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301 lines
14 KiB
C++
301 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef MANGOS_CREATURE_EAI_H
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#define MANGOS_CREATURE_EAI_H
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#include "Common.h"
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#include "Creature.h"
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#include "CreatureAI.h"
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#include "Unit.h"
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class Player;
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class WorldObject;
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#define EVENT_UPDATE_TIME 500
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#define SPELL_RUN_AWAY 8225
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#define MAX_ACTIONS 3
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#define TEXT_SOURCE_RANGE -1000000 //the amount of entries each text source has available
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enum EventAI_Type
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{
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EVENT_T_TIMER = 0, // InitialMin, InitialMax, RepeatMin, RepeatMax
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EVENT_T_TIMER_OOC = 1, // InitialMin, InitialMax, RepeatMin, RepeatMax
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EVENT_T_HP = 2, // HPMax%, HPMin%, RepeatMin, RepeatMax
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EVENT_T_MANA = 3, // ManaMax%,ManaMin% RepeatMin, RepeatMax
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EVENT_T_AGGRO = 4, // NONE
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EVENT_T_KILL = 5, // RepeatMin, RepeatMax
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EVENT_T_DEATH = 6, // NONE
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EVENT_T_EVADE = 7, // NONE
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EVENT_T_SPELLHIT = 8, // SpellID, School, RepeatMin, RepeatMax
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EVENT_T_RANGE = 9, // MinDist, MaxDist, RepeatMin, RepeatMax
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EVENT_T_OOC_LOS = 10, // NoHostile, NoFriendly, RepeatMin, RepeatMax
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EVENT_T_SPAWNED = 11, // NONE
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EVENT_T_TARGET_HP = 12, // HPMax%, HPMin%, RepeatMin, RepeatMax
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EVENT_T_TARGET_CASTING = 13, // RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_HP = 14, // HPDeficit, Radius, RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_IS_CC = 15, // DispelType, Radius, RepeatMin, RepeatMax
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EVENT_T_FRIENDLY_MISSING_BUFF = 16, // SpellId, Radius, RepeatMin, RepeatMax
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EVENT_T_SUMMONED_UNIT = 17, // CreatureId, RepeatMin, RepeatMax
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EVENT_T_TARGET_MANA = 18, // ManaMax%, ManaMin%, RepeatMin, RepeatMax
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EVENT_T_QUEST_ACCEPT = 19, // QuestID
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EVENT_T_QUEST_COMPLETE = 20, //
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EVENT_T_REACHED_HOME = 21, // NONE
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EVENT_T_RECEIVE_EMOTE = 22, // EmoteId, Condition, CondValue1, CondValue2
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EVENT_T_END,
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};
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enum EventAI_ActionType
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{
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ACTION_T_NONE = 0, //*No action
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ACTION_T_TEXT = 1, //*-TextId1, optionally -TextId2, optionally -TextId3(if -TextId2 exist). If more than just -TextId1 is defined, randomize. Negative values.
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ACTION_T_SET_FACTION = 2, //*FactionId (or 0 for default)
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ACTION_T_MORPH_TO_ENTRY_OR_MODEL = 3, //*Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph)
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ACTION_T_SOUND = 4, //*SoundId
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ACTION_T_EMOTE = 5, //*EmoteId
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ACTION_T_RANDOM_SAY = 6, //*UNUSED
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ACTION_T_RANDOM_YELL = 7, //*UNUSED
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ACTION_T_RANDOM_TEXTEMOTE = 8, //*UNUSED
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ACTION_T_RANDOM_SOUND = 9, //SoundId1, SoundId2, SoundId3 (-1 in any field means no output if randomed that field)
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ACTION_T_RANDOM_EMOTE = 10, //*EmoteId1, EmoteId2, EmoteId3 (-1 in any field means no output if randomed that field)
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ACTION_T_CAST = 11, //*SpellId, Target, CastFlags
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ACTION_T_SUMMON = 12, //*CreatureID, Target, Duration in ms
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ACTION_T_THREAT_SINGLE_PCT = 13, //*Threat%, Target
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ACTION_T_THREAT_ALL_PCT = 14, //Threat%
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ACTION_T_QUEST_EVENT = 15, //*QuestID, Target
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ACTION_T_CASTCREATUREGO = 16, //*QuestID, SpellId, Target
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ACTION_T_SET_UNIT_FIELD = 17, //*Field_Number, Value, Target
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ACTION_T_SET_UNIT_FLAG = 18, //*Flags (may be more than one field OR'd together), Target
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ACTION_T_REMOVE_UNIT_FLAG = 19, //*Flags (may be more than one field OR'd together), Target
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ACTION_T_AUTO_ATTACK = 20, //AllowAttackState (0 = stop attack, anything else means continue attacking)
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ACTION_T_COMBAT_MOVEMENT = 21, //AllowCombatMovement (0 = stop combat based movement, anything else continue attacking)
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ACTION_T_SET_PHASE = 22, //*Phase
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ACTION_T_INC_PHASE = 23, //*Value (may be negative to decrement phase, should not be 0)
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ACTION_T_EVADE = 24, //No Params
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ACTION_T_FLEE = 25, //No Params
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ACTION_T_QUEST_EVENT_ALL = 26, //*QuestID
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ACTION_T_CASTCREATUREGO_ALL = 27, //*QuestId, SpellId
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ACTION_T_REMOVEAURASFROMSPELL = 28, //*Target, Spellid
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ACTION_T_RANGED_MOVEMENT = 29, //Distance, Angle
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ACTION_T_RANDOM_PHASE = 30, //PhaseId1, PhaseId2, PhaseId3
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ACTION_T_RANDOM_PHASE_RANGE = 31, //PhaseMin, PhaseMax
