2013-02-16 16:14:39 -08:00

65 lines
1.4 KiB
C++

#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