/* Copyright (C) 2008 Trinity * * Thanks to the original authors: ScriptDev2 * * This program is free software licensed under GPL version 2 * Please see the included DOCS/LICENSE.TXT for more information */ #ifndef SC_CREATURE_H #define SC_CREATURE_H #include "CreatureAI.h" #include "Creature.h" float GetSpellMaxRange(uint32 id); class SummonList : std::list { public: SummonList(Creature* creature) : m_creature(creature) {} void Summon(Creature *summon) {push_back(summon->GetGUID());} void Despawn(Creature *summon); void DespawnEntry(uint32 entry); void DespawnAll(); private: Creature *m_creature; }; //Get a single creature of given entry Unit* FindCreature(uint32 entry, float range, Unit* Finder); //Get a single gameobject of given entry GameObject* FindGameObject(uint32 entry, float range, Unit* Finder); struct TRINITY_DLL_DECL ScriptedAI : public CreatureAI { ScriptedAI(Creature* creature) : CreatureAI(creature), m_creature(creature), InCombat(false), IsFleeing(false) {} ~ScriptedAI() {} //************* //CreatureAI Functions //************* //Called at each attack of m_creature by any victim void AttackStart(Unit *); void AttackStart(Unit *, bool melee); //Called at stoping attack by any attacker void EnterEvadeMode(); // Called at any Damage from any attacker (before damage apply) void DamageTaken(Unit *done_by, uint32 &damage) {} //Called at World update tick void UpdateAI(const uint32); //Called at creature death void JustDied(Unit*){} //Called at creature killing another unit void KilledUnit(Unit*){} // Called when the creature summon successfully other creature void JustSummoned(Creature* ) {} // Called when a summoned creature is despawned void SummonedCreatureDespawn(Creature* /*unit*/) {} // Called when hit by a spell void SpellHit(Unit* caster, const SpellEntry*) {} // Called when spell hits a target void SpellHitTarget(Unit* target, const SpellEntry*) {} // Called when creature is spawned or respawned (for reseting variables) void JustRespawned(); //Called at waypoint reached or PointMovement end void MovementInform(uint32, uint32){} // Called when AI is temporarily replaced or put back when possess is applied or removed void OnPossess(bool apply) {} //************* // Variables //************* //Pointer to creature we are manipulating Creature* m_creature; //Bool for if we are in combat or not bool InCombat; //For fleeing bool IsFleeing; //************* //Pure virtual functions //************* //Called at creature reset either by death or evade virtual void Reset() = 0; //Called at creature aggro either by MoveInLOS or Attack Start virtual void Aggro(Unit*) = 0; //************* //AI Helper Functions //************* //Start movement toward victim void DoStartMovement(Unit* victim, float distance = 0, float angle = 0); //Start no movement on victim void DoStartNoMovement(Unit* victim); //Do melee swing of current victim if in rnage and ready and not casting void DoMeleeAttackIfReady(); //Stop attack of current victim void DoStopAttack(); //Cast spell by Id void DoCast(Unit* victim, uint32 spellId, bool triggered = false); void DoCastAOE(uint32 spellId, bool triggered = false); //Cast spell by spell info void DoCastSpell(Unit* who,SpellEntry const *spellInfo, bool triggered = false); //Creature say void DoSay(const char* text, uint32 language, Unit* target, bool SayEmote = false); //Creature Yell void DoYell(const char* text, uint32 language, Unit* target); //Creature Text emote, optional bool for boss emote text void DoTextEmote(const char* text, Unit* target, bool IsBossEmote = false); //Creature whisper, optional bool for boss whisper void DoWhisper(const char* text, Unit* reciever, bool IsBossWhisper = false); //Plays a sound to all nearby players void DoPlaySoundToSet(Unit* unit, uint32 sound); //Places the entire map into combat with creature void DoZoneInCombat(Unit* pUnit = 0); //Drops all threat to 0%. Does not remove players from the threat list void DoResetThreat(); float DoGetThreat(Unit *u); void DoModifyThreatPercent(Unit *pUnit, int32 pct); //Teleports a player without dropping threat (only teleports to same map) void DoTeleportPlayer(Unit* pUnit, float x, float y, float z, float o); void DoTeleportAll(float x, float y, float z, float o); //Returns friendly unit with the most amount of hp missing from max hp Unit* DoSelectLowestHpFriendly(float range, uint32 MinHPDiff = 1); //Returns a list of friendly CC'd units within range std::list DoFindFriendlyCC(float range); //Returns a list of all friendly units missing a specific buff within range std::list DoFindFriendlyMissingBuff(float range, uint32 spellid); //Spawns a creature relative to m_creature Creature* DoSpawnCreature(uint32 id, float x, float y, float z, float angle, uint32 type, uint32 despawntime); //Selects a unit from the creature's current aggro list Unit* SelectUnit(SelectAggroTarget target, uint32 position); Unit* SelectUnit(SelectAggroTarget target, uint32 position, float dist, bool playerOnly); void SelectUnitList(std::list &targetList, uint32 num, SelectAggroTarget target, float dist, bool playerOnly); //Returns spells that meet the specified criteria from the creatures spell list SpellEntry const* SelectSpell(Unit* Target, int32 School, int32 Mechanic, SelectTarget Targets, uint32 PowerCostMin, uint32 PowerCostMax, float RangeMin, float RangeMax, SelectEffect Effect); //Checks if you can cast the specified spell bool CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered = false); }; struct TRINITY_DLL_DECL Scripted_NoMovementAI : public ScriptedAI { Scripted_NoMovementAI(Creature* creature) : ScriptedAI(creature) {} //Called if IsVisible(Unit *who) is true at each *who move //void MoveInLineOfSight(Unit *); //Called at each attack of m_creature by any victim void AttackStart(Unit *); }; struct TRINITY_DLL_DECL NullCreatureAI : public ScriptedAI { NullCreatureAI(Creature* c) : ScriptedAI(c) {} ~NullCreatureAI() {} void Reset() {} void Aggro(Unit*) {} void MoveInLineOfSight(Unit *) {} void AttackStart(Unit *) {} void EnterEvadeMode() {} bool IsVisible(Unit *) const { return false; } void UpdateAI(const uint32) {} }; #endif