[7915] Implement more stricted checks and limitations at loading creature addon data.
[getmangos.git] / src / game / CreatureAI.h
blobef261239969a480923b21ea257a4e5c5a77f215a
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef MANGOS_CREATUREAI_H
20 #define MANGOS_CREATUREAI_H
22 #include "Common.h"
23 #include "Platform/Define.h"
24 #include "Policies/Singleton.h"
25 #include "Dynamic/ObjectRegistry.h"
26 #include "Dynamic/FactoryHolder.h"
28 class WorldObject;
29 class Unit;
30 class Creature;
31 class Player;
32 struct SpellEntry;
34 #define TIME_INTERVAL_LOOK 5000
35 #define VISIBILITY_RANGE 10000
37 class MANGOS_DLL_SPEC CreatureAI
39 public:
40 explicit CreatureAI(Creature* creature) : m_creature(creature) {}
42 virtual ~CreatureAI();
44 ///== Reactions At =================================
46 // Called if IsVisible(Unit *who) is true at each *who move, reaction at visibility zone enter
47 virtual void MoveInLineOfSight(Unit *) {}
49 // Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
50 virtual void EnterCombat(Unit* /*enemy*/) {}
52 // Called for reaction at stopping attack at no attackers or targets
53 virtual void EnterEvadeMode() {}
55 // Called at reaching home after evade
56 virtual void JustReachedHome() {}
58 // Called at any heal cast/item used (call non implemented)
59 virtual void HealBy(Unit * /*healer*/, uint32 /*amount_healed*/) {}
61 // Called at any Damage to any victim (before damage apply)
62 virtual void DamageDeal(Unit * /*done_to*/, uint32 & /*damage*/) {}
64 // Called at any Damage from any attacker (before damage apply)
65 // Note: it for recalculation damage or special reaction at damage
66 // for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
67 virtual void DamageTaken(Unit * /*done_by*/, uint32 & /*damage*/) {}
69 // Called when the creature is killed
70 virtual void JustDied(Unit *) {}
72 // Called when the creature kills a unit
73 virtual void KilledUnit(Unit *) {}
75 // Called when the creature summon successfully other creature
76 virtual void JustSummoned(Creature* ) {}
78 virtual void SummonedCreatureDespawn(Creature* /*unit*/) {}
80 // Called when hit by a spell
81 virtual void SpellHit(Unit*, const SpellEntry*) {}
83 // Called when spell hits creature's target
84 virtual void SpellHitTarget(Unit*, const SpellEntry*) {}
86 // Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
87 virtual void AttackedBy(Unit* attacker);
89 // Called when creature is spawned or respawned (for reseting variables)
90 virtual void JustRespawned() {}
92 // Called at waypoint reached or point movement finished
93 virtual void MovementInform(uint32 /*MovementType*/, uint32 /*Data*/) {}
95 // Called at text emote receive from player
96 virtual void ReceiveEmote(Player* /*pPlayer*/, uint32 /*text_emote*/) {}
98 ///== Triggered Actions Requested ==================
100 // Called when creature attack expected (if creature can and no have current victim)
101 // Note: for reaction at hostile action must be called AttackedBy function.
102 virtual void AttackStart(Unit *) {}
104 // Called at World update tick
105 virtual void UpdateAI(const uint32 /*diff*/) {}
107 ///== State checks =================================
109 // Is unit visible for MoveInLineOfSight
110 virtual bool IsVisible(Unit *) const { return false; }
112 // Called when victim entered water and creature can not enter water
113 virtual bool canReachByRangeAttack(Unit*) { return false; }
115 ///== Fields =======================================
117 // Pointer to controlled by AI creature
118 Creature* const m_creature;
121 struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
124 SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
127 template<class REAL_AI>
128 struct CreatureAIFactory : public SelectableAI
130 CreatureAIFactory(const char *name) : SelectableAI(name) {}
132 CreatureAI* Create(void *) const;
134 int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
137 enum Permitions
139 PERMIT_BASE_NO = -1,
140 PERMIT_BASE_IDLE = 1,
141 PERMIT_BASE_REACTIVE = 100,
142 PERMIT_BASE_PROACTIVE = 200,
143 PERMIT_BASE_FACTION_SPECIFIC = 400,
144 PERMIT_BASE_SPECIAL = 800
147 typedef FactoryHolder<CreatureAI> CreatureAICreator;
148 typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
149 typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
150 #endif