www.pudn.com > ScriptDev.rar > simple_ai.cpp


/* Copyright (C) 2006 - 2008 ScriptDev2  
* This program is free software; you can redistribute it and/or modify 
* it under the terms of the GNU General Public License as published by 
* the Free Software Foundation; either version 2 of the License, or 
* (at your option) any later version. 
* 
* This program is distributed in the hope that it will be useful, 
* but WITHOUT ANY WARRANTY; without even the implied warranty of 
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
* GNU General Public License for more details. 
* 
* You should have received a copy of the GNU General Public License 
* along with this program; if not, write to the Free Software 
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA 
*/ 
 
/* ScriptData 
SDName: SimpleAI 
SD%Complete: 100 
SDComment: Base Class for SimpleAI creatures 
SDCategory: Creatures 
EndScriptData */ 
 
#include "simple_ai.h" 
 
SimpleAI::SimpleAI(Creature *c) : ScriptedAI(c) 
{ 
    //Clear all data 
    Aggro_Text[0] = NULL; 
    Aggro_Text[1] = NULL; 
    Aggro_Text[2] = NULL; 
    Aggro_Say[0] = false; 
    Aggro_Say[1] = false; 
    Aggro_Say[2] = false; 
    Aggro_Sound[0] = 0; 
    Aggro_Sound[1] = 0; 
    Aggro_Sound[2] = 0; 
 
    Death_Text[0] = NULL; 
    Death_Text[1] = NULL; 
    Death_Text[2] = NULL; 
    Death_Say[0] = false; 
    Death_Say[1] = false; 
    Death_Say[2] = false; 
    Death_Sound[0] = 0; 
    Death_Sound[1] = 0; 
    Death_Sound[2] = 0; 
    Death_Spell = 0; 
    Death_Target_Type = 0; 
 
    Kill_Text[0] = NULL; 
    Kill_Text[1] = NULL; 
    Kill_Text[2] = NULL; 
    Kill_Say[0] = false; 
    Kill_Say[1] = false; 
    Kill_Say[2] = false; 
    Kill_Sound[0] = 0; 
    Kill_Sound[1] = 0; 
    Kill_Sound[2] = 0; 
    Kill_Spell = 0; 
    Kill_Target_Type = 0; 
 
    memset(Spell,0,sizeof(Spell)); 
 
    EnterEvadeMode(); 
} 
 
void SimpleAI::Reset() 
{ 
} 
 
void SimpleAI::Aggro(Unit *who) 
{ 
            //Reset cast timers 
            if (Spell[0].First_Cast >= 0) 
                Spell_Timer[0] = Spell[0].First_Cast; 
            else Spell_Timer[0] = 1000; 
            if (Spell[1].First_Cast >= 0) 
                Spell_Timer[1] = Spell[1].First_Cast; 
            else Spell_Timer[1] = 1000; 
            if (Spell[2].First_Cast >= 0) 
                Spell_Timer[2] = Spell[2].First_Cast; 
            else Spell_Timer[2] = 1000; 
            if (Spell[3].First_Cast >= 0) 
                Spell_Timer[3] = Spell[3].First_Cast; 
            else Spell_Timer[3] = 1000; 
            if (Spell[4].First_Cast >= 0) 
                Spell_Timer[4] = Spell[4].First_Cast; 
            else Spell_Timer[4] = 1000; 
            if (Spell[5].First_Cast >= 0) 
                Spell_Timer[5] = Spell[5].First_Cast; 
            else Spell_Timer[5] = 1000; 
            if (Spell[6].First_Cast >= 0) 
                Spell_Timer[6] = Spell[6].First_Cast; 
            else Spell_Timer[6] = 1000; 
            if (Spell[7].First_Cast >= 0) 
                Spell_Timer[7] = Spell[7].First_Cast; 
            else Spell_Timer[7] = 1000; 
            if (Spell[8].First_Cast >= 0) 
                Spell_Timer[8] = Spell[8].First_Cast; 
            else Spell_Timer[8] = 1000; 
            if (Spell[9].First_Cast >= 0) 
                Spell_Timer[9] = Spell[9].First_Cast; 
            else Spell_Timer[9] = 1000; 
 
            uint32 random_text = rand()%3; 
 
            //Random yell 
            if (Aggro_Text[random_text]) 
                if (Aggro_Say[random_text]) 
                    DoSay(Aggro_Text[random_text], LANG_UNIVERSAL, who); 
                else DoYell(Aggro_Text[random_text], LANG_UNIVERSAL, who); 
 
            //Random sound 
            if (Aggro_Sound[random_text]) 
                DoPlaySoundToSet(m_creature, Aggro_Sound[random_text]); 
} 
 
void SimpleAI::KilledUnit(Unit *victim) 
{ 
    uint32 random_text = rand()%3; 
 
    //Random yell 
    if (Kill_Text[random_text]) 
        if (Kill_Say[random_text]) 
            DoSay(Kill_Text[random_text], LANG_UNIVERSAL, victim); 
        else DoYell(Kill_Text[random_text], LANG_UNIVERSAL, victim); 
 
    //Random sound 
    if (Kill_Sound[random_text]) 
        DoPlaySoundToSet(m_creature, Kill_Sound[random_text]); 
 
    if (!Kill_Spell) 
        return; 
 
