/*
* Copyright (C) 2008-2012 TrinityCore
* Copyright (C) 2005-2009 MaNGOS
*
* 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 TRINITY_MOTIONMASTER_H
#define TRINITY_MOTIONMASTER_H
#include "Common.h"
#include
#include "SharedDefines.h"
#include "Object.h"
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
CHASE_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
ASSISTANCE_MOTION_TYPE= 11, // PointMovementGenerator.h (first part of flee for assistance)
ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h (second part of flee for assistance)
TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h (alt.second part of flee for assistance)
FOLLOW_MOTION_TYPE = 14,
ROTATE_MOTION_TYPE = 15,
EFFECT_MOTION_TYPE = 16,
NULL_MOTION_TYPE = 17,
};
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()
};
enum RotateDirection
{
ROTATE_DIRECTION_LEFT,
ROTATE_DIRECTION_RIGHT,
};
// assume it is 25 yard per 0.6 second
#define SPEED_CHARGE 42.0f
class MotionMaster //: private std::stack
{
private:
//typedef std::stack Impl;
typedef MovementGenerator* _Ty;
void pop()
{
Impl[_top] = NULL;
while (!top())
--_top;
}
void push(_Ty _Val) { ++_top; Impl[_top] = _Val; }
bool needInitTop() const { return _needInit[_top]; }
void InitTop();
public:
explicit MotionMaster(Unit* unit) : _expList(NULL), _top(-1), _owner(unit), _cleanFlag(MMCF_NONE)
{
for (uint8 i = 0; i < MAX_MOTION_SLOT; ++i)
{
Impl[i] = NULL;
_needInit[i] = true;
}
}
~MotionMaster();
void Initialize();
void InitDefault();
bool empty() const { return (_top < 0); }
int size() const { return _top + 1; }
_Ty top() const { return Impl[_top]; }
_Ty GetMotionSlot(int slot) const { return Impl[slot]; }
void DirectDelete(_Ty curr);
void DelayedDelete(_Ty curr);
void UpdateMotion(uint32 diff);
void Clear(bool reset = true)
{
if (_cleanFlag & MMCF_UPDATE)
{
if (reset)
_cleanFlag |= MMCF_RESET;
else
_cleanFlag &= ~MMCF_RESET;
DelayedClean();
}
else
DirectClean(reset);
}
void MovementExpired(bool reset = true)
{
if (_cleanFlag & MMCF_UPDATE)
{
if (reset)
_cleanFlag |= MMCF_RESET;
else
_cleanFlag &= ~MMCF_RESET;
DelayedExpire();
}
else
DirectExpire(reset);
}
void MoveIdle();
void MoveTargetedHome();
void MoveRandom(float spawndist = 0.0f);
void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
void MoveConfused();
void MoveFleeing(Unit* enemy, uint32 time = 0);
void MovePoint(uint32 id, const Position &pos)
{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ); }
void MovePoint(uint32 id, float x, float y, float z);
// These two movement types should only be used with creatures having landing/takeoff animations
void MoveLand(uint32 id, Position const& pos);
void MoveTakeoff(uint32 id, Position const& pos);
void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE);
void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
void MoveJumpTo(float angle, float speedXY, float speedZ);
void MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id = 0);
void MoveFall(uint32 id = 0);
void MoveSeekAssistance(float x, float y, float z);
void MoveSeekAssistanceDistract(uint32 timer);
void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
void MovePath(uint32 path_id, bool repeatable);
void MoveRotate(uint32 time, RotateDirection direction);
MovementGeneratorType GetCurrentMovementGeneratorType() const;
MovementGeneratorType GetMotionSlotType(int slot) 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();
typedef std::vector<_Ty> ExpireList;
ExpireList* _expList;
_Ty Impl[MAX_MOTION_SLOT];
int _top;
Unit* _owner;
bool _needInit[MAX_MOTION_SLOT];
uint8 _cleanFlag;
};
#endif