/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2016 MaNGOS project * * 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #ifndef MANGOS_POINTMOVEMENTGENERATOR_H #define MANGOS_POINTMOVEMENTGENERATOR_H #include "MovementGenerator.h" template class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator > { public: PointMovementGenerator(uint32 _id, float _x, float _y, float _z, bool _generatePath) : id(_id), i_x(_x), i_y(_y), i_z(_z), m_generatePath(_generatePath) {} void Initialize(T&); void Finalize(T&); void Interrupt(T&); void Reset(T& unit); bool Update(T&, const uint32& diff); void MovementInform(T&); MovementGeneratorType GetMovementGeneratorType() const override { return POINT_MOTION_TYPE; } bool GetDestination(float& x, float& y, float& z) const { x = i_x; y = i_y; z = i_z; return true; } protected: uint32 id; float i_x, i_y, i_z; bool m_generatePath; }; class AssistanceMovementGenerator : public PointMovementGenerator { public: AssistanceMovementGenerator(float _x, float _y, float _z) : PointMovementGenerator(0, _x, _y, _z, true) {} MovementGeneratorType GetMovementGeneratorType() const override { return ASSISTANCE_MOTION_TYPE; } void Initialize(Unit& unit) override; void Finalize(Unit&) override; }; // Does almost nothing - just doesn't allows previous movegen interrupt current effect. Can be reused for charge effect class EffectMovementGenerator : public MovementGenerator { public: explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {} void Initialize(Unit&) override {} void Finalize(Unit& unit) override; void Interrupt(Unit&) override {} void Reset(Unit&) override {} bool Update(Unit& u, const uint32&) override; MovementGeneratorType GetMovementGeneratorType() const override { return EFFECT_MOTION_TYPE; } private: uint32 m_Id; }; class FlyOrLandMovementGenerator : public PointMovementGenerator { public: FlyOrLandMovementGenerator(uint32 _id, float _x, float _y, float _z, bool liftOff) : PointMovementGenerator(_id, _x, _y, _z, false), m_liftOff(liftOff) {} void Initialize(Unit& unit) override; private: bool m_liftOff; }; #endif