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MovementGenerator.h
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MovementGenerator.h
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/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef TRINITY_MOVEMENTGENERATOR_H
#define TRINITY_MOVEMENTGENERATOR_H
#include "Define.h"
#include "FactoryHolder.h"
#include "MovementDefines.h"
#include "ObjectRegistry.h"
#include "Optional.h"
#include "ScriptActionResult.h"
class Creature;
class Unit;
enum MovementGeneratorType : uint8;
enum MovementGeneratorFlags : uint16
{
MOVEMENTGENERATOR_FLAG_NONE = 0x000,
MOVEMENTGENERATOR_FLAG_INITIALIZATION_PENDING = 0x001,
MOVEMENTGENERATOR_FLAG_INITIALIZED = 0x002,
MOVEMENTGENERATOR_FLAG_SPEED_UPDATE_PENDING = 0x004,
MOVEMENTGENERATOR_FLAG_INTERRUPTED = 0x008,
MOVEMENTGENERATOR_FLAG_PAUSED = 0x010,
MOVEMENTGENERATOR_FLAG_TIMED_PAUSED = 0x020,
MOVEMENTGENERATOR_FLAG_DEACTIVATED = 0x040,
MOVEMENTGENERATOR_FLAG_INFORM_ENABLED = 0x080,
MOVEMENTGENERATOR_FLAG_FINALIZED = 0x100,
MOVEMENTGENERATOR_FLAG_PERSIST_ON_DEATH = 0x200,
MOVEMENTGENERATOR_FLAG_TRANSITORY = MOVEMENTGENERATOR_FLAG_SPEED_UPDATE_PENDING | MOVEMENTGENERATOR_FLAG_INTERRUPTED
};
class TC_GAME_API MovementGenerator
{
public:
explicit MovementGenerator() : Mode(0), Priority(0), Flags(MOVEMENTGENERATOR_FLAG_NONE), BaseUnitState(0) { }
MovementGenerator(MovementGenerator const&) = delete;
MovementGenerator(MovementGenerator&&) = delete;
MovementGenerator& operator=(MovementGenerator const&) = delete;
MovementGenerator& operator=(MovementGenerator&&) = delete;
virtual ~MovementGenerator();
// on top first update
virtual void Initialize(Unit* owner) = 0;
// on top reassign
virtual void Reset(Unit* owner) = 0;
// on top on MotionMaster::Update
virtual bool Update(Unit* owner, uint32 diff) = 0;
// on current top if another movement replaces
virtual void Deactivate(Unit* owner) = 0;
// on movement delete
virtual void Finalize(Unit* owner, bool active, bool movementInform) = 0;
virtual MovementGeneratorType GetMovementGeneratorType() const = 0;
virtual void UnitSpeedChanged() { }
// timer in ms
virtual void Pause(uint32/* timer*/) { }
// timer in ms
virtual void Resume(uint32/* overrideTimer*/) { }
// 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; }
void AddFlag(uint16 const flag) { Flags |= flag; }
bool HasFlag(uint16 const flag) const { return (Flags & flag) != 0; }
void RemoveFlag(uint16 const flag) { Flags &= ~flag; }
virtual std::string GetDebugInfo() const;
uint8 Mode;
uint8 Priority;
uint16 Flags;
uint32 BaseUnitState;
Optional<Scripting::v2::ActionResultSetter<MovementStopReason>> ScriptResult;
protected:
void SetScriptResult(MovementStopReason reason);
};
template<class T, class D>
class MovementGeneratorMedium : public MovementGenerator
{
public:
void Initialize(Unit* owner) override
{
(static_cast<D*>(this))->DoInitialize(static_cast<T*>(owner));
}
void Reset(Unit* owner) override
{
(static_cast<D*>(this))->DoReset(static_cast<T*>(owner));
}
bool Update(Unit* owner, uint32 diff) override
{
return (static_cast<D*>(this))->DoUpdate(static_cast<T*>(owner), diff);
}
void Deactivate(Unit* owner) override
{
(static_cast<D*>(this))->DoDeactivate(static_cast<T*>(owner));
}
void Finalize(Unit* owner, bool active, bool movementInform) override
{
(static_cast<D*>(this))->DoFinalize(static_cast<T*>(owner), active, movementInform);
}
};
typedef FactoryHolder<MovementGenerator, Unit, MovementGeneratorType> MovementGeneratorCreator;
template<class Movement>
struct MovementGeneratorFactory : public MovementGeneratorCreator
{
MovementGeneratorFactory(MovementGeneratorType movementGeneratorType) : MovementGeneratorCreator(movementGeneratorType) { }
MovementGenerator* Create(Unit* /*object*/) const override
{
return new Movement();
}
};
struct IdleMovementFactory : public MovementGeneratorCreator
{
IdleMovementFactory();
MovementGenerator* Create(Unit* object) const override;
};
struct RandomMovementFactory : public MovementGeneratorCreator
{
RandomMovementFactory();
MovementGenerator* Create(Unit* object) const override;
};
struct WaypointMovementFactory : public MovementGeneratorCreator
{
WaypointMovementFactory();
MovementGenerator* Create(Unit* object) const override;
};
struct CyclicMovementFactory : public MovementGeneratorCreator
{
CyclicMovementFactory();
MovementGenerator* Create(Unit* object) const override;
};
typedef MovementGeneratorCreator::FactoryHolderRegistry MovementGeneratorRegistry;
#define sMovementGeneratorRegistry MovementGeneratorRegistry::instance()
#endif