Files
Viano-Core/src/game/ScriptedFollowerAI.h
T
Rat 0cc053ea4d *Integrate Script system to Core
-added ScriptMgr for loading scripts
-removed bindings
-moved script system to src/game
-moved scripts to src/scripts
-VC project files updated
-cmakes updated (not 100% done yet)

NOTE to Devs:
-file locations changed
-precompiled renamed to ScriptedPch
-ecsort_ai renamed to ScriptedEscortAI
-follower_ai renamed to ScriptedFollowerAI
-guard_ai renamed to ScriptedGuardAI
-simple_ai renamed to ScriptedSimpleAI
-sc_creature renamed to ScriptedCreature
-sc_gossip renamed to ScriptedGossip
-sc_instance  renamed to ScriptedInstance

*use the new headers in scripts, thank you

NOTE to ALL:
cmake not fully tested, please report any errors with it
could make creashes, incompability
USE AT YOUR OWN RISK before further tests!!

--HG--
branch : trunk
2010-01-19 11:36:05 +01:00

68 lines
2.5 KiB
C++

/* 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 TRINITY_DLL_DECL 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