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127 lines
4.5 KiB
C++
127 lines
4.5 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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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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#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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class Unit;
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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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virtual void UpdateFinalDistance(float /*fDistance*/) { }
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virtual bool GetDestination(float& /*x*/, float& /*y*/, float& /*z*/) const { return false; }
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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*/) { return false; }
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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)
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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)
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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)
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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)
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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)
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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)
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{
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//u->AssertIsType<T>();
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return (static_cast<D*>(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*/) { 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;
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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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