[7297] Fixed profession spells sorting in trainer spell list at client.
[getmangos.git] / src / game / CreatureAISelector.cpp
blobf9a76095f211233cc03f31d8d6089e842e62ff39
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Creature.h"
20 #include "CreatureAIImpl.h"
21 #include "CreatureAISelector.h"
22 #include "NullCreatureAI.h"
23 #include "Policies/SingletonImp.h"
24 #include "MovementGenerator.h"
25 #include "ScriptCalls.h"
26 #include "Pet.h"
28 INSTANTIATE_SINGLETON_1(CreatureAIRegistry);
29 INSTANTIATE_SINGLETON_1(MovementGeneratorRegistry);
31 namespace FactorySelector
33 CreatureAI* selectAI(Creature *creature)
35 // Allow scripting AI for normal creatures and not controlled pets (guardians and mini-pets)
36 if((!creature->isPet() || !((Pet*)creature)->isControlled()) && !creature->isCharmed())
37 if(CreatureAI* scriptedAI = Script->GetAI(creature))
38 return scriptedAI;
40 CreatureAIRegistry &ai_registry(CreatureAIRepository::Instance());
41 assert( creature->GetCreatureInfo() != NULL );
42 CreatureInfo const *cinfo=creature->GetCreatureInfo();
44 const CreatureAICreator *ai_factory = NULL;
46 std::string ainame=cinfo->AIName;
48 // select by script name
49 if( !ainame.empty())
50 ai_factory = ai_registry.GetRegistryItem( ainame.c_str() );
52 // select by NPC flags
53 if(!ai_factory)
55 if( creature->isGuard() )
56 ai_factory = ai_registry.GetRegistryItem("GuardAI");
57 else if(creature->isPet() || creature->isCharmed())
58 ai_factory = ai_registry.GetRegistryItem("PetAI");
59 else if(creature->isTotem())
60 ai_factory = ai_registry.GetRegistryItem("TotemAI");
63 // select by permit check
64 if(!ai_factory)
66 int best_val = -1;
67 typedef CreatureAIRegistry::RegistryMapType RMT;
68 RMT const &l = ai_registry.GetRegisteredItems();
69 for( RMT::const_iterator iter = l.begin(); iter != l.end(); ++iter)
71 const CreatureAICreator *factory = iter->second;
72 const SelectableAI *p = dynamic_cast<const SelectableAI *>(factory);
73 assert( p != NULL );
74 int val = p->Permit(creature);
75 if( val > best_val )
77 best_val = val;
78 ai_factory = p;
83 // select NullCreatureAI if not another cases
84 ainame = (ai_factory == NULL) ? "NullCreatureAI" : ai_factory->key();
86 DEBUG_LOG("Creature %u used AI is %s.", creature->GetGUIDLow(), ainame.c_str() );
87 return ( ai_factory == NULL ? new NullCreatureAI : ai_factory->Create(creature) );
90 MovementGenerator* selectMovementGenerator(Creature *creature)
92 MovementGeneratorRegistry &mv_registry(MovementGeneratorRepository::Instance());
93 assert( creature->GetCreatureInfo() != NULL );
94 const MovementGeneratorCreator *mv_factory = mv_registry.GetRegistryItem( creature->GetDefaultMovementType());
96 /* if( mv_factory == NULL )
98 int best_val = -1;
99 std::vector<std::string> l;
100 mv_registry.GetRegisteredItems(l);
101 for( std::vector<std::string>::iterator iter = l.begin(); iter != l.end(); ++iter)
103 const MovementGeneratorCreator *factory = mv_registry.GetRegistryItem((*iter).c_str());
104 const SelectableMovement *p = dynamic_cast<const SelectableMovement *>(factory);
105 assert( p != NULL );
106 int val = p->Permit(creature);
107 if( val > best_val )
109 best_val = val;
110 mv_factory = p;
115 return ( mv_factory == NULL ? NULL : mv_factory->Create(creature) );