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Diffstat (limited to 'src/game/ScriptedFollowerAI.h')
| -rw-r--r-- | src/game/ScriptedFollowerAI.h | 67 |
1 files changed, 0 insertions, 67 deletions
diff --git a/src/game/ScriptedFollowerAI.h b/src/game/ScriptedFollowerAI.h deleted file mode 100644 index d352141e3e9..00000000000 --- a/src/game/ScriptedFollowerAI.h +++ /dev/null @@ -1,67 +0,0 @@ -/* 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 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 |