    Unit* target = NULL; 
 
    switch (Kill_Target_Type) 
    { 
    case CAST_SELF: 
        target = m_creature; 
        break; 
    case CAST_HOSTILE_TARGET: 
        target = m_creature->getVictim(); 
        break; 
    case CAST_HOSTILE_SECOND_AGGRO: 
        target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); 
        break; 
    case CAST_HOSTILE_LAST_AGGRO: 
        target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); 
        break; 
    case CAST_HOSTILE_RANDOM: 
        target = SelectUnit(SELECT_TARGET_RANDOM,0); 
        break; 
    case CAST_KILLEDUNIT_VICTIM: 
        target = victim; 
        break; 
    } 
 
    //Target is ok, cast a spell on it 
    if (target) 
        DoCast(target, Kill_Spell); 
} 
 
void SimpleAI::DamageTaken(Unit *killer, uint32 &damage) 
{ 
    //Return if damage taken won't kill us 
    if (m_creature->GetHealth() > damage) 
        return; 
 
    uint32 random_text = rand()%3; 
 
    //Random yell 
    if (Death_Text[random_text]) 
        if (Death_Say[random_text]) 
            DoSay(Death_Text[random_text], LANG_UNIVERSAL, killer); 
        else DoYell(Death_Text[random_text], LANG_UNIVERSAL, killer); 
 
    //Random sound 
    if (Death_Sound[random_text]) 
        DoPlaySoundToSet(m_creature, Death_Sound[random_text]); 
 
    if (!Death_Spell) 
        return; 
 
    Unit* target = NULL; 
 
    switch (Death_Target_Type) 
    { 
    case CAST_SELF: 
        target = m_creature; 
        break; 
    case CAST_HOSTILE_TARGET: 
        target = m_creature->getVictim(); 
        break; 
    case CAST_HOSTILE_SECOND_AGGRO: 
        target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); 
        break; 
    case CAST_HOSTILE_LAST_AGGRO: 
        target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); 
        break; 
    case CAST_HOSTILE_RANDOM: 
        target = SelectUnit(SELECT_TARGET_RANDOM,0); 
        break; 
    case CAST_JUSTDIED_KILLER: 
        target = killer; 
        break; 
    } 
 
    //Target is ok, cast a spell on it 
    if (target) 
        DoCast(target, Death_Spell); 
} 
 
void SimpleAI::UpdateAI(const uint32 diff) 
{ 
    //Return since we have no target 
    if (!m_creature->SelectHostilTarget() || !m_creature->getVictim()) 
        return; 
 
    //Spells 
    for (uint32 i = 0; i < 10; ++i) 
    { 
        //Spell not valid 
        if (!Spell[i].Enabled || !Spell[i].Spell_Id) 
            continue; 
 
        if (Spell_Timer[i] < diff) 
        { 
            //Check if this is a percentage based 
            if (Spell[i].First_Cast < 0 && Spell[i].First_Cast > -100 && m_creature->GetHealth()*100 / m_creature->GetMaxHealth() > -Spell[i].First_Cast) 
                continue; 
 
            //Check Current spell 
            if (!(Spell[i].InterruptPreviousCast && m_creature->IsNonMeleeSpellCasted(false))) 
            { 
                Unit* target = NULL; 
 
                switch (Spell[i].Cast_Target_Type) 
                { 
                case CAST_SELF: 
                    target = m_creature; 
                    break; 
                case CAST_HOSTILE_TARGET: 
                    target = m_creature->getVictim(); 
                    break; 
                case CAST_HOSTILE_SECOND_AGGRO: 
                    target = SelectUnit(SELECT_TARGET_TOPAGGRO,1); 
                    break; 
                case CAST_HOSTILE_LAST_AGGRO: 
                    target = SelectUnit(SELECT_TARGET_BOTTOMAGGRO,0); 
                    break; 
                case CAST_HOSTILE_RANDOM: 
                    target = SelectUnit(SELECT_TARGET_RANDOM,0); 
                    break; 
                } 
 
                //Target is ok, cast a spell on it and then do our random yell 
                if (target) 
                { 
                    if (m_creature->IsNonMeleeSpellCasted(false)) 
                        m_creature->InterruptNonMeleeSpells(false); 
 
                    DoCast(target, Spell[i].Spell_Id); 
 
                    //Yell and sound use the same number so that you can make 
                    //the creature yell with the correct sound effect attached 
                    uint32 random_text = rand()%3; 
 
                    //Random yell 
                    if (Spell[i].Text[random_text]) 
                        if (Spell[i].Say[random_text]) 
                            DoSay(Spell[i].Text[random_text], LANG_UNIVERSAL, target); 
                        else DoYell(Spell[i].Text[random_text], LANG_UNIVERSAL, target); 
 
                    //Random sound 
                    if (Spell[i].Text_Sound[random_text]) 
                        DoPlaySoundToSet(m_creature, Spell[i].Text_Sound[random_text]); 
                } 
 
            } 
 
            //Spell will cast agian when the cooldown is up 
            if (Spell[i].CooldownRandomAddition) 
                Spell_Timer[i] = Spell[i].Cooldown + (rand() % Spell[i].CooldownRandomAddition); 
            else Spell_Timer[i] = Spell[i].Cooldown; 
 
        }else Spell_Timer[i] -= diff; 
 
    } 
 
    DoMeleeAttackIfReady(); 
}