/* * 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