/* * Copyright (C) 2008-2019 TrinityCore * * 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 . */ #ifndef MapObject_h__ #define MapObject_h__ #include "Define.h" #include "Cell.h" #include "Position.h" class Map; class ObjectGridLoader; enum MapObjectCellMoveState { MAP_OBJECT_CELL_MOVE_NONE, //not in move list MAP_OBJECT_CELL_MOVE_ACTIVE, //in move list MAP_OBJECT_CELL_MOVE_INACTIVE, //in move list but should not move }; class TC_GAME_API MapObject { friend class Map; //map for moving creatures friend class ObjectGridLoader; //grid loader for loading creatures protected: MapObject() : _moveState(MAP_OBJECT_CELL_MOVE_NONE) { _newPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f); } private: Cell _currentCell; Cell const& GetCurrentCell() const { return _currentCell; } void SetCurrentCell(Cell const& cell) { _currentCell = cell; } MapObjectCellMoveState _moveState; Position _newPosition; void SetNewCellPosition(float x, float y, float z, float o) { _moveState = MAP_OBJECT_CELL_MOVE_ACTIVE; _newPosition.Relocate(x, y, z, o); } }; #endif // MapObject_h__