/* * Copyright (C) 2008-2012 TrinityCore * * 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, see . */ #ifndef CREATUREAIIMPL_H #define CREATUREAIIMPL_H #include "Common.h" #include "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 { public: EventMap() : _time(0), _phase(0) {} // Returns current timer value, does not represent real dates/times uint32 GetTimer() const { return _time; } // Removes all events and clears phase void Reset() { clear(); _time = 0; _phase = 0; } void Update(uint32 time) { _time += time; } uint32 GetPhaseMask() const { return (_phase >> 24) & 0xFF; } bool Empty() const { return empty(); } // Sets event phase, must be in range 1 - 8 void SetPhase(uint32 phase) { if (phase && phase < 8) _phase = (1 << (phase + 24)); else if (!phase) _phase = 0; } // Creates new event entry in map with given id, time, group if given (1 - 8) and phase if given (1 - 8) // 0 for group/phase means it belongs to no group or runs in all phases void ScheduleEvent(uint32 eventId, uint32 time, uint32 groupId = 0, uint32 phase = 0) { time += _time; if (groupId && groupId < 9) eventId |= (1 << (groupId + 16)); if (phase && phase < 8) eventId |= (1 << (phase + 24)); const_iterator itr = find(time); while (itr != end()) { ++time; itr = find(time); } insert(std::make_pair(time, eventId)); } // Removes event with specified id and creates new entry for it void RescheduleEvent(uint32 eventId, uint32 time, uint32 groupId = 0, uint32 phase = 0) { CancelEvent(eventId); ScheduleEvent(eventId, time, groupId, phase); } // Reschedules closest event void RepeatEvent(uint32 time) { if (empty()) return; uint32 eventId = begin()->second; erase(begin()); time += _time; const_iterator itr = find(time); while (itr != end()) { ++time; itr = find(time); } insert(std::make_pair(time, eventId)); } // Removes first event void PopEvent() { erase(begin()); } // Gets next event id to execute and removes it from map uint32 ExecuteEvent() { while (!empty()) { if (begin()->first > _time) return 0; else if (_phase && (begin()->second & 0xFF000000) && !(begin()->second & _phase)) erase(begin()); else { uint32 eventId = (begin()->second & 0x0000FFFF); erase(begin()); return eventId; } } return 0; } // Gets next event id to execute uint32 GetEvent() { while (!empty()) { if (begin()->first > _time) return 0; else if (_phase && (begin()->second & 0xFF000000) && !(begin()->second & _phase)) erase(begin()); else return (begin()->second & 0x0000FFFF); } return 0; } // Delay all events void DelayEvents(uint32 delay) { if (delay < _time) _time -= delay; else _time = 0; } // Delay all events having the specified Group void DelayEvents(uint32 delay, uint32 groupId) { uint32 nextTime = _time + delay; uint32 groupMask = (1 << (groupId + 16)); for (iterator itr = begin(); itr != end() && itr->first < nextTime;) { if (itr->second & groupMask) { ScheduleEvent(itr->second, itr->first - _time + delay); erase(itr); itr = begin(); } else ++itr; } } // Cancel events with specified id void CancelEvent(uint32 eventId) { for (iterator itr = begin(); itr != end();) { if (eventId == (itr->second & 0x0000FFFF)) { erase(itr); itr = begin(); } else ++itr; } } // Cancel events belonging to specified group void CancelEventGroup(uint32 groupId) { uint32 groupMask = (1 << (groupId + 16)); for (iterator itr = begin(); itr != end();) { if (itr->second & groupMask) { erase(itr); itr = begin(); } else ++itr; } } // Returns time of next event to execute // To get how much time remains substract _time uint32 GetNextEventTime(uint32 eventId) const { for (const_iterator itr = begin(); itr != end(); ++itr) if (eventId == (itr->second & 0x0000FFFF)) return itr->first; return 0; } private: uint32 _time; uint32 _phase; }; 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->IsValidAttackTarget(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::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::_EnterEvadeMode() { if (!me->isAlive()) return false; // dont remove vehicle auras, passengers arent supposed to drop off the vehicle me->RemoveAllAurasExceptType(SPELL_AURA_CONTROL_VEHICLE); // sometimes bosses stuck in combat? 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_STATE_CASTING) && !triggered)) return; me->CastSpell(victim, spellId, triggered); } inline void UnitAI::DoCastVictim(uint32 spellId, bool triggered) { // Why don't we check for casting unit_state and existing target as we do in DoCast(.. ? me->CastSpell(me->getVictim(), spellId, triggered); } inline void UnitAI::DoCastAOE(uint32 spellId, bool triggered) { if (!triggered && me->HasUnitState(UNIT_STATE_CASTING)) return; me->CastSpell((Unit*)NULL, spellId, triggered); } inline Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType) { return me->SummonCreature(entry, pos, summonType, despawnTime); } inline Creature* CreatureAI::DoSummon(uint32 entry, WorldObject* obj, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); return me->SummonCreature(entry, pos, summonType, despawnTime); } inline Creature* CreatureAI::DoSummonFlyer(uint32 entry, WorldObject* obj, float flightZ, float radius, uint32 despawnTime, TempSummonType summonType) { Position pos; obj->GetRandomNearPosition(pos, radius); pos.m_positionZ += flightZ; return me->SummonCreature(entry, pos, summonType, despawnTime); } #endif