/*
* Copyright (C) 2008-2010 Trinity
*
* 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 CREATUREAIIMPL_H
#define CREATUREAIIMPL_H
#include "Common.h"
#include "Platform/Define.h"
#include "TemporarySummon.h"
#include "CreatureAI.h"
#include "SpellMgr.h"
template
inline
const T& RAND(const T& v1, const T& v2)
{
return (urand(0,1)) ? v1 : v2;
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3)
{
switch (urand(0,2))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4)
{
switch (urand(0,3))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5)
{
switch (urand(0,4))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6)
{
switch (urand(0,5))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7)
{
switch (urand(0,6))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8)
{
switch (urand(0,7))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9)
{
switch (urand(0,8))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10)
{
switch (urand(0,9))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11)
{
switch (urand(0,10))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11, const T& v12)
{
switch (urand(0,11))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
case 11: return v12;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11, const T& v12, const T& v13)
{
switch (urand(0,12))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
case 11: return v12;
case 12: return v13;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14)
{
switch (urand(0,13))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
case 11: return v12;
case 12: return v13;
case 13: return v14;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15)
{
switch (urand(0,14))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
case 11: return v12;
case 12: return v13;
case 13: return v14;
case 14: return v15;
}
}
template
inline
const T& RAND(const T& v1, const T& v2, const T& v3, const T& v4, const T& v5, const T& v6, const T& v7, const T& v8,
const T& v9, const T& v10, const T& v11, const T& v12, const T& v13, const T& v14, const T& v15, const T& v16)
{
switch (urand(0,15))
{
default:
case 0: return v1;
case 1: return v2;
case 2: return v3;
case 3: return v4;
case 4: return v5;
case 5: return v6;
case 6: return v7;
case 7: return v8;
case 8: return v9;
case 9: return v10;
case 10: return v11;
case 11: return v12;
case 12: return v13;
case 13: return v14;
case 14: return v15;
case 15: return v16;
}
}
class EventMap : private std::map
{
private:
uint32 m_time, m_phase;
public:
explicit EventMap() : m_phase(0), m_time(0) {}
uint32 GetTimer() const { return m_time; }
void Reset() { clear(); m_time = 0; m_phase = 0; }
void Update(uint32 time) { m_time += time; }
void SetPhase(uint32 phase)
{
if (phase && phase < 9)
m_phase = (1 << (phase + 24));
}
void ScheduleEvent(uint32 eventId, uint32 time, uint32 gcd = 0, uint32 phase = 0)
{
time += m_time;
if (gcd && gcd < 9)
eventId |= (1 << (gcd + 16));
if (phase && phase < 9)
eventId |= (1 << (phase + 24));
iterator itr = find(time);
while (itr != end())
{
++time;
itr = find(time);
}
insert(std::make_pair(time, eventId));
}
void RescheduleEvent(uint32 eventId, uint32 time, uint32 gcd = 0, uint32 phase = 0)
{
CancelEvent(eventId);
ScheduleEvent(eventId, time, gcd, phase);
}
void RepeatEvent(uint32 time)
{
if (empty())
return;
uint32 eventId = begin()->second;
erase(begin());
time += m_time;
iterator itr = find(time);
while (itr != end())
{
++time;
itr = find(time);
}
insert(std::make_pair(time, eventId));
}
void PopEvent()
{
erase(begin());
}
uint32 ExecuteEvent()
{
while (!empty())
{
if (begin()->first > m_time)
return 0;
else if (m_phase && (begin()->second & 0xFF000000) && !(begin()->second & m_phase))
erase(begin());
else
{
uint32 eventId = (begin()->second & 0x0000FFFF);
erase(begin());
return eventId;
}
}
return 0;
}
uint32 GetEvent()
{
while (!empty())
{
if (begin()->first > m_time)
return 0;
else if (m_phase && (begin()->second & 0xFF000000) && !(begin()->second & m_phase))
erase(begin());
else
return (begin()->second & 0x0000FFFF);
}
return 0;
}
// Delay all events
void DelayEvents(uint32 delay)
{
if (delay < m_time)
m_time -= delay;
else
m_time = 0;
}
// Delay all events having the specified Global Cooldown.
