/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 Trinity
*
* 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
*/
#ifndef TRINITY_PASSIVEAI_H
#define TRINITY_PASSIVEAI_H
#include "CreatureAI.h"
//#include "CreatureAIImpl.h"
class TRINITY_DLL_SPEC PassiveAI : public CreatureAI
{
public:
explicit PassiveAI(Creature *c);
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void UpdateAI(const uint32);
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL PossessedAI : public CreatureAI
{
public:
explicit PossessedAI(Creature *c);
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *target);
void UpdateAI(const uint32);
void EnterEvadeMode() {}
void JustDied(Unit*);
void KilledUnit(Unit* victim);
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_SPEC NullCreatureAI : public CreatureAI
{
public:
explicit NullCreatureAI(Creature *c);
void MoveInLineOfSight(Unit *) {}
void AttackStart(Unit *) {}
void UpdateAI(const uint32) {}
void EnterEvadeMode() {}
void OnCharmed(bool apply) {}
static int Permissible(const Creature *) { return PERMIT_BASE_IDLE; }
};
class TRINITY_DLL_DECL CritterAI : public PassiveAI
{
public:
explicit CritterAI(Creature *c) : PassiveAI(c) {}
void DamageTaken(Unit *done_by, uint32 & /*damage*/);
void EnterEvadeMode();
};
class TRINITY_DLL_SPEC TriggerAI : public NullCreatureAI
{
public:
explicit TriggerAI(Creature *c) : NullCreatureAI(c) {}
void IsSummonedBy(Unit *summoner);
};
#endif