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ACTION_T_SUMMON_ID = 32, //*CreatureId, Target, SpawnId
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ACTION_T_KILLED_MONSTER = 33, //*CreatureId, Target
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ACTION_T_SET_INST_DATA = 34, //*Field, Data
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ACTION_T_SET_INST_DATA64 = 35, //*Field, Target
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ACTION_T_UPDATE_TEMPLATE = 36, //*Entry, Team
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ACTION_T_DIE = 37, //No Params
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ACTION_T_ZONE_COMBAT_PULSE = 38, //No Params
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ACTION_T_END,
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};
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enum Target
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{
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//Self (m_creature)
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TARGET_T_SELF = 0, //Self cast
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//Hostile targets (if pet then returns pet owner)
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TARGET_T_HOSTILE, //Our current target (ie: highest aggro)
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TARGET_T_HOSTILE_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
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TARGET_T_HOSTILE_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
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TARGET_T_HOSTILE_RANDOM, //Just any random target on our threat list
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TARGET_T_HOSTILE_RANDOM_NOT_TOP, //Any random target except top threat
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//Invoker targets (if pet then returns pet owner)
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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)
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//Hostile targets (including pets)
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TARGET_T_HOSTILE_WPET, //Current target (can be a pet)
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TARGET_T_HOSTILE_WPET_SECOND_AGGRO, //Second highest aggro (generaly used for cleaves and some special attacks)
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TARGET_T_HOSTILE_WPET_LAST_AGGRO, //Dead last on aggro (no idea what this could be used for)
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TARGET_T_HOSTILE_WPET_RANDOM, //Just any random target on our threat list
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TARGET_T_HOSTILE_WPET_RANDOM_NOT_TOP, //Any random target except top threat
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TARGET_T_ACTION_INVOKER_WPET,
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TARGET_T_END
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};
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enum CastFlags
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{
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CAST_INTURRUPT_PREVIOUS = 0x01, //Interrupt any spell casting
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CAST_TRIGGERED = 0x02, //Triggered (this makes spell cost zero mana and have no cast time)
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CAST_FORCE_CAST = 0x04, //Forces cast even if creature is out of mana or out of range
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CAST_NO_MELEE_IF_OOM = 0x08, //Prevents creature from entering melee if out of mana or out of range
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CAST_FORCE_TARGET_SELF = 0x10, //Forces the target to cast this spell on itself
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CAST_AURA_NOT_PRESENT = 0x20, //Only casts the spell if the target does not have an aura from the spell
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};
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enum EventFlags
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{
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EFLAG_REPEATABLE = 0x01, //Event repeats
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EFLAG_NORMAL = 0x02, //Event only occurs in Normal instance difficulty
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EFLAG_HEROIC = 0x04, //Event only occurs in Heroic instance difficulty
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EFLAG_RESERVED_3 = 0x08,
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EFLAG_RESERVED_4 = 0x10,
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EFLAG_RESERVED_5 = 0x20,
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EFLAG_RESERVED_6 = 0x40,
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EFLAG_DEBUG_ONLY = 0x80, //Event only occurs in debug build
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};
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// String text additional data, used in (CreatureEventAI)
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struct StringTextData
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{
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uint32 SoundId;
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uint8 Type;
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uint32 Language;
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uint32 Emote;
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};
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// Text Maps
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typedef UNORDERED_MAP<int32, StringTextData> CreatureEventAI_TextMap;
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struct CreatureEventAI_Event
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{
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uint32 event_id;
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uint32 creature_id;
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uint32 event_inverse_phase_mask;
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EventAI_Type event_type : 16;
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uint8 event_chance : 8;
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uint8 event_flags : 8;
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union
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{
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uint32 event_param1;
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int32 event_param1_s;
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};
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union
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{
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uint32 event_param2;
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int32 event_param2_s;
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};
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union
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{
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uint32 event_param3;
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int32 event_param3_s;
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};
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union
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{
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uint32 event_param4;
