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ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
127 lines
4.5 KiB
C++
127 lines
4.5 KiB
C++
/*
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* Copyright (C) 2005-2010 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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