mangos/src/game/MotionGenerators/PointMovementGenerator.h
2016-03-20 22:09:21 +00:00

95 lines
3.3 KiB
C++

/**
* 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 <https://getmangos.eu>
*
* 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 T>
class PointMovementGenerator
: public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
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<Creature>
{
public:
AssistanceMovementGenerator(float _x, float _y, float _z) :
PointMovementGenerator<Creature>(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<Creature>
{
public:
FlyOrLandMovementGenerator(uint32 _id, float _x, float _y, float _z, bool liftOff) :
PointMovementGenerator<Creature>(_id, _x, _y, _z, false),
m_liftOff(liftOff) {}
void Initialize(Unit& unit) override;
private:
bool m_liftOff;
};
#endif