/* Copyright (C) 2006 - 2009 ScriptDev2 * 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 */ /* ScriptData SDName: SimpleAI SD%Complete: 100 SDComment: Base Class for SimpleAI creatures SDCategory: Creatures EndScriptData */ #include "ScriptedPch.h" #include "ScriptedSimpleAI.h" SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c) { //Clear all data Aggro_TextId[0] = 0; Aggro_TextId[1] = 0; Aggro_TextId[2] = 0; Aggro_Sound[0] = 0; Aggro_Sound[1] = 0; Aggro_Sound[2] = 0; Death_TextId[0] = 0; Death_TextId[1] = 0; Death_TextId[2] = 0; Death_Sound[0] = 0; Death_Sound[1] = 0; Death_Sound[2] = 0; Death_Spell = 0; Death_Target_Type = 0; Kill_TextId[0] = 0; Kill_TextId[1] = 0; Kill_TextId[2] = 0; Kill_Sound[0] = 0; Kill_Sound[1] = 0; Kill_Sound[2] = 0; Kill_Spell = 0; Kill_Target_Type = 0; memset(Spell,0,sizeof(Spell)); EnterEvadeMode(); } void SimpleAI::Reset() { } void SimpleAI::EnterCombat(Unit *who) { //Reset cast timers if (Spell[0].First_Cast >= 0) Spell_Timer[0] = Spell[0].First_Cast; else Spell_Timer[0] = 1000; if (Spell[1].First_Cast >= 0) Spell_Timer[1] = Spell[1].First_Cast; else Spell_Timer[1] = 1000; if (Spell[2].First_Cast >= 0) Spell_Timer[2] = Spell[2].First_Cast; else Spell_Timer[2] = 1000; if (Spell[3].First_Cast >= 0) Spell_Timer[3] = Spell[3].First_Cast; else Spell_Timer[3] = 1000; if (Spell[4].First_Cast >= 0) Spell_Timer[4] = Spell[4].First_Cast; else Spell_Timer[4] = 1000; if (Spell[5].First_Cast >= 0) Spell_Timer[5] = Spell[5].First_Cast; else Spell_Timer[5] = 1000; if (Spell[6].First_Cast >= 0) Spell_Timer[6] = Spell[6].First_Cast; else Spell_Timer[6] = 1000; if (Spell[7].First_Cast >= 0) Spell_Timer[7] = Spell[7].First_Cast; else Spell_Timer[7] = 1000; if (Spell[8].First_Cast >= 0) Spell_Timer[8] = Spell[8].First_Cast; else Spell_Timer[8] = 1000; if (Spell[9].First_Cast >= 0) Spell_Timer[9] = Spell[9].First_Cast; else Spell_Timer[9] = 1000; uint8 random_text = urand(0,2); //Random text if (Aggro_TextId[random_text]) DoScriptText(Aggro_TextId[random_text], m_creature, who); //Random sound if (Aggro_Sound[random_text]) DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); } void SimpleAI::KilledUnit(Unit *victim) { uint8 random_text = urand(0,2); //Random yell if (Kill_TextId[random_text]) DoScriptText(Kill_TextId[random_text], m_creature, victim); //Random sound if (Kill_Sound[random_text]) DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); if (!Kill_Spell) return; Unit *pTarget = NULL; switch (Kill_Target_Type) { case CAST_SELF: pTarget = m_creature; break; case CAST_HOSTILE_TARGET: pTarget = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_KILLEDUNIT_VICTIM: pTarget = victim; break; } //Target is ok, cast a spell on it if (pTarget) DoCast(pTarget, Kill_Spell); } void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) { //Return if damage taken won't kill us if (m_creature->GetHealth() > damage) return; uint8 random_text = urand(0,2); //Random yell if (Death_TextId[random_text]) DoScriptText(Death_TextId[random_text], m_creature, killer); //Random sound if (Death_Sound[random_text]) DoPlaySoundToSet(m_creature, Death_Sound[random_text]); if (!Death_Spell) return; Unit *pTarget = NULL; switch (Death_Target_Type) { case CAST_SELF: pTarget = m_creature; break; case CAST_HOSTILE_TARGET: pTarget = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); break; case CAST_JUSTDIED_KILLER: pTarget = killer; break; } //Target is ok, cast a spell on it if (pTarget) DoCast(pTarget, Death_Spell); } void SimpleAI::UpdateAI(const uint32 diff) { //Return since we have no target if (!UpdateVictim()) return; //Spells for (uint32 i = 0; i < 10; ++i) { //Spell not valid if (!Spell[i].Enabled || !Spell[i].Spell_Id) continue; if (Spell_Timer[i] <= diff) { //Check if this is a percentage based if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) continue; //Check Current spell if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) { Unit *pTarget = NULL; switch (Spell[i].Cast_Target_Type) { case CAST_SELF: pTarget = m_creature; break; case CAST_HOSTILE_TARGET: pTarget = m_creature->getVictim(); break; case CAST_HOSTILE_SECOND_AGGRO: pTarget = SelectUnit(SELECT_TARGET_TOPAGGRO,1); break; case CAST_HOSTILE_LAST_AGGRO: pTarget = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); break; case CAST_HOSTILE_RANDOM: pTarget = SelectUnit(SELECT_TARGET_RANDOM,0); break; } //Target is ok, cast a spell on it and then do our random yell if (pTarget) { if (m_creature->IsNonMeleeSpellCasted(false)) m_creature->InterruptNonMeleeSpells(false); DoCast(pTarget, Spell[i].Spell_Id); //Yell and sound use the same number so that you can make //the Creature yell with the correct sound effect attached uint8 random_text = urand(0,2); //Random yell if (Spell[i].TextId[random_text]) DoScriptText(Spell[i].TextId[random_text], m_creature, pTarget); //Random sound if (Spell[i].Text_Sound[random_text]) DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); } } //Spell will cast agian when the cooldown is up if (Spell[i].CooldownRandomAddition) Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); else Spell_Timer[i] = Spell[i].Cooldown; } else Spell_Timer[i] -= diff; } DoMeleeAttackIfReady(); }