void DelayEvents(uint32 delay, uint32 gcd)
{
uint32 nextTime = m_time + delay;
gcd = (1 << (gcd + 16));
for (iterator itr = begin(); itr != end() && itr->first < nextTime;)
{
if (itr->second & gcd)
{
ScheduleEvent(itr->second, itr->first-m_time+delay);
erase(itr);
itr = begin();
}
else
++itr;
}
}
void CancelEvent(uint32 eventId)
{
for (iterator itr = begin(); itr != end();)
{
if (eventId == (itr->second & 0x0000FFFF))
{
erase(itr);
itr = begin();
}
else
++itr;
}
}
void CancelEventsByGCD(uint32 gcd)
{
gcd = (1 << (gcd + 16));
for (iterator itr = begin(); itr != end();)
{
if (itr->second & gcd)
{
erase(itr);
itr = begin();
}
else
++itr;
}
}
};
enum AITarget
{
AITARGET_SELF,
AITARGET_VICTIM,
AITARGET_ENEMY,
AITARGET_ALLY,
AITARGET_BUFF,
AITARGET_DEBUFF,
};
enum AICondition
{
AICOND_AGGRO,
AICOND_COMBAT,
AICOND_DIE,
};
#define AI_DEFAULT_COOLDOWN 5000
struct AISpellInfoType
{
AISpellInfoType() : target(AITARGET_SELF), condition(AICOND_COMBAT)
, cooldown(AI_DEFAULT_COOLDOWN), realCooldown(0), maxRange(0.0f){}
AITarget target;
AICondition condition;
uint32 cooldown;
uint32 realCooldown;
float maxRange;
};
AISpellInfoType * GetAISpellInfo(uint32 i);
inline void CreatureAI::SetGazeOn(Unit *target)
{
if (me->canAttack(target))
{
AttackStart(target);
me->SetReactState(REACT_PASSIVE);
}
}
inline bool CreatureAI::UpdateVictimWithGaze()
{
if (!me->isInCombat())
return false;
if (me->HasReactState(REACT_PASSIVE))
{
if (me->getVictim())
return true;
else
me->SetReactState(REACT_AGGRESSIVE);
}
if (Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
inline bool CreatureAI::UpdateCombatState()
{
if (!me->isInCombat())
return false;
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
else if (me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
return false;
}
return true;
}
inline bool CreatureAI::UpdateVictim()
{
if (!me->isInCombat())
return false;
if (!me->HasReactState(REACT_PASSIVE))
{
if (Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
else if (me->getThreatManager().isThreatListEmpty())
{
EnterEvadeMode();
return false;
}
return true;
}
/*
inline bool CreatureAI::UpdateVictim()
{
if (!me->isInCombat())
return false;
if (Unit *victim = me->SelectVictim())
AttackStart(victim);
return me->getVictim();
}
*/
inline bool CreatureAI::_EnterEvadeMode()
{
if (!me->isAlive())
return false;
// sometimes bosses stuck in combat?
me->RemoveAllAuras();
me->DeleteThreatList();
me->CombatStop(true);
me->LoadCreaturesAddon();
me->SetLootRecipient(NULL);
me->ResetPlayerDamageReq();
if (me->IsInEvadeMode())
return false;
return true;
}
inline void UnitAI::DoCast(Unit* victim, uint32 spellId, bool triggered)
{
if (!victim || (me->hasUnitState(UNIT_STAT_CASTING) && !triggered))
return;
me->CastSpell(victim, spellId, triggered);
}
inline void UnitAI::DoCastVictim(uint32 spellId, bool triggered)
{
me->CastSpell(me->getVictim(), spellId, triggered);
}
inline void UnitAI::DoCastAOE(uint32 spellId, bool triggered)
{
if (!triggered && me->hasUnitState(UNIT_STAT_CASTING))
return;
me->CastSpell((Unit*)NULL, spellId, triggered);
}
inline Creature *CreatureAI::DoSummon(uint32 uiEntry, const Position &pos, uint32 uiDespawntime, TempSummonType uiType)
{
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
}
inline Creature *CreatureAI::DoSummon(uint32 uiEntry, WorldObject* obj, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
{
Position pos;
obj->GetRandomNearPosition(pos, fRadius);
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
}
inline Creature *CreatureAI::DoSummonFlyer(uint32 uiEntry, WorldObject *obj, float _fZ, float fRadius, uint32 uiDespawntime, TempSummonType uiType)
{
Position pos;
obj->GetRandomNearPosition(pos, fRadius);
pos.m_positionZ += _fZ;
return me->SummonCreature(uiEntry, pos, uiType, uiDespawntime);
}
#endif