1 | /* Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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2 | * |
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3 | * Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/> |
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4 | * |
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5 | * This program is free software licensed under GPL version 2 |
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6 | * Please see the included DOCS/LICENSE.TXT for more information */ |
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7 | |
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8 | #ifndef SC_CREATURE_H |
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9 | #define SC_CREATURE_H |
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10 | |
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11 | #include "CreatureAI.h" |
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12 | #include "Creature.h" |
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13 | |
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14 | class SummonList : std::list<uint64> |
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15 | { |
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16 | public: |
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17 | SummonList(Creature* creature) : m_creature(creature) {} |
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18 | void Summon(Creature *summon) {push_back(summon->GetGUID());} |
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19 | void Despawn(Creature *summon); |
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20 | void DespawnEntry(uint32 entry); |
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21 | void DespawnAll(); |
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22 | private: |
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23 | Creature *m_creature; |
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24 | }; |
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25 | |
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26 | struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI |
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27 | { |
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28 | ScriptedAI(Creature* creature) : m_creature(creature), InCombat(false), IsFleeing(false) {} |
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29 | ~ScriptedAI() {} |
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30 | |
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31 | //************* |
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32 | //CreatureAI Functions |
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33 | //************* |
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34 | |
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35 | //Called if IsVisible(Unit *who) is true at each *who move |
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36 | void MoveInLineOfSight(Unit *); |
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37 | |
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38 | //Called at each attack of m_creature by any victim |
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39 | void AttackStart(Unit *); |
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40 | void AttackStart(Unit *, bool melee); |
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41 | |
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42 | //Called at stoping attack by any attacker |
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43 | void EnterEvadeMode(); |
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44 | |
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45 | // Called at any Damage from any attacker (before damage apply) |
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46 | void DamageTaken(Unit *done_by, uint32 &damage) {} |
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47 | |
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48 | //Is unit visible for MoveInLineOfSight |
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49 | bool IsVisible(Unit *who) const; |
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50 | |
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51 | //Called at World update tick |
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52 | void UpdateAI(const uint32); |
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53 | |
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54 | //Called at creature death |
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55 | void JustDied(Unit*){} |
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56 | |
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57 | //Called at creature killing another unit |
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58 | void KilledUnit(Unit*){} |
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59 | |
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60 | // Called when the creature summon successfully other creature |
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61 | void JustSummoned(Creature* ) {} |
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62 | |
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63 | // Called when a summoned creature is despawned |
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64 | void SummonedCreatureDespawn(Creature* /*unit*/) {} |
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65 | |
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66 | // Called when hit by a spell |
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67 | void SpellHit(Unit* caster, const SpellEntry*) {} |
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68 | |
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69 | // Called when spell hits a target |
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70 | void SpellHitTarget(Unit* target, const SpellEntry*) {} |
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71 | |
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72 | // Called when creature is spawned or respawned (for reseting variables) |
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73 | void JustRespawned(); |
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74 | |
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75 | //Called at waypoint reached or PointMovement end |
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76 | void MovementInform(uint32, uint32){} |
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77 | |
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78 | // Called when AI is temporarily replaced or put back when possess is applied or removed |
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79 | void OnPossess(bool apply) {} |
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80 | |
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81 | //************* |
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82 | // Variables |
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83 | //************* |
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84 | |
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85 | //Pointer to creature we are manipulating |
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86 | Creature* m_creature; |
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87 | |
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88 | //Bool for if we are in combat or not |
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89 | bool InCombat; |
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90 | |
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91 | //For fleeing |
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92 | bool IsFleeing; |
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93 | |
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94 | //************* |
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95 | //Pure virtual functions |
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96 | //************* |
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97 | |
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98 | //Called at creature reset either by death or evade |
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99 | virtual void Reset() = 0; |
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100 | |
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101 | //Called at creature aggro either by MoveInLOS or Attack Start |
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102 | virtual void Aggro(Unit*) = 0; |
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103 | |
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104 | //************* |
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105 | //AI Helper Functions |
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106 | //************* |
