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+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * 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_MOTIONMASTER_H
+#define MANGOS_MOTIONMASTER_H
+
+#include "Common.h"
+#include <stack>
+
+class MovementGenerator;
+class Unit;
+
+// Creature Entry ID used for waypoints show, visible only for GMs
+#define VISUAL_WAYPOINT 1
+
+// values 0 ... MAX_DB_MOTION_TYPE-1 used in DB
+enum MovementGeneratorType
+{
+ IDLE_MOTION_TYPE = 0, // IdleMovementGenerator.h
+ RANDOM_MOTION_TYPE = 1, // RandomMovementGenerator.h
+ WAYPOINT_MOTION_TYPE = 2, // WaypointMovementGenerator.h
+ MAX_DB_MOTION_TYPE = 3, // *** this and below motion types can't be set in DB.
+ ANIMAL_RANDOM_MOTION_TYPE = MAX_DB_MOTION_TYPE, // AnimalRandomMovementGenerator.h
+ CONFUSED_MOTION_TYPE = 4, // ConfusedMovementGenerator.h
+ TARGETED_MOTION_TYPE = 5, // TargetedMovementGenerator.h
+ HOME_MOTION_TYPE = 6, // HomeMovementGenerator.h
+ FLIGHT_MOTION_TYPE = 7, // WaypointMovementGenerator.h
+ POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
+ FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
+ DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
+};
+
+class MANGOS_DLL_SPEC MotionMaster : private std::stack<MovementGenerator *>
+{
+ private:
+ typedef std::stack<MovementGenerator *> Impl;
+ public:
+
+ explicit MotionMaster(Unit *unit) : i_owner(unit) {}
+ ~MotionMaster();
+
+ void Initialize();
+
+ MovementGenerator* operator->(void) { return top(); }
+
+ using Impl::top;
+ using Impl::empty;
+
+ typedef Impl::container_type::const_iterator const_iterator;
+ const_iterator begin() const { return Impl::c.begin(); }
+ const_iterator end() const { return Impl::c.end(); }
+
+ void UpdateMotion(const uint32 &diff);
+ void Clear(bool reset = true);
+ void MovementExpired(bool reset = true);
+
+ void MoveIdle();
+ void MoveTargetedHome();
+ void MoveFollow(Unit* target, float dist, float angle);
+ void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
+ void MoveConfused();
+ void MoveFleeing(Unit* enemy);
+ void MovePoint(uint32 id, float x,float y,float z);
+ void MoveTaxiFlight(uint32 path, uint32 pathnode);
+ void MoveDistract(uint32 time);
+
+ MovementGeneratorType GetCurrentMovementGeneratorType() const;
+
+ void propagateSpeedChange();
+
+ bool GetDestination(float &x, float &y, float &z);
+ private:
+ void Mutate(MovementGenerator *m); // use Move* functions instead
+
+ Unit *i_owner;
+};
+#endif