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TCPlayerbotCore/src/game/MotionMaster.h
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/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
* 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
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* 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
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_MOTIONMASTER_H
#define TRINITY_MOTIONMASTER_H
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#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
};
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enum MovementSlot
{
MOTION_SLOT_IDLE,
MOTION_SLOT_ACTIVE,
MOTION_SLOT_CONTROLLED,
MAX_MOTION_SLOT,
};
class TRINITY_DLL_SPEC MotionMaster //: private std::stack<MovementGenerator *>
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{
private:
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//typedef std::stack<MovementGenerator *> Impl;
typedef MovementGenerator* _Ty;
_Ty Impl[MAX_MOTION_SLOT];
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; }
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public:
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explicit MotionMaster(Unit *unit) : i_owner(unit), i_top(-1)
{
for(int i = 0; i < MAX_MOTION_SLOT; ++i)
Impl[i] = NULL;
}
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~MotionMaster();
void Initialize();
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//MovementGenerator* operator->(void) { return top(); }
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int size() const { return i_top + 1; }
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_Ty top() const { return Impl[i_top]; }
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_Ty GetMotionSlot(int slot) { return Impl[slot]; }
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/*using Impl::top;
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using Impl::empty;
typedef Impl::container_type::const_iterator const_iterator;
const_iterator begin() const { return Impl::c.begin(); }
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const_iterator end() const { return Impl::c.end(); }*/
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void UpdateMotion(const uint32 &diff);
void Clear(bool reset = true);
void MovementExpired(bool reset = true);
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void MoveIdle(MovementSlot slot = MOTION_SLOT_ACTIVE);
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void MoveTargetedHome();
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void MoveRandom(float spawndist = 0.0f);
void MoveFollow(Unit* target, float dist, float angle);
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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);
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void MoveCharge(float x, float y, float z);
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void MoveTaxiFlight(uint32 path, uint32 pathnode);
void MoveDistract(uint32 time);
void MovePath(uint32 path_id, bool repeatable);
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MovementGeneratorType GetCurrentMovementGeneratorType() const;
void propagateSpeedChange();
bool GetDestination(float &x, float &y, float &z);
private:
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void Mutate(MovementGenerator *m, MovementSlot slot); // use Move* functions instead
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Unit *i_owner;
};
#endif