/*
* Copyright (C) 2005-2011 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_TARGETEDMOVEMENTGENERATOR_H
#define MANGOS_TARGETEDMOVEMENTGENERATOR_H
#include "MovementGenerator.h"
#include "FollowerReference.h"
#include "Unit.h"
class MANGOS_DLL_SPEC TargetedMovementGeneratorBase
{
public:
TargetedMovementGeneratorBase(Unit &target) { i_target.link(&target, this); }
void stopFollowing() { }
protected:
FollowerReference i_target;
};
template
class MANGOS_DLL_SPEC TargetedMovementGeneratorMedium
: public MovementGeneratorMedium< T, D >, public TargetedMovementGeneratorBase
{
protected:
TargetedMovementGeneratorMedium(Unit &target, float offset, float angle) :
TargetedMovementGeneratorBase(target), i_offset(offset), i_angle(angle),
i_recalculateTravel(false), i_targetReached(false), i_recheckDistance(0)
{
}
~TargetedMovementGeneratorMedium() {}
public:
bool Update(T &, const uint32 &);
Unit* GetTarget() const { return i_target.getTarget(); }
void unitSpeedChanged() { i_recalculateTravel=true; }
void UpdateFinalDistance(float fDistance);
protected:
void _setTargetLocation(T &);
ShortTimeTracker i_recheckDistance;
float i_offset;
float i_angle;
bool i_recalculateTravel : 1;
bool i_targetReached : 1;
};
template
class MANGOS_DLL_SPEC ChaseMovementGenerator : public TargetedMovementGeneratorMedium >
{
public:
ChaseMovementGenerator(Unit &target)
: TargetedMovementGeneratorMedium >(target) {}
ChaseMovementGenerator(Unit &target, float offset, float angle)
: TargetedMovementGeneratorMedium >(target, offset, angle) {}
~ChaseMovementGenerator() {}
MovementGeneratorType GetMovementGeneratorType() const { return CHASE_MOTION_TYPE; }
void Initialize(T &);
void Finalize(T &);
void Interrupt(T &);
void Reset(T &);
static void _clearUnitStateMove(T &u) { u.clearUnitState(UNIT_STAT_CHASE_MOVE); }
static void _addUnitStateMove(T &u) { u.addUnitState(UNIT_STAT_CHASE_MOVE); }
bool EnableWalking() const { return false;}
bool _lostTarget(T &u) const { return u.getVictim() != this->GetTarget(); }
void _reachTarget(T &);
};
template
class MANGOS_DLL_SPEC FollowMovementGenerator : public TargetedMovementGeneratorMedium >
{
public:
FollowMovementGenerator(Unit &target)
: TargetedMovementGeneratorMedium >(target){}
FollowMovementGenerator(Unit &target, float offset, float angle)
: TargetedMovementGeneratorMedium >(target, offset, angle) {}
~FollowMovementGenerator() {}
MovementGeneratorType GetMovementGeneratorType() const { return FOLLOW_MOTION_TYPE; }
void Initialize(T &);
void Finalize(T &);
void Interrupt(T &);
void Reset(T &);
static void _clearUnitStateMove(T &u) { u.clearUnitState(UNIT_STAT_FOLLOW_MOVE); }
static void _addUnitStateMove(T &u) { u.addUnitState(UNIT_STAT_FOLLOW_MOVE); }
bool EnableWalking() const;
bool _lostTarget(T &) const { return false; }
void _reachTarget(T &) {}
private:
void _updateSpeed(T &u);
};
#endif