/* * Copyright (C) 2005-2009 MaNGOS * * 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 MANGOS_CREATURE_EAI_H #define MANGOS_CREATURE_EAI_H #include "Common.h" #include "Creature.h" #include "CreatureAI.h" #include "Unit.h" class Player; class WorldObject; #define EVENT_UPDATE_TIME 500 #define SPELL_RUN_AWAY 8225 #define MAX_ACTIONS 3 #define TEXT_SOURCE_RANGE -1000000 //the amount of entries each text source has available enum EventAI_Type { EVENT_T_TIMER = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax EVENT_T_AGGRO = 4, // NONE EVENT_T_KILL = 5, // RepeatMin, RepeatMax EVENT_T_DEATH = 6, // NONE EVENT_T_EVADE = 7, // NONE EVENT_T_SPELLHIT = 8, // SpellID, School, RepeatMin, RepeatMax EVENT_T_RANGE = 9, // MinDist, MaxDist, RepeatMin, RepeatMax EVENT_T_OOC_LOS = 10, // NoHostile, NoFriendly, RepeatMin, RepeatMax EVENT_T_SPAWNED = 11, // NONE EVENT_T_TARGET_HP = 12, // HPMax%, HPMin%, RepeatMin, RepeatMax EVENT_T_TARGET_CASTING = 13, // RepeatMin, RepeatMax EVENT_T_FRIENDLY_HP = 14, // HPDeficit, Radius, RepeatMin, RepeatMax EVENT_T_FRIENDLY_IS_CC = 15, // DispelType, Radius, RepeatMin, RepeatMax EVENT_T_FRIENDLY_MISSING_BUFF = 16, // SpellId, Radius, RepeatMin, RepeatMax EVENT_T_SUMMONED_UNIT = 17, // CreatureId, RepeatMin, RepeatMax EVENT_T_TARGET_MANA = 18, // ManaMax%, ManaMin%, RepeatMin, RepeatMax EVENT_T_QUEST_ACCEPT = 19, // QuestID EVENT_T_QUEST_COMPLETE = 20, // EVENT_T_REACHED_HOME = 21, // NONE EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2 EVENT_T_END, }; enum EventAI_ActionType { ACTION_T_NONE = 0, //*No action ACTION_T_TEXT = 1, //*-TextId1, optionally -TextId2, optionally -TextId3(if -TextId2 exist). If more than just -TextId1 is defined, randomize. Negative values. ACTION_T_SET_FACTION = 2, //*FactionId (or 0 for default) ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3, //*Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph) ACTION_T_SOUND = 4, //*SoundId ACTION_T_EMOTE = 5, //*EmoteId ACTION_T_RANDOM_SAY = 6, //*UNUSED ACTION_T_RANDOM_YELL = 7, //*UNUSED ACTION_T_RANDOM_TEXTEMOTE = 8, //*UNUSED ACTION_T_RANDOM_SOUND = 9, //SoundId1, SoundId2, SoundId3 (-1 in any field means no output if randomed that field) ACTION_T_RANDOM_EMOTE = 10, //*EmoteId1, EmoteId2, EmoteId3 (-1 in any field means no output if randomed that field) ACTION_T_CAST = 11, //*SpellId, Target, CastFlags ACTION_T_SUMMON = 12, //*CreatureID, Target, Duration in ms ACTION_T_THREAT_SINGLE_PCT = 13, //*Threat%, Target ACTION_T_THREAT_ALL_PCT = 14, //Threat% ACTION_T_QUEST_EVENT = 15, //*QuestID, Target ACTION_T_CASTCREATUREGO = 16, //*QuestID, SpellId, Target ACTION_T_SET_UNIT_FIELD = 17, //*Field_Number, Value, Target ACTION_T_SET_UNIT_FLAG = 18, //*Flags (may be more than one field OR'd together), Target ACTION_T_REMOVE_UNIT_FLAG = 19, //*Flags (may be more than one field OR'd together), Target ACTION_T_AUTO_ATTACK = 20, //AllowAttackState (0 = stop attack, anything else means continue attacking) ACTION_T_COMBAT_MOVEMENT = 21, //AllowCombatMovement (0 = stop combat based movement, anything else continue attacking) ACTION_T_SET_PHASE = 22, //*Phase ACTION_T_INC_PHASE = 23, //*Value (may be negative to decrement phase, should not be 0) ACTION_T_EVADE = 24, //No Params ACTION_T_FLEE = 25, //No Params ACTION_T_QUEST_EVENT_ALL = 26, //*QuestID ACTION_T_CASTCREATUREGO_ALL = 27, //*QuestId, SpellId ACTION_T_REMOVEAURASFROMSPELL = 28, //*Target, Spellid ACTION_T_RANGED_MOVEMENT = 29, //Distance, Angle ACTION_T_RANDOM_PHASE = 30, //PhaseId1, PhaseId2, PhaseId3 ACTION_T_RANDOM_PHASE_RANGE = 31, //PhaseMin, PhaseMax ACTION_T_SUMMON_ID = 32, //*CreatureId, Target, SpawnId ACTION_T_KILLED_MONSTER = 33, //*CreatureId, Target ACTION_T_SET_INST_DATA = 34, //*Field, Data ACTION_T_SET_INST_DATA64 = 35, //*Field, Target ACTION_T_UPDATE_TEMPLATE = 36, //*Entry, Team ACTION_T_DIE = 37, //No Params ACTION_T_ZONE_COMBAT_PULSE = 38, //No Params ACTION_T_SET_ACTIVE = 101, //Apply ACTION_T_SET_AGGRESSIVE = 102, //Apply ACTION_T_ATTACK_START_PULSE = 103, //Distance ACTION_T_SUMMON_GO = 104, //GameObjectID, DespawnTime in ms ACTION_T_END, }; enum Target { //Self (m_creature) TARGET_T_SELF = 0, //Self cast //Hostile targets (if pet then returns pet owner) TARGET_T_HOSTILE, //Our current target (ie: highest aggro) TARGET_T_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks) TARGET_T_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for) TARGET_T_HOSTILE_RANDOM, //Just any random target on our threat list TARGET_T_HOSTILE_RANDOM_NOT_TOP, //Any random target except top threat //Invoker targets (if pet then returns pet