Spellforce-Spell-framework
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sf_ai_aoe_handlers.h
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1#include "../../api/sfsf.h"
2#include "../../asi/sf_asi.h"
3#include "../core/sf_hooks.h"
4
5uint32_t __thiscall raise_dead_ai_handler(SF_CGdBattleDevelopment *_this,
6 SF_Coord *cast_position,
7 uint16_t spell_line,
8 SF_CGdResourceSpell *spell_data);
9uint32_t __thiscall area_heal_ai_handler(SF_CGdBattleDevelopment *_this,
10 SF_Coord *cast_position,
11 uint16_t spell_line,
12 SF_CGdResourceSpell *spell_data);
13uint32_t __thiscall revenge_ai_handler(SF_CGdBattleDevelopment *_this,
14 SF_Coord *cast_position,
15 uint16_t spell_line,
16 SF_CGdResourceSpell *spell_data);
17uint32_t __thiscall torture_ai_handler(SF_CGdBattleDevelopment *_this,
18 SF_Coord *cast_position,
19 uint16_t spell_line,
20 SF_CGdResourceSpell *spell_data);
21uint32_t __thiscall fog_ai_handler(SF_CGdBattleDevelopment *_this,
22 SF_Coord *cast_position, uint16_t spell_line,
23 SF_CGdResourceSpell *spell_data);
24uint32_t __thiscall area_pain_ai_handler(SF_CGdBattleDevelopment *_this,
25 SF_Coord *cast_position,
26 uint16_t spell_line,
27 SF_CGdResourceSpell *spell_data);
28uint32_t __thiscall rain_ai_handler(SF_CGdBattleDevelopment *_this,
29 SF_Coord *cast_position,
30 uint16_t spell_line,
31 SF_CGdResourceSpell *spell_data);
32uint32_t __thiscall area_freeze_ai_handler(SF_CGdBattleDevelopment *_this,
33 SF_Coord *cast_position,
34 uint16_t spell_line,
35 SF_CGdResourceSpell *spell_data);
36uint32_t __thiscall hypnotize_area_ai_handler(SF_CGdBattleDevelopment *_this,
37 SF_Coord *cast_position,
38 uint16_t spell_line,
39 SF_CGdResourceSpell *spell_data);
40//actually roots and darkness area.
41//by default if handler is missing we will default to area pain
42uint32_t __thiscall default_aoe_offensive_ai_handler(
43 SF_CGdBattleDevelopment *_this, SF_Coord *cast_position,
44 uint16_t spell_line, SF_CGdResourceSpell *spell_data);
uint32_t __thiscall revenge_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall raise_dead_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall area_heal_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall rain_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall default_aoe_offensive_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall area_pain_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall hypnotize_area_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall torture_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall fog_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
uint32_t __thiscall area_freeze_ai_handler(SF_CGdBattleDevelopment *_this, SF_Coord *cast_position, uint16_t spell_line, SF_CGdResourceSpell *spell_data)
High-level structure managing AI battle development.