/* * 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