Files
TrinityCore/src/game/CreatureAIRegistry.cpp
gvcoman 44bdb135f4 [svn] Implemented player on player and player on creature possession:
* Implemented packet and vision forwarding through possessed units
* Added new OnPossess script call alerting scripts on when possession is applied/removed
* Moved fall damage and fall under map calculations into the Player class
* Added new PossessedAI that is applied only while possession on creature is active
* Implemented summon possessed spell effect
* Fixed Eyes of the Beast

--HG--
branch : trunk
2008-11-05 20:51:05 -06:00

54 lines
2.1 KiB
C++

/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* 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
*/
#include "CreatureAIRegistry.h"
#include "NullCreatureAI.h"
#include "ReactorAI.h"
#include "AggressorAI.h"
#include "GuardAI.h"
#include "PetAI.h"
#include "PossessedAI.h"
#include "TotemAI.h"
#include "OutdoorPvPObjectiveAI.h"
#include "RandomMovementGenerator.h"
#include "CreatureAIImpl.h"
#include "MovementGeneratorImpl.h"
#include "MapManager.h"
#include "CreatureAIRegistry.h"
#include "WaypointMovementGenerator.h"
namespace AIRegistry
{
void Initialize()
{
(new CreatureAIFactory<NullCreatureAI>("NullCreatureAI"))->RegisterSelf();
(new CreatureAIFactory<AggressorAI>("AggressorAI"))->RegisterSelf();
(new CreatureAIFactory<ReactorAI>("ReactorAI"))->RegisterSelf();
(new CreatureAIFactory<GuardAI>("GuardAI"))->RegisterSelf();
(new CreatureAIFactory<PetAI>("PetAI"))->RegisterSelf();
(new CreatureAIFactory<TotemAI>("TotemAI"))->RegisterSelf();
(new CreatureAIFactory<OutdoorPvPObjectiveAI>("OutdoorPvPObjectiveAI"))->RegisterSelf();
(new CreatureAIFactory<PossessedAI>("PossessedAI"))->RegisterSelf();
(new MovementGeneratorFactory<RandomMovementGenerator<Creature> >(RANDOM_MOTION_TYPE))->RegisterSelf();
(new MovementGeneratorFactory<WaypointMovementGenerator<Creature> >(WAYPOINT_MOTION_TYPE))->RegisterSelf();
}
}