81 lines
2.6 KiB
C++
Executable File
81 lines
2.6 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_CREATUREAIFACTORY_H
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#define TRINITY_CREATUREAIFACTORY_H
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//#include "Policies/Singleton.h"
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#include "ObjectRegistry.h"
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#include "FactoryHolder.h"
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#include "GameObjectAI.h"
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struct SelectableAI : public FactoryHolder<CreatureAI>, public Permissible<Creature>
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{
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SelectableAI(const char *id) : FactoryHolder<CreatureAI>(id) {}
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};
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template<class REAL_AI>
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struct CreatureAIFactory : public SelectableAI
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{
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CreatureAIFactory(const char *name) : SelectableAI(name) {}
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CreatureAI* Create(void *) const;
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int Permit(const Creature *c) const { return REAL_AI::Permissible(c); }
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};
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template<class REAL_AI>
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inline CreatureAI*
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CreatureAIFactory<REAL_AI>::Create(void *data) const
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{
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Creature* creature = reinterpret_cast<Creature *>(data);
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return (new REAL_AI(creature));
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}
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typedef FactoryHolder<CreatureAI> CreatureAICreator;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRegistry CreatureAIRegistry;
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typedef FactoryHolder<CreatureAI>::FactoryHolderRepository CreatureAIRepository;
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//GO
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struct SelectableGameObjectAI : public FactoryHolder<GameObjectAI>, public Permissible<GameObject>
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{
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SelectableGameObjectAI(const char *id) : FactoryHolder<GameObjectAI>(id) {}
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};
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template<class REAL_GO_AI>
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struct GameObjectAIFactory : public SelectableGameObjectAI
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{
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GameObjectAIFactory(const char *name) : SelectableGameObjectAI(name) {}
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GameObjectAI* Create(void *) const;
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int Permit(const GameObject *g) const { return REAL_GO_AI::Permissible(g); }
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};
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template<class REAL_GO_AI>
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inline GameObjectAI*
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GameObjectAIFactory<REAL_GO_AI>::Create(void *data) const
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{
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GameObject* go = reinterpret_cast<GameObject *>(data);
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return (new REAL_GO_AI(go));
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}
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typedef FactoryHolder<GameObjectAI> GameObjectAICreator;
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typedef FactoryHolder<GameObjectAI>::FactoryHolderRegistry GameObjectAIRegistry;
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typedef FactoryHolder<GameObjectAI>::FactoryHolderRepository GameObjectAIRepository;
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#endif
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