/*
 * Copyright (C) 2005-2009 MaNGOS 
 *
 * Copyright (C) 2008-2010 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
 */
#include "PointMovementGenerator.h"
#include "Errors.h"
#include "Creature.h"
#include "CreatureAI.h"
#include "DestinationHolderImp.h"
#include "World.h"
//----- Point Movement Generator
template
void PointMovementGenerator::Initialize(T &unit)
{
    unit.StopMoving();
    Traveller traveller(unit);
    // knockback effect has UNIT_STAT_JUMPING set,so if here we disable sentmonstermove there will be creature position sync problem between client and server
    i_destinationHolder.SetDestination(traveller,i_x,i_y,i_z, true /* !unit.hasUnitState(UNIT_STAT_JUMPING)*/);
}
template
bool PointMovementGenerator::Update(T &unit, const uint32 &diff)
{
    if (!&unit)
        return false;
    if (unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED))
    {
        if (unit.hasUnitState(UNIT_STAT_CHARGING))
            return false;
        else
            return true;
    }
    Traveller traveller(unit);
    i_destinationHolder.UpdateTraveller(traveller, diff);
    if (i_destinationHolder.HasArrived())
    {
        unit.clearUnitState(UNIT_STAT_MOVE);
        arrived = true;
        return false;
    }
    return true;
}
template
void PointMovementGenerator:: Finalize(T &unit)
{
    if (unit.hasUnitState(UNIT_STAT_CHARGING))
        unit.clearUnitState(UNIT_STAT_CHARGING | UNIT_STAT_JUMPING);
    if (arrived) // without this crash!
        MovementInform(unit);
}
template
void PointMovementGenerator::MovementInform(T &unit)
{
}
template <> void PointMovementGenerator::MovementInform(Creature &unit)
{
    if (id == EVENT_FALL_GROUND)
    {
        unit.setDeathState(JUST_DIED);
        unit.SetFlying(true);
    }
    unit.AI()->MovementInform(POINT_MOTION_TYPE, id);
}
template void PointMovementGenerator::Initialize(Player&);
template bool PointMovementGenerator::Update(Player &, const uint32 &diff);
template void PointMovementGenerator::MovementInform(Player&);
template void PointMovementGenerator::Finalize(Player&);
template void PointMovementGenerator::Initialize(Creature&);
template bool PointMovementGenerator::Update(Creature&, const uint32 &diff);
template void PointMovementGenerator::Finalize(Creature&);
void AssistanceMovementGenerator::Finalize(Unit &unit)
{
    unit.ToCreature()->SetNoCallAssistance(false);
    unit.ToCreature()->CallAssistance();
    if (unit.isAlive())
        unit.GetMotionMaster()->MoveSeekAssistanceDistract(sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_DELAY));
}