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+/*
+ * 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