/* * Copyright (C) 2008 Trinity * * Thanks to the original authors: MaNGOS * * 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 MANGOS_POSSESSEDAI_H #define MANGOS_POSSESSEDAI_H #include "CreatureAI.h" class Creature; class TRINITY_DLL_DECL PossessedAI : public CreatureAI { public: PossessedAI(Creature &c) : i_pet(c), i_victimGuid(0) {} // Possessed creatures shouldn't aggro by themselves void MoveInLineOfSight(Unit *) {} void AttackStart(Unit *); void EnterEvadeMode() {} void JustDied(Unit*); void KilledUnit(Unit* victim); void AttackedBy(Unit*) {} bool IsVisible(Unit * u) const { return _isVisible(u); } void UpdateAI(const uint32); // Never permit this to be used, it must always be initialized with Creature::InitPossessedAI() static int Permissible(const Creature *) { return PERMIT_BASE_NO; } private: bool _isVisible(Unit *) const; bool _needToStop(void) const; void _stopAttack(void); Creature &i_pet; uint64 i_victimGuid; }; #endif