EverWrath/src/server/game/Movement/MovementGenerators/PointMovementGenerator.h

71 lines
2.4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef ACORE_POINTMOVEMENTGENERATOR_H
#define ACORE_POINTMOVEMENTGENERATOR_H
#include "FollowerReference.h"
#include "MovementGenerator.h"
template<class T>
class PointMovementGenerator : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
{
public:
PointMovementGenerator(uint32 _id, float _x, float _y, float _z, float _speed = 0.0f, float orientation = 0.0f, const Movement::PointsArray* _path = nullptr, bool generatePath = false, bool forceDestination = false) : id(_id),
i_x(_x), i_y(_y), i_z(_z), speed(_speed), i_orientation(orientation), _generatePath(generatePath), _forceDestination(forceDestination)
{
if (_path)
m_precomputedPath = *_path;
}
void DoInitialize(T*);
void DoFinalize(T*);
void DoReset(T*);
bool DoUpdate(T*, uint32);
void MovementInform(T*);
void unitSpeedChanged() { i_recalculateSpeed = true; }
MovementGeneratorType GetMovementGeneratorType() { return POINT_MOTION_TYPE; }
bool GetDestination(float& x, float& y, float& z) const { x = i_x; y = i_y; z = i_z; return true; }
private:
uint32 id;
float i_x, i_y, i_z;
float speed;
float i_orientation;
bool i_recalculateSpeed;
Movement::PointsArray m_precomputedPath;
bool _generatePath;
bool _forceDestination;
};
class AssistanceMovementGenerator : public PointMovementGenerator<Creature>
{
public:
AssistanceMovementGenerator(float _x, float _y, float _z) :
PointMovementGenerator<Creature>(0, _x, _y, _z) {}
MovementGeneratorType GetMovementGeneratorType() { return ASSISTANCE_MOTION_TYPE; }
void Finalize(Unit*);
};
// Does almost nothing - just doesn't allows previous movegen interrupt current effect.
class EffectMovementGenerator : public MovementGenerator
{
public:
explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {}
void Initialize(Unit*) override {}
void Finalize(Unit*) override;
void Reset(Unit*) override {}
bool Update(Unit*, uint32) override;
MovementGeneratorType GetMovementGeneratorType() override { return EFFECT_MOTION_TYPE; }
private:
uint32 m_Id;
};
#endif