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Diffstat (limited to 'src/game/ScriptedFollowerAI.h')
-rw-r--r-- | src/game/ScriptedFollowerAI.h | 67 |
1 files changed, 67 insertions, 0 deletions
diff --git a/src/game/ScriptedFollowerAI.h b/src/game/ScriptedFollowerAI.h new file mode 100644 index 00000000000..3ec47ee663a --- /dev/null +++ b/src/game/ScriptedFollowerAI.h @@ -0,0 +1,67 @@ +/* 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 |