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TrinityCore2/src/bindings/scripts/include/sc_creature.h
T
2009-04-22 23:03:49 -05:00

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/* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
* Thanks to the original authors: ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
*
* 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 GetSpellMaxRangeForHostile(uint32 id);
class SummonList : private std::list<uint64>
{
public:
explicit SummonList(Creature* creature) : m_creature(creature) {}
void Summon(Creature *summon) { push_back(summon->GetGUID()); }
void Despawn(Creature *summon) { remove(summon->GetGUID()); }
void DespawnEntry(uint32 entry);
void DespawnAll();
void DoAction(uint32 entry, uint32 info);
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 PointMovement
{
uint32 m_uiCreatureEntry;
uint32 m_uiPointId;
float m_fX;
float m_fY;
float m_fZ;
uint32 m_uiWaitTime;
};
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
void Reset() {}
//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);
//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);
//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);
void DoTeleportTo(float x, float y, float z, uint32 time = 0);
void DoAction(const int32 param) {}
//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<Creature*> DoFindFriendlyCC(float range);
//Returns a list of all friendly units missing a specific buff within range
std::list<Creature*> 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<Unit*> &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);
void SetEquipmentSlots(bool bLoadDefault, int32 uiMainHand = EQUIP_NO_CHANGE, int32 uiOffHand = EQUIP_NO_CHANGE, int32 uiRanged = EQUIP_NO_CHANGE);
void SetSheathState(SheathState newState);
};
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