private: + bool m_MoveInLineOfSight_locked; +}; + +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 +}; + +#endif |