server/src/game/MotionMaster.h
Neo2003 fa03b3663a Mobs fleeing and getting assistance feature implementaion.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>

Also rename ACTION_T_FLEE to ACTION_T_FLEE_FOR_ASSIST for clear use
2009-05-21 01:33:28 +04:00

138 lines
5.1 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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_MOTIONMASTER_H
#define MANGOS_MOTIONMASTER_H
#include "Common.h"
#include <stack>
#include <vector>
class MovementGenerator;
class Unit;
// Creature Entry ID used for waypoints show, visible only for GMs
#define VISUAL_WAYPOINT 1
// values 0 ... MAX_DB_MOTION_TYPE-1 used in DB
enum MovementGeneratorType
{
IDLE_MOTION_TYPE = 0, // IdleMovementGenerator.h
RANDOM_MOTION_TYPE = 1, // RandomMovementGenerator.h
WAYPOINT_MOTION_TYPE = 2, // WaypointMovementGenerator.h
MAX_DB_MOTION_TYPE = 3, // *** this and below motion types can't be set in DB.
ANIMAL_RANDOM_MOTION_TYPE = MAX_DB_MOTION_TYPE, // AnimalRandomMovementGenerator.h
CONFUSED_MOTION_TYPE = 4, // ConfusedMovementGenerator.h
TARGETED_MOTION_TYPE = 5, // TargetedMovementGenerator.h
HOME_MOTION_TYPE = 6, // HomeMovementGenerator.h
FLIGHT_MOTION_TYPE = 7, // WaypointMovementGenerator.h
POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
ASSISTANCE_MOTION_TYPE= 11, // PointMovementGenerator.h (first part of flee for assistance)
ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h (second part of flee for assistance)
TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h (alt.second part of flee for assistance)
};
enum MMCleanFlag
{
MMCF_NONE = 0,
MMCF_UPDATE = 1, // Clear or Expire called from update
MMCF_RESET = 2 // Flag if need top()->Reset()
};
class MANGOS_DLL_SPEC MotionMaster : private std::stack<MovementGenerator *>
{
private:
typedef std::stack<MovementGenerator *> Impl;
typedef std::vector<MovementGenerator *> ExpireList;
public:
explicit MotionMaster(Unit *unit) : i_owner(unit), m_expList(NULL), m_cleanFlag(MMCF_NONE) {}
~MotionMaster();
void Initialize();
MovementGenerator* operator->(void) { return top(); }
using Impl::top;
using Impl::empty;
typedef Impl::container_type::const_iterator const_iterator;
const_iterator begin() const { return Impl::c.begin(); }
const_iterator end() const { return Impl::c.end(); }
void UpdateMotion(uint32 diff);
void Clear(bool reset = true)
{
if (m_cleanFlag & MMCF_UPDATE)
{
if(reset)
m_cleanFlag |= MMCF_RESET;
else
m_cleanFlag &= ~MMCF_RESET;
DelayedClean();
}
else
DirectClean(reset);
}
void MovementExpired(bool reset = true)
{
if (m_cleanFlag & MMCF_UPDATE)
{
if(reset)
m_cleanFlag |= MMCF_RESET;
else
m_cleanFlag &= ~MMCF_RESET;
DelayedExpire();
}
else
DirectExpire(reset);
}
void MoveIdle();
void MoveTargetedHome();
void MoveFollow(Unit* target, float dist, float angle);
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
void MoveConfused();
void MoveFleeing(Unit* enemy, uint32 time = 0);
void MovePoint(uint32 id, float x,float y,float z);
void MoveSeekAssistance(float x,float y,float z);
void MoveSeekAssistanceDistract(uint32 timer);
void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
MovementGeneratorType GetCurrentMovementGeneratorType() const;
void propagateSpeedChange();
bool GetDestination(float &x, float &y, float &z);
private:
void Mutate(MovementGenerator *m); // use Move* functions instead
void DirectClean(bool reset);
void DelayedClean();
void DirectExpire(bool reset);
void DelayedExpire();
Unit *i_owner;
ExpireList *m_expList;
uint8 m_cleanFlag;
};
#endif