/*
 * Copyright (C) 2015-2016 FixCore <FixCore Develops>
 *
 * 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 <http://www.gnu.org/licenses/>.
 */

#ifndef TRINITY_GAMEOBJECTAI_H
#define TRINITY_GAMEOBJECTAI_H

#include "Define.h"
#include <list>
#include "Object.h"
#include "GameObject.h"
#include "CreatureAI.h"

class GameObjectAI
{
    protected:
        GameObject* const go;
    public:
        explicit GameObjectAI(GameObject* g) : go(g) {}
        virtual ~GameObjectAI() {}

        virtual void UpdateAI(uint32 /*diff*/) {}

        virtual void InitializeAI() { Reset(); }

        virtual void Reset() { }

        // Pass parameters between AI
        virtual void DoAction(const int32 /*param = 0 */) {}
        virtual void SetGUID(uint64 /*guid*/, int32 /*id = 0 */) {}
        virtual uint64 GetGUID(int32 /*id = 0 */) const { return 0; }

        static int Permissible(GameObject const* go);

        virtual bool GossipHello(Player* /*player*/) { return false; }
        virtual bool GossipSelect(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/) { return false; }
        virtual bool GossipSelectCode(Player* /*player*/, uint32 /*sender*/, uint32 /*action*/, char const* /*code*/) { return false; }
        virtual bool QuestAccept(Player* /*player*/, Quest const* /*quest*/) { return false; }
        virtual bool QuestReward(Player* /*player*/, Quest const* /*quest*/, uint32 /*opt*/) { return false; }
        virtual uint32 GetDialogStatus(Player* /*player*/) { return 100; }
        virtual void Destroyed(Player* /*player*/, uint32 /*eventId*/) {}
        virtual uint32 GetData(uint32 /*id*/) const { return 0; }
        virtual void SetData64(uint32 /*id*/, uint64 /*value*/) {}
        virtual uint64 GetData64(uint32 /*id*/) const { return 0; }
        virtual void SetData(uint32 /*id*/, uint32 /*value*/) {}
        virtual void OnGameEvent(bool /*start*/, uint16 /*eventId*/) {}
        virtual void OnStateChanged(uint32 /*state*/, Unit* /*unit*/) {}
        virtual void EventInform(uint32 /*eventId*/) {}
};

class NullGameObjectAI : public GameObjectAI
{
    public:
        explicit NullGameObjectAI(GameObject* g);

        void UpdateAI(uint32 /*diff*/) {}

        static int Permissible(GameObject const* /*go*/) { return PERMIT_BASE_IDLE; }
};
#endif