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int32 event_param4_s;
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};
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struct _action
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{
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EventAI_ActionType type: 16;
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union
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{
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uint32 param1;
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int32 param1_s;
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};
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union
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{
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uint32 param2;
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int32 param2_s;
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};
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union
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{
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uint32 param3;
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int32 param3_s;
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};
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}action[MAX_ACTIONS];
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};
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//Event_Map
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typedef UNORDERED_MAP<uint32, std::vector<CreatureEventAI_Event> > CreatureEventAI_Event_Map;
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struct CreatureEventAI_Summon
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{
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uint32 id;
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float position_x;
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float position_y;
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float position_z;
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float orientation;
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uint32 SpawnTimeSecs;
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};
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//EventSummon_Map
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typedef UNORDERED_MAP<uint32, CreatureEventAI_Summon> CreatureEventAI_Summon_Map;
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struct CreatureEventAIHolder
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{
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CreatureEventAIHolder(CreatureEventAI_Event p) : Event(p), Time(0), Enabled(true){}
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CreatureEventAI_Event Event;
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uint32 Time;
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bool Enabled;
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};
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class MANGOS_DLL_SPEC CreatureEventAI : public CreatureAI
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{
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public:
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explicit CreatureEventAI(Creature *c);
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~CreatureEventAI()
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{
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CreatureEventAIList.clear();
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}
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void JustRespawned();
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void Reset();
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void JustReachedHome();
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void EnterCombat(Unit *enemy);
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void EnterEvadeMode();
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void JustDied(Unit* killer);
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void KilledUnit(Unit* victim);
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void JustSummoned(Creature* pUnit);
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void AttackStart(Unit *who);
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void MoveInLineOfSight(Unit *who);
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void SpellHit(Unit* pUnit, const SpellEntry* pSpell);
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void UpdateAI(const uint32 diff);
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bool IsVisible(Unit *) const;
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void ReceiveEmote(Player* pPlayer, uint32 text_emote);
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static int Permissible(const Creature *);
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bool ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker = NULL);
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void ProcessAction(uint16 type, uint32 param1, uint32 param2, uint32 param3, uint32 rnd, uint32 EventId, Unit* pActionInvoker);
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inline uint32 GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3);
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inline Unit* GetTargetByType(uint32 Target, Unit* pActionInvoker);
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inline Unit* SelectUnit(AttackingTarget target, uint32 position);
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void DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target);
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void DoZoneInCombat(Unit* pUnit);
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void DoMeleeAttackIfReady();
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bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered);
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Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff);
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void DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid);
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void DoFindFriendlyCC(std::list<Creature*>& _list, float range);
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//Holder for events (stores enabled, time, and eventid)
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std::list<CreatureEventAIHolder> CreatureEventAIList;
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uint32 EventUpdateTime; //Time between event updates
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uint32 EventDiff; //Time between the last event call
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bool bEmptyList;
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//Variables used by Events themselves
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uint8 Phase; //Current phase, max 32 phases
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bool CombatMovementEnabled; //If we allow targeted movment gen (movement twoards top threat)
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bool MeleeEnabled; //If we allow melee auto attack
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uint32 AttackDistance; //Distance to attack from
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float AttackAngle; //Angle of attack
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};
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#endif
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