/*
* Copyright (C) 2008-2011 TrinityCore
* Copyright (C) 2005-2009 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, see .
*/
#ifndef TRINITY_CREATUREAIFACTORY_H
#define TRINITY_CREATUREAIFACTORY_H
//#include "Policies/Singleton.h"
#include "ObjectRegistry.h"
#include "FactoryHolder.h"
#include "GameObjectAI.h"
struct SelectableAI : public FactoryHolder, public Permissible
{
SelectableAI(const char *id) : FactoryHolder(id) {}
};
template
struct CreatureAIFactory : public SelectableAI
{
CreatureAIFactory(const char *name) : SelectableAI(name) {}
CreatureAI* Create(void *) const;
int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
};
template
inline CreatureAI*
CreatureAIFactory::Create(void *data) const
{
Creature* creature = reinterpret_cast(data);
return (new REAL_AI(creature));
}
typedef FactoryHolder CreatureAICreator;
typedef FactoryHolder::FactoryHolderRegistry CreatureAIRegistry;
typedef FactoryHolder::FactoryHolderRepository CreatureAIRepository;
//GO
struct SelectableGameObjectAI : public FactoryHolder, public Permissible
{
SelectableGameObjectAI(const char *id) : FactoryHolder(id) {}
};
template
struct GameObjectAIFactory : public SelectableGameObjectAI
{
GameObjectAIFactory(const char *name) : SelectableGameObjectAI(name) {}
GameObjectAI* Create(void *) const;
int Permit(const GameObject *g) const { return REAL_GO_AI::Permissible(g); }
};
template
inline GameObjectAI*
GameObjectAIFactory::Create(void *data) const
{
GameObject* go = reinterpret_cast(data);
return (new REAL_GO_AI(go));
}
typedef FactoryHolder GameObjectAICreator;
typedef FactoryHolder::FactoryHolderRegistry GameObjectAIRegistry;
typedef FactoryHolder::FactoryHolderRepository GameObjectAIRepository;
#endif