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107 | |
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108 | //Start movement toward victim |
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109 | void DoStartMovement(Unit* victim, float distance = 0, float angle = 0); |
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110 | |
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111 | //Start no movement on victim |
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112 | void DoStartNoMovement(Unit* victim); |
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113 | |
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114 | //Do melee swing of current victim if in rnage and ready and not casting |
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115 | void DoMeleeAttackIfReady(); |
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116 | |
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117 | //Stop attack of current victim |
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118 | void DoStopAttack(); |
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119 | |
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120 | //Cast spell by Id |
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121 | void DoCast(Unit* victim, uint32 spellId, bool triggered = false); |
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122 | |
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123 | //Cast spell by spell info |
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124 | void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false); |
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125 | |
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126 | //Creature say |
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127 | void DoSay(const char* text, uint32 language, Unit* target); |
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128 | |
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129 | //Creature Yell |
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130 | void DoYell(const char* text, uint32 language, Unit* target); |
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131 | |
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132 | //Creature Text emote, optional bool for boss emote text |
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133 | void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false); |
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134 | |
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135 | //Creature whisper, optional bool for boss whisper |
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136 | void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false); |
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137 | |
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138 | //Plays a sound to all nearby players |
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139 | void DoPlaySoundToSet(Unit* unit, uint32 sound); |
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140 | |
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141 | //Places the entire map into combat with creature |
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142 | void DoZoneInCombat(Unit* pUnit = 0); |
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143 | |
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144 | //Drops all threat to 0%. Does not remove players from the threat list |
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145 | void DoResetThreat(); |
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146 | |
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147 | //Teleports a player without dropping threat (only teleports to same map) |
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148 | void DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o); |
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149 | void DoTeleportAll(float x, float y, float z, float o); |
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150 | |
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151 | //Returns friendly unit with the most amount of hp missing from max hp |
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152 | Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1); |
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153 | |
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154 | //Returns a list of friendly CC'd units within range |
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155 | std::list<Creature*> DoFindFriendlyCC(float range); |
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156 | |
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157 | //Returns a list of all friendly units missing a specific buff within range |
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158 | std::list<Creature*> DoFindFriendlyMissingBuff(float range, uint32 spellid); |
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159 | |
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160 | //Spawns a creature relative to m_creature |
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161 | Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime); |
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162 | |
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163 | //Selects a unit from the creature's current aggro list |
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164 | Unit* SelectUnit(SelectAggroTarget target, uint32 position); |
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165 | Unit* SelectUnit(SelectAggroTarget target, uint32 position, float dist, bool playerOnly); |
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166 | void SelectUnitList(std::list<Unit*> &targetList, uint32 num, SelectAggroTarget target, float dist, bool playerOnly); |
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167 | |
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168 | //Returns spells that meet the specified criteria from the creatures spell list |
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169 | SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect); |
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170 | |
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171 | //Checks if you can cast the specified spell |
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172 | bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false); |
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173 | }; |
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174 | |
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175 | struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI |
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176 | { |
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177 | Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {} |
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178 | |
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179 | //Called if IsVisible(Unit *who) is true at each *who move |
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180 | void MoveInLineOfSight(Unit *); |
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181 | |
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182 | //Called at each attack of m_creature by any victim |
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183 | void AttackStart(Unit *); |
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184 | }; |
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185 | |
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186 | struct TRINITY_DLL_DECL NullCreatureAI : public CreatureAI |
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187 | { |
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188 | NullCreatureAI(Creature* c) : m_creature(c) {} |
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189 | ~NullCreatureAI() {} |
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190 | |
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191 | Creature *m_creature; |
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192 | |
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193 | void MoveInLineOfSight(Unit *) {} |
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194 | void AttackStart(Unit *) {} |
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195 | void EnterEvadeMode() {} |
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196 | bool IsVisible(Unit *) const { return false; } |
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197 | |
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198 | void UpdateAI(const uint32) {} |
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199 | }; |
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200 | |
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201 | #endif |
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