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authorNeo2003 <none@none>2008-10-04 06:17:19 -0500
committerNeo2003 <none@none>2008-10-04 06:17:19 -0500
commit5651828bf74edb760d67700942fc65d51c816e0a (patch)
tree1631f319bbc293794109f990beaccfd5b6cee8fe /src/game/CreatureAISelector.cpp
parentca7a4bf1a78a1ddc6eb21238cc2a1633194a11cc (diff)
[svn] * Added ACE for Linux and Windows (Thanks Derex for Linux part and partial Windows part)
* Updated to 6721 and 676 * Fixed TrinityScript logo * Version updated to 0.2.6721.676 --HG-- branch : trunk rename : 6700-670 => 6721-676
Diffstat (limited to 'src/game/CreatureAISelector.cpp')
-rw-r--r--src/game/CreatureAISelector.cpp238
1 files changed, 118 insertions, 120 deletions
diff --git a/src/game/CreatureAISelector.cpp b/src/game/CreatureAISelector.cpp
index 2e8b6f1a230..a113a3f1c7e 100644
--- a/src/game/CreatureAISelector.cpp
+++ b/src/game/CreatureAISelector.cpp
@@ -1,120 +1,118 @@
-/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "Creature.h"
-#include "CreatureAIImpl.h"
-#include "CreatureAISelector.h"
-#include "NullCreatureAI.h"
-#include "Policies/SingletonImp.h"
-#include "MovementGenerator.h"
-#include "ScriptCalls.h"
-#include "Pet.h"
-
-INSTANTIATE_SINGLETON_1(CreatureAIRegistry);
-INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry);
-
-namespace FactorySelector
-{
- CreatureAI* selectAI(Creature *creature)
- {
- // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
- if((!creature->isPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
- if(CreatureAI* scriptedAI = Script->GetAI(creature))
- return scriptedAI;
-
- CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
- assert( creature->GetCreatureInfo() != NULL );
- CreatureInfo const *cinfo=creature->GetCreatureInfo();
-
- const CreatureAICreator *ai_factory = NULL;
-
- std::string ainame=cinfo->AIName;
-
- // select by script name
- if( !ainame.empty())
- ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
-
- // select by NPC flags
- if(!ai_factory)
- {
- if( creature->isGuard() )
- ainame="GuardAI";
- else if(creature->isPet() || creature->isCharmed())
- ainame="PetAI";
- else if(creature->isTotem())
- ainame="TotemAI";
-
- ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
- }
-
- // select by permit check
- if(!ai_factory)
- {
- int best_val = -1;
- typedef CreatureAIRegistry::RegistryMapType RMT;
- RMT const &l = ai_registry.GetRegisteredItems();
- for( RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
- {
- const CreatureAICreator *factory = iter->second;
- const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
- assert( p != NULL );
- int val = p->Permit(creature);
- if( val > best_val )
- {
- best_val = val;
- ai_factory = p;
- }
- }
- }
-
- // select NullCreatureAI if not another cases
- ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
-
- DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
- return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
- }
-
- MovementGenerator* selectMovementGenerator(Creature *creature)
- {
- MovementGeneratorRegistry &mv_registry(MovementGeneratorRepository::Instance());
- assert( creature->GetCreatureInfo() != NULL );
- const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType());
-
- /* if( mv_factory == NULL )
- {
- int best_val = -1;
- std::vector<std::string> l;
- mv_registry.GetRegisteredItems(l);
- for( std::vector<std::string>::iterator iter = l.begin(); iter != l.end(); ++iter)
- {
- const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
- const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
- assert( p != NULL );
- int val = p->Permit(creature);
- if( val > best_val )
- {
- best_val = val;
- mv_factory = p;
- }
- }
- }*/
-
- return ( mv_factory == NULL ? NULL : mv_factory->Create(creature) );
-
- }
-}
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "Creature.h"
+#include "CreatureAIImpl.h"
+#include "CreatureAISelector.h"
+#include "NullCreatureAI.h"
+#include "Policies/SingletonImp.h"
+#include "MovementGenerator.h"
+#include "ScriptCalls.h"
+#include "Pet.h"
+
+INSTANTIATE_SINGLETON_1(CreatureAIRegistry);
+INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry);
+
+namespace FactorySelector
+{
+ CreatureAI* selectAI(Creature *creature)
+ {
+ // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
+ if((!creature->isPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
+ if(CreatureAI* scriptedAI = Script->GetAI(creature))
+ return scriptedAI;
+
+ CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
+ assert( creature->GetCreatureInfo() != NULL );
+ CreatureInfo const *cinfo=creature->GetCreatureInfo();
+
+ const CreatureAICreator *ai_factory = NULL;
+
+ std::string ainame=cinfo->AIName;
+
+ // select by script name
+ if( !ainame.empty())
+ ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
+
+ // select by NPC flags
+ if(!ai_factory)
+ {
+ if( creature->isGuard() )
+ ai_factory = ai_registry.GetRegistryItem("GuardAI");
+ else if(creature->isPet() || creature->isCharmed())
+ ai_factory = ai_registry.GetRegistryItem("PetAI");
+ else if(creature->isTotem())
+ ai_factory = ai_registry.GetRegistryItem("TotemAI");
+ }
+
+ // select by permit check
+ if(!ai_factory)
+ {
+ int best_val = -1;
+ typedef CreatureAIRegistry::RegistryMapType RMT;
+ RMT const &l = ai_registry.GetRegisteredItems();
+ for( RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
+ {
+ const CreatureAICreator *factory = iter->second;
+ const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
+ assert( p != NULL );
+ int val = p->Permit(creature);
+ if( val > best_val )
+ {
+ best_val = val;
+ ai_factory = p;
+ }
+ }
+ }
+
+ // select NullCreatureAI if not another cases
+ ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
+
+ DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
+ return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
+ }
+
+ MovementGenerator* selectMovementGenerator(Creature *creature)
+ {
+ MovementGeneratorRegistry &mv_registry(MovementGeneratorRepository::Instance());
+ assert( creature->GetCreatureInfo() != NULL );
+ const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType());
+
+ /* if( mv_factory == NULL )
+ {
+ int best_val = -1;
+ std::vector<std::string> l;
+ mv_registry.GetRegisteredItems(l);
+ for( std::vector<std::string>::iterator iter = l.begin(); iter != l.end(); ++iter)
+ {
+ const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
+ const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
+ assert( p != NULL );
+ int val = p->Permit(creature);
+ if( val > best_val )
+ {
+ best_val = val;
+ mv_factory = p;
+ }
+ }
+ }*/
+
+ return ( mv_factory == NULL ? NULL : mv_factory->Create(creature) );
+
+ }
+}