owner) TARGET_T_ACTION_INVOKER, //Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF) //Hostile targets (including pets) TARGET_T_HOSTILE_WPET, //Current target (can be a pet) TARGET_T_HOSTILE_WPET_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks) TARGET_T_HOSTILE_WPET_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for) TARGET_T_HOSTILE_WPET_RANDOM, //Just any random target on our threat list TARGET_T_HOSTILE_WPET_RANDOM_NOT_TOP, //Any random target except top threat TARGET_T_ACTION_INVOKER_WPET, TARGET_T_END }; enum CastFlags { CAST_INTURRUPT_PREVIOUS = 0x01, //Interrupt any spell casting CAST_TRIGGERED = 0x02, //Triggered (this makes spell cost zero mana and have no cast time) CAST_FORCE_CAST = 0x04, //Forces cast even if creature is out of mana or out of range CAST_NO_MELEE_IF_OOM = 0x08, //Prevents creature from entering melee if out of mana or out of range CAST_FORCE_TARGET_SELF = 0x10, //Forces the target to cast this spell on itself CAST_AURA_NOT_PRESENT = 0x20, //Only casts the spell if the target does not have an aura from the spell }; enum EventFlags { EFLAG_REPEATABLE = 0x01, //Event repeats EFLAG_NORMAL = 0x02, //Event only occurs in Normal instance difficulty EFLAG_HEROIC = 0x04, //Event only occurs in Heroic instance difficulty EFLAG_RESERVED_3 = 0x08, EFLAG_RESERVED_4 = 0x10, EFLAG_RESERVED_5 = 0x20, EFLAG_RESERVED_6 = 0x40, EFLAG_DEBUG_ONLY = 0x80, //Event only occurs in debug build }; // String text additional data, used in (CreatureEventAI) struct StringTextData { uint32 SoundId; uint8 Type; uint32 Language; uint32 Emote; }; // Text Maps typedef UNORDERED_MAP CreatureEventAI_TextMap; struct CreatureEventAI_Event { uint32 event_id; uint32 creature_id; uint32 event_inverse_phase_mask; EventAI_Type event_type : 16; uint8 event_chance : 8; uint8 event_flags : 8; union { uint32 event_param1; int32 event_param1_s; }; union { uint32 event_param2; int32 event_param2_s; }; union { uint32 event_param3; int32 event_param3_s; }; union { uint32 event_param4; int32 event_param4_s; }; struct _action { EventAI_ActionType type: 16; union { uint32 param1; int32 param1_s; }; union { uint32 param2; int32 param2_s; }; union { uint32 param3; int32 param3_s; }; }action[MAX_ACTIONS]; }; //Event_Map typedef UNORDERED_MAP > CreatureEventAI_Event_Map; struct CreatureEventAI_Summon { uint32 id; float position_x; float position_y; float position_z; float orientation; uint32 SpawnTimeSecs; }; //EventSummon_Map typedef UNORDERED_MAP CreatureEventAI_Summon_Map; struct CreatureEventAIHolder { CreatureEventAIHolder(CreatureEventAI_Event p) : Event(p), Time(0), Enabled(true){} CreatureEventAI_Event Event; uint32 Time; bool Enabled; }; class TRINITY_DLL_SPEC CreatureEventAI : public CreatureAI { public: explicit CreatureEventAI(Creature *c); ~CreatureEventAI() { CreatureEventAIList.clear(); } void JustRespawned(); void Reset(); void JustReachedHome(); void EnterEvadeMode(); void JustDied(Unit* killer); void KilledUnit(Unit* victim); void JustSummoned(Creature* pUnit); void Aggro(Unit *who); void AttackStart(Unit *who); void MoveInLineOfSight(Unit *who); void SpellHit(Unit* pUnit, const SpellEntry* pSpell); void UpdateAI(const uint32 diff); void ReceiveEmote(Player* pPlayer, uint32 text_emote); static int Permissible(const Creature *); bool ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker = NULL); void ProcessAction(uint16 type, uint32 param1, uint32 param2, uint32 param3, uint32 rnd, uint32 EventId, Unit* pActionInvoker); inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3); inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker); inline Unit* SelectUnit(AttackingTarget target, uint32 position); void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target); bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered); Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff); void DoFindFriendlyMissingBuff(std::list& _list, float range, uint32 spellid); void DoFindFriendlyCC(std::list& _list, float range); //Bool for if we are in combat or not bool InCombat; //Holder for events (stores enabled, time, and eventid) std::list CreatureEventAIList; uint32 EventUpdateTime; //Time between event updates uint32 EventDiff; //Time between the last event call bool bEmptyList; //Variables used by Events themselves uint8 Phase; //Current phase, max 32 phases bool CombatMovementEnabled; //If we allow targeted movment gen (movement twoards top threat) bool MeleeEnabled; //If we allow melee auto attack uint32 AttackDistance; //Distance to attack from float AttackAngle; //Angle of attack uint32 TimetoFleeLeft; bool IsFleeing; }; #endif