/* * Copyright (C) 2005-2010 MaNGOS * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef MANGOS_MOVEMENTGENERATOR_H #define MANGOS_MOVEMENTGENERATOR_H #include "Common.h" #include "Platform/Define.h" #include "Policies/Singleton.h" #include "Dynamic/ObjectRegistry.h" #include "Dynamic/FactoryHolder.h" #include "MotionMaster.h" class Unit; class MANGOS_DLL_SPEC MovementGenerator { public: virtual ~MovementGenerator(); // called before adding movement generator to motion stack virtual void Initialize(Unit &) = 0; // called aftre remove movement generator from motion stack virtual void Finalize(Unit &) = 0; // called before lost top position (before push new movement generator above) virtual void Interrupt(Unit &) = 0; // called after return movement generator to top position (after remove above movement generator) virtual void Reset(Unit &) = 0; virtual bool Update(Unit &, const uint32 &time_diff) = 0; virtual MovementGeneratorType GetMovementGeneratorType() const = 0; virtual void unitSpeedChanged() { } virtual void UpdateFinalDistance(float /*fDistance*/) { } virtual bool GetDestination(float& /*x*/, float& /*y*/, float& /*z*/) const { return false; } // used by Evade code for select point to evade with expected restart default movement virtual bool GetResetPosition(Unit &, float& /*x*/, float& /*y*/, float& /*z*/) { return false; } // used for check from Update call is movegen still be active (top movement generator) // after some not safe for this calls bool IsActive(Unit& u); }; template class MANGOS_DLL_SPEC MovementGeneratorMedium : public MovementGenerator { public: void Initialize(Unit &u) { //u->AssertIsType(); (static_cast(this))->Initialize(*((T*)&u)); } void Finalize(Unit &u) { //u->AssertIsType(); (static_cast(this))->Finalize(*((T*)&u)); } void Interrupt(Unit &u) { //u->AssertIsType(); (static_cast(this))->Interrupt(*((T*)&u)); } void Reset(Unit &u) { //u->AssertIsType(); (static_cast(this))->Reset(*((T*)&u)); } bool Update(Unit &u, const uint32 &time_diff) { //u->AssertIsType(); return (static_cast(this))->Update(*((T*)&u), time_diff); } bool GetResetPosition(Unit& u, float& x, float& y, float& z) { //u->AssertIsType(); return (static_cast(this))->GetResetPosition(*((T*)&u), x, y, z); } public: // will not link if not overridden in the generators void Initialize(T &u); void Finalize(T &u); void Interrupt(T &u); void Reset(T &u); bool Update(T &u, const uint32 &time_diff); // not need always overwrites bool GetResetPosition(T& /*u*/, float& /*x*/, float& /*y*/, float& /*z*/) { return false; } }; struct SelectableMovement : public FactoryHolder { SelectableMovement(MovementGeneratorType mgt) : FactoryHolder(mgt) {} }; template struct MovementGeneratorFactory : public SelectableMovement { MovementGeneratorFactory(MovementGeneratorType mgt) : SelectableMovement(mgt) {} MovementGenerator* Create(void *) const; }; typedef FactoryHolder MovementGeneratorCreator; typedef FactoryHolder::FactoryHolderRegistry MovementGeneratorRegistry; typedef FactoryHolder::FactoryHolderRepository MovementGeneratorRepository; #endif