[svn] * Proper SVN structure
--HG-- branch : trunk
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* 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.
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*
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* You should have received a copy of the GNU General Public License
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* 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 MANGOS_MOTIONMASTER_H
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#define MANGOS_MOTIONMASTER_H
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#include "Common.h"
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#include <stack>
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class MovementGenerator;
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class Unit;
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// Creature Entry ID used for waypoints show, visible only for GMs
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#define VISUAL_WAYPOINT 1
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// values 0 ... MAX_DB_MOTION_TYPE-1 used in DB
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enum MovementGeneratorType
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{
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IDLE_MOTION_TYPE = 0, // IdleMovementGenerator.h
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RANDOM_MOTION_TYPE = 1, // RandomMovