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+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+* This program is free software licensed under GPL version 2
+* Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_SIMPLEAI_H
+#define SC_SIMPLEAI_H
+
+enum CastTarget
+{
+ CAST_SELF = 0, //Self cast
+ CAST_HOSTILE_TARGET, //Our current target (ie: highest aggro)
+ CAST_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
+ CAST_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
+ CAST_HOSTILE_RANDOM, //Just any random target on our threat list
+ CAST_FRIENDLY_RANDOM, //NOT YET IMPLEMENTED
+
+ //Special cases
+ CAST_KILLEDUNIT_VICTIM, //Only works within KilledUnit function
+ CAST_JUSTDIED_KILLER, //Only works within JustDied function
+};
+
+struct SimpleAI : public ScriptedAI
+{
+ SimpleAI(Creature *c);// : ScriptedAI(c);
+
+ void Reset();
+
+ void EnterCombat(Unit * /*who*/);
+
+ void KilledUnit(Unit * /*victim*/);
+
+ void DamageTaken(Unit *killer, uint32 &damage);
+
+ void UpdateAI(const uint32 diff);
+
+public:
+
+ int32 Aggro_TextId[3];
+ uint32 Aggro_Sound[3];
+
+ int32 Death_TextId[3];
+ uint32 Death_Sound[3];
+ uint32 Death_Spell;
+ uint32 Death_Target_Type;
+
+ int32 Kill_TextId[3];
+ uint32 Kill_Sound[3];
+ uint32 Kill_Spell;
+ uint32 Kill_Target_Type;
+
+ struct SimpleAI_Spell
+ {
+ uint32 Spell_Id; //Spell ID to cast
+ int32 First_Cast; //Delay for first cast
+ uint32 Cooldown; //Cooldown between casts
+ uint32 CooldownRandomAddition; //Random addition to cooldown (in range from 0 - CooldownRandomAddition)
+ uint32 Cast_Target_Type; //Target type (note that certain spells may ignore this)
+ bool InterruptPreviousCast; //Interrupt a previous cast if this spell needs to be cast
+ bool Enabled; //Spell enabled or disabled (default: false)
+
+ //3 texts to many?
+ int32 TextId[3];
+ uint32 Text_Sound[3];
+ }Spell[10];
+
+protected:
+ uint32 Spell_Timer[10];
+};
+
+#endif
+