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-rw-r--r--src/game/ScriptedFollowerAI.h67
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+/* Copyright (C) 2006 - 2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
+ * This program is free software licensed under GPL version 2
+ * Please see the included DOCS/LICENSE.TXT for more information */
+
+#ifndef SC_FOLLOWERAI_H
+#define SC_FOLLOWERAI_H
+
+#include "ScriptSystem.h"
+
+enum eFollowState
+{
+ STATE_FOLLOW_NONE = 0x000,
+ STATE_FOLLOW_INPROGRESS = 0x001, //must always have this state for any follow
+ STATE_FOLLOW_RETURNING = 0x002, //when returning to combat start after being in combat
+ STATE_FOLLOW_PAUSED = 0x004, //disables following
+ STATE_FOLLOW_COMPLETE = 0x008, //follow is completed and may end
+ STATE_FOLLOW_PREEVENT = 0x010, //not implemented (allow pre event to run, before follow is initiated)
+ STATE_FOLLOW_POSTEVENT = 0x020 //can be set at complete and allow post event to run
+};
+
+class TRINITY_DLL_DECL FollowerAI : public ScriptedAI
+{
+ public:
+ explicit FollowerAI(Creature* pCreature);
+ ~FollowerAI() {}
+
+ //virtual void WaypointReached(uint32 uiPointId) = 0;
+
+ void MovementInform(uint32 uiMotionType, uint32 uiPointId);
+
+ void AttackStart(Unit*);
+
+ void MoveInLineOfSight(Unit*);
+
+ void EnterEvadeMode();
+
+ void JustDied(Unit*);
+
+ void JustRespawned();
+
+ void UpdateAI(const uint32); //the "internal" update, calls UpdateFollowerAI()
+ virtual void UpdateFollowerAI(const uint32); //used when it's needed to add code in update (abilities, scripted events, etc)
+
+ void StartFollow(Player* pPlayer, uint32 uiFactionForFollower = 0, const Quest* pQuest = NULL);
+
+ void SetFollowPaused(bool bPaused); //if special event require follow mode to hold/resume during the follow
+ void SetFollowComplete(bool bWithEndEvent = false);
+
+ bool HasFollowState(uint32 uiFollowState) { return (m_uiFollowState & uiFollowState); }
+
+ protected:
+ Player* GetLeaderForFollower();
+
+ private:
+ void AddFollowState(uint32 uiFollowState) { m_uiFollowState |= uiFollowState; }
+ void RemoveFollowState(uint32 uiFollowState) { m_uiFollowState &= ~uiFollowState; }
+
+ bool AssistPlayerInCombat(Unit* pWho);
+
+ uint64 m_uiLeaderGUID;
+ uint32 m_uiUpdateFollowTimer;
+ uint32 m_uiFollowState;
+
+ const Quest* m_pQuestForFollow; //normally we have a quest
+};
+
+#endif