/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 TRINITY_MOTIONMASTER_H #define TRINITY_MOTIONMASTER_H #include "Common.h" #include 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 }; enum MovementSlot { MOTION_SLOT_IDLE, MOTION_SLOT_ACTIVE, MOTION_SLOT_CONTROLLED, MAX_MOTION_SLOT, }; enum MMCleanFlag { MMCF_NONE = 0, MMCF_UPDATE = 1, // Clear or Expire called from update MMCF_RESET = 2 // Flag if need top()->Reset() }; class TRINITY_DLL_SPEC MotionMaster //: private std::stack { private: //typedef std::stack Impl; typedef MovementGenerator* _Ty; _Ty Impl[MAX_MOTION_SLOT]; typedef std::vector<_Ty> ExpireList; int i_top; bool empty() const { return i_top < 0; } void pop() { Impl[i_top] = NULL; --i_top; } void push(_Ty _Val) { ++i_top; Impl[i_top] = _Val; } public: explicit MotionMaster(Unit *unit) : i_owner(unit), m_expList(NULL), m_cleanFlag(MMCF_NONE), i_top(-1) { for(int i = 0; i < MAX_MOTION_SLOT; ++i) Impl[i] = NULL; } ~MotionMaster(); void Initialize(); int size() const { return i_top + 1; } _Ty top() const { return Impl[i_top]; } _Ty GetMotionSlot(int slot) { return Impl[slot]; } void DirectDelete(_Ty curr); void DelayedDelete(_Ty curr); void UpdateMotion(uint32 diff); void Clear(bool reset = true) { if (m_cleanFlag & MMCF_UPDATE) { if(reset) m_cleanFlag |= MMCF_RESET; else m_cleanFlag &= ~MMCF_RESET; DelayedClean(); } else DirectClean(reset); } void MovementExpired(bool reset = true) { if (m_cleanFlag & MMCF_UPDATE) { if(reset) m_cleanFlag |= MMCF_RESET; else m_cleanFlag &= ~MMCF_RESET; DelayedExpire(); } else DirectExpire(reset); } void MoveIdle(MovementSlot slot = MOTION_SLOT_ACTIVE); void MoveTargetedHome(); void MoveRandom(float spawndist = 0.0f); 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 MoveCharge(float x, float y, float z); void MoveTaxiFlight(uint32 path, uint32 pathnode); void MoveDistract(uint32 time); void MovePath(uint32 path_id, bool repeatable); MovementGeneratorType GetCurrentMovementGeneratorType() const; void propagateSpeedChange(); bool GetDestination(float &x, float &y, float &z); private: void Mutate(MovementGenerator *m, MovementSlot slot); // use Move* functions instead void DirectClean(bool reset); void DelayedClean(); void DirectExpire(bool reset); void DelayedExpire(); Unit *i_owner; ExpireList *m_expList; uint8 m_cleanFlag; }; #endif