#ifndef PETS_H #define PETS_H #define PET_BACKOFF 1 #define PET_GETLOST 2 #define PET_HEALTHREPORT 4 #define PET_GUARDHERE 5 #define PET_GUARDME 6 #define PET_ATTACK 7 #define PET_FOLLOWME 8 #define PET_SITDOWN 9 #define PET_STANDUP 10 #define PET_TAUNT 11 #define PET_HOLD 12 #define PET_NOTAUNT 14 #define PET_LEADER 16 #define PET_SLUMBER 17 #define PET_NOCAST 18 #define PET_FOCUS 19 #define PET_FOCUS_ON 25 #define PET_FOCUS_OFF 26 class Pet : public NPC { public: Pet(NPCType *type_data, Mob *owner, PetType type, uint16 spell_id, int16 power); }; /* * I dont have the patience to take on this project today.... class Pet : public NPC { public: enum eStandingPetOrder { SPO_Follow, SPO_Sit, SPO_Guard }; const uint16 pet_spell_id; inline void SetPetOrder(eStandingPetOrder i) { pStandingPetOrder = i; } inline eStandingPetOrder GetPetOrder() const { return pStandingPetOrder; } // void SetPetType(uint16 in_type) { typeofpet = in_type; } // put this here because only NPCs can be anything but charmed pets void GetPetState(SpellBuff_Struct *buffs, uint32 *items, char *name); void SetPetState(SpellBuff_Struct *buffs, uint32 *items); protected: // uint16 typeofpet; // 0xFF = charmed eStandingPetOrder pStandingPetOrder; bool taunting; Timer taunt_timer; //for pet taunting };*/ #endif