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-rw-r--r--src/game/ScriptedFollowerAI.h67
1 files changed, 0 insertions, 67 deletions
diff --git a/src/game/ScriptedFollowerAI.h b/src/game/ScriptedFollowerAI.h
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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