root/trunk/src/game/CreatureAI.h @ 174

Revision 174, 5.5 kB (checked in by yumileroy, 17 years ago)

[svn] Implemented player on player and player on creature possession:
* Implemented packet and vision forwarding through possessed units
* Added new OnPossess? script call alerting scripts on when possession is applied/removed
* Moved fall damage and fall under map calculations into the Player class
* Added new PossessedAI that is applied only while possession on creature is active
* Implemented summon possessed spell effect
* Fixed Eyes of the Beast

Original author: gvcoman
Date: 2008-11-05 20:51:05-06:00

Line 
1/*
2 * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
3 *
4 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
5 *
6 * This program is free software; you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation; either version 2 of the License, or
9 * (at your option) any later version.
10 *
11 * This program is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with this program; if not, write to the Free Software
18 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 */
20
21#ifndef TRINITY_CREATUREAI_H
22#define TRINITY_CREATUREAI_H
23
24#include "Common.h"
25#include "Platform/Define.h"
26#include "Policies/Singleton.h"
27#include "Dynamic/ObjectRegistry.h"
28#include "Dynamic/FactoryHolder.h"
29
30class Unit;
31class Creature;
32struct SpellEntry;
33
34#define TIME_INTERVAL_LOOK   5000
35#define VISIBILITY_RANGE    10000
36
37//Spell targets used by SelectSpell
38enum SelectTarget
39{
40    SELECT_TARGET_DONTCARE = 0,                             //All target types allowed
41
42    SELECT_TARGET_SELF,                                     //Only Self casting
43
44    SELECT_TARGET_SINGLE_ENEMY,                             //Only Single Enemy
45    SELECT_TARGET_AOE_ENEMY,                                //Only AoE Enemy
46    SELECT_TARGET_ANY_ENEMY,                                //AoE or Single Enemy
47
48    SELECT_TARGET_SINGLE_FRIEND,                            //Only Single Friend
49    SELECT_TARGET_AOE_FRIEND,                               //Only AoE Friend
50    SELECT_TARGET_ANY_FRIEND,                               //AoE or Single Friend
51};
52
53//Spell Effects used by SelectSpell
54enum SelectEffect
55{
56    SELECT_EFFECT_DONTCARE = 0,                             //All spell effects allowed
57    SELECT_EFFECT_DAMAGE,                                   //Spell does damage
58    SELECT_EFFECT_HEALING,                                  //Spell does healing
59    SELECT_EFFECT_AURA,                                     //Spell applies an aura
60};
61
62//Selection method used by SelectTarget
63enum SelectAggroTarget
64{
65    SELECT_TARGET_RANDOM = 0,                               //Just selects a random target
66    SELECT_TARGET_TOPAGGRO,                                 //Selects targes from top aggro to bottom
67    SELECT_TARGET_BOTTOMAGGRO,                              //Selects targets from bottom aggro to top
68    SELECT_TARGET_NEAREST,
69    SELECT_TARGET_FARTHEST,
70};
71
72class TRINITY_DLL_SPEC CreatureAI
73{
74    public:
75
76        virtual ~CreatureAI();
77
78        // Called if IsVisible(Unit *who) is true at each *who move
79        virtual void MoveInLineOfSight(Unit *) = 0;
80
81        // Called at each attack of m_creature by any victim
82        virtual void AttackStart(Unit *) = 0;
83
84        // Called at stopping attack by any attacker
85        virtual void EnterEvadeMode() = 0;
86
87        // Called at any Damage from any attacker (before damage apply)
88        virtual void DamageTaken(Unit *done_by, uint32 & /*damage*/) { AttackedBy(done_by); }
89
90        // Is unit visible for MoveInLineOfSight
91        virtual bool IsVisible(Unit *) const = 0;
92
93        // Called at World update tick
94        virtual void UpdateAI(const uint32 diff ) = 0;
95
96        // Called when the creature is killed
97        virtual void JustDied(Unit *) {}
98
99        // Called when the creature kills a unit
100        virtual void KilledUnit(Unit *) {}
101
102        // Called when the creature summon successfully other creature
103        virtual void JustSummoned(Creature* ) {}
104
105        virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
106
107        // Called when hit by a spell
108        virtual void SpellHit(Unit*, const SpellEntry*) {}
109
110        // Called when spell hits a target
111        virtual void SpellHitTarget(Unit* target, const SpellEntry*) {} 
112
113        // Called when vitim entered water and creature can not enter water
114        virtual bool canReachByRangeAttack(Unit*) { return false; }
115
116        // Called when the creature is attacked
117        virtual void AttackedBy(Unit * /*attacker*/) {}
118
119        // Called when creature is spawned or respawned (for reseting variables)
120        virtual void JustRespawned() {}
121
122        // Called at waypoint reached or point movement finished
123        virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
124
125        // Called when AI is temporarily replaced or put back when possess is applied or removed
126        virtual void OnPossess(bool apply) {}
127};
128
129struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
130{
131
132    SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
133};
134
135template<class REAL_AI>
136struct CreatureAIFactory : public SelectableAI
137{
138    CreatureAIFactory(const char *name) : SelectableAI(name) {}
139
140    CreatureAI* Create(void *) const;
141
142    int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
143};
144
145enum Permitions
146{
147    PERMIT_BASE_NO                 = -1,
148    PERMIT_BASE_IDLE               = 1,
149    PERMIT_BASE_REACTIVE           = 100,
150    PERMIT_BASE_PROACTIVE          = 200,
151    PERMIT_BASE_FACTION_SPECIFIC   = 400,
152    PERMIT_BASE_SPECIAL            = 800
153};
154
155typedef FactoryHolder<CreatureAI> CreatureAICreator;
156typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
157typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
158#endif
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