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Initial project location adjustment
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135
src/game/MotionGenerators/MovementGenerator.h
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135
src/game/MotionGenerators/MovementGenerator.h
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/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2014 MaNGOS project <http://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOS_MOVEMENTGENERATOR_H
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#define MANGOS_MOVEMENTGENERATOR_H
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#include "Common.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include "Dynamic/ObjectRegistry.h"
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#include "Dynamic/FactoryHolder.h"
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#include "MotionMaster.h"
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#include "Timer.h"
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class Unit;
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class Creature;
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class Player;
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class MANGOS_DLL_SPEC MovementGenerator
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{
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public:
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virtual ~MovementGenerator();
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// called before adding movement generator to motion stack
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virtual void Initialize(Unit&) = 0;
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// called aftre remove movement generator from motion stack
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virtual void Finalize(Unit&) = 0;
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// called before lost top position (before push new movement generator above)
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virtual void Interrupt(Unit&) = 0;
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// called after return movement generator to top position (after remove above movement generator)
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virtual void Reset(Unit&) = 0;
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virtual bool Update(Unit&, const uint32& time_diff) = 0;
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virtual MovementGeneratorType GetMovementGeneratorType() const = 0;
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virtual void unitSpeedChanged() { }
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// used by Evade code for select point to evade with expected restart default movement
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virtual bool GetResetPosition(Unit&, float& /*x*/, float& /*y*/, float& /*z*/) const { return false; }
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// given destination unreachable? due to pathfinsing or other
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virtual bool IsReachable() const { return true; }
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// used for check from Update call is movegen still be active (top movement generator)
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// after some not safe for this calls
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bool IsActive(Unit& u);
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};
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template<class T, class D>
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class MANGOS_DLL_SPEC MovementGeneratorMedium : public MovementGenerator
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{
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public:
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void Initialize(Unit& u) override
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{
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// u->AssertIsType<T>();
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(static_cast<D*>(this))->Initialize(*((T*)&u));
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}
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void Finalize(Unit& u) override
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{
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// u->AssertIsType<T>();
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(static_cast<D*>(this))->Finalize(*((T*)&u));
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}
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void Interrupt(Unit& u) override
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{
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// u->AssertIsType<T>();
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(static_cast<D*>(this))->Interrupt(*((T*)&u));
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}
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void Reset(Unit& u) override
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{
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// u->AssertIsType<T>();
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(static_cast<D*>(this))->Reset(*((T*)&u));
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}
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bool Update(Unit& u, const uint32& time_diff) override
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{
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// u->AssertIsType<T>();
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return (static_cast<D*>(this))->Update(*((T*)&u), time_diff);
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}
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bool GetResetPosition(Unit& u, float& x, float& y, float& z) const override
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{
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// u->AssertIsType<T>();
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return (static_cast<D const*>(this))->GetResetPosition(*((T*)&u), x, y, z);
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}
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public:
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// Will not link if not overridden in the generators
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void Initialize(T& u);
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void Finalize(T& u);
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void Interrupt(T& u);
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void Reset(T& u);
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bool Update(T& u, const uint32& time_diff);
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// not need always overwrites
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bool GetResetPosition(T& /*u*/, float& /*x*/, float& /*y*/, float& /*z*/) const { return false; }
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};
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struct SelectableMovement : public FactoryHolder<MovementGenerator, MovementGeneratorType>
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{
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SelectableMovement(MovementGeneratorType mgt) : FactoryHolder<MovementGenerator, MovementGeneratorType>(mgt) {}
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};
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template<class REAL_MOVEMENT>
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struct MovementGeneratorFactory : public SelectableMovement
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{
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MovementGeneratorFactory(MovementGeneratorType mgt) : SelectableMovement(mgt) {}
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MovementGenerator* Create(void*) const override;
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};
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typedef FactoryHolder<MovementGenerator, MovementGeneratorType> MovementGeneratorCreator;
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typedef FactoryHolder<MovementGenerator, MovementGeneratorType>::FactoryHolderRegistry MovementGeneratorRegistry;
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typedef FactoryHolder<MovementGenerator, MovementGeneratorType>::FactoryHolderRepository MovementGeneratorRepository;
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#endif
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