server/src/game/MovementGenerator.h
2020-02-17 00:54:15 +00:00

128 lines
4.6 KiB
C++

/*
* This code is part of MaNGOS. Contributor & Copyright details are in AUTHORS/THANKS.
*
* 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_MOVEMENTGENERATOR_H
#define MANGOS_MOVEMENTGENERATOR_H
#include "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "Dynamic/ObjectRegistry.h"
#include "Dynamic/FactoryHolder.h"
#include "MotionMaster.h"
class Unit;
class MANGOS_DLL_SPEC MovementGenerator
{
public:
virtual ~MovementGenerator();
// called before adding movement generator to motion stack
virtual void Initialize(Unit&) = 0;
// called aftre remove movement generator from motion stack
virtual void Finalize(Unit&) = 0;
// called before lost top position (before push new movement generator above)
virtual void Interrupt(Unit&) = 0;
// called after return movement generator to top position (after remove above movement generator)
virtual void Reset(Unit&) = 0;
virtual bool Update(Unit&, const uint32& time_diff) = 0;
virtual MovementGeneratorType GetMovementGeneratorType() const = 0;
virtual void unitSpeedChanged() { }
virtual void UpdateFinalDistance(float /*fDistance*/) { }
// used by Evade code for select point to evade with expected restart default movement
virtual bool GetResetPosition(Unit&, float& /*x*/, float& /*y*/, float& /*z*/) { return false; }
// given destination unreachable? due to pathfinsing or other
virtual bool IsReachable() const { return true; }
// used for check from Update call is movegen still be active (top movement generator)
// after some not safe for this calls
bool IsActive(Unit& u);
};
template<class T, class D>
class MANGOS_DLL_SPEC MovementGeneratorMedium : public MovementGenerator
{
public:
void Initialize(Unit& u) override
{
// u->AssertIsType<T>();
(static_cast<D*>(this))->Initialize(*((T*)&u));
}
void Finalize(Unit& u) override
{
// u->AssertIsType<T>();
(static_cast<D*>(this))->Finalize(*((T*)&u));
}
void Interrupt(Unit& u) override
{
// u->AssertIsType<T>();
(static_cast<D*>(this))->Interrupt(*((T*)&u));
}
void Reset(Unit& u) override
{
// u->AssertIsType<T>();
(static_cast<D*>(this))->Reset(*((T*)&u));
}
bool Update(Unit& u, const uint32& time_diff) override
{
// u->AssertIsType<T>();
return (static_cast<D*>(this))->Update(*((T*)&u), time_diff);
}
bool GetResetPosition(Unit& u, float& x, float& y, float& z) override
{
// u->AssertIsType<T>();
return (static_cast<D*>(this))->GetResetPosition(*((T*)&u), x, y, z);
}
public:
// Will not link if not overridden in the generators
void Initialize(T& u);
void Finalize(T& u);
void Interrupt(T& u);
void Reset(T& u);
bool Update(T& u, const uint32& time_diff);
// not need always overwrites
bool GetResetPosition(T& /*u*/, float& /*x*/, float& /*y*/, float& /*z*/) { return false; }
};
struct SelectableMovement : public FactoryHolder<MovementGenerator, MovementGeneratorType>
{
SelectableMovement(MovementGeneratorType mgt) : FactoryHolder<MovementGenerator, MovementGeneratorType>(mgt) {}
};
template<class REAL_MOVEMENT>
struct MovementGeneratorFactory : public SelectableMovement
{
MovementGeneratorFactory(MovementGeneratorType mgt) : SelectableMovement(mgt) {}
MovementGenerator* Create(void*) const override;
};
typedef FactoryHolder<MovementGenerator, MovementGeneratorType> MovementGeneratorCreator;
typedef FactoryHolder<MovementGenerator, MovementGeneratorType>::FactoryHolderRegistry MovementGeneratorRegistry;
typedef FactoryHolder<MovementGenerator, MovementGeneratorType>::FactoryHolderRepository MovementGeneratorRepository;
#endif