aboutsummaryrefslogtreecommitdiff
path: root/src/game/Totem.h
blob: 442cef809b9f0457c98c7692468f01b06f6d39ce (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
/*
 * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
 *
 * Thanks to the original authors: MaNGOS <http://www.mangosproject.org/>
 *
 * 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 TRINITYCORE_TOTEM_H
#define TRINITYCORE_TOTEM_H

#include "Creature.h"

enum TotemType
{
    TOTEM_PASSIVE    = 0,
    TOTEM_ACTIVE     = 1,
    TOTEM_STATUE     = 2
};

class Totem : public Creature
{
    public:
        explicit Totem();
        virtual ~Totem(){};
        void Update( uint32 time );
        void Summon(Unit* owner);
        void UnSummon();
        uint32 GetSpell() const { return m_spells[0]; }
        uint32 GetTotemDuration() const { return m_duration; }
        Unit *GetOwner();
        TotemType GetTotemType() const { return m_type; }
        void SetTypeBySummonSpell(SpellEntry const * spellProto);
        void SetDuration(uint32 dur) { m_duration = dur; }
        void SetOwner(uint64 guid);

        bool UpdateStats(Stats /*stat*/) { return true; }
        bool UpdateAllStats() { return true; }
        void UpdateResistances(uint32 /*school*/) {}
        void UpdateArmor() {}
        void UpdateMaxHealth() {}
        void UpdateMaxPower(Powers /*power*/) {}
        void UpdateAttackPowerAndDamage(bool /*ranged*/ ) {}
        void UpdateDamagePhysical(WeaponAttackType /*attType*/) {}

    protected:
        TotemType m_type;
        uint32 m_duration;
};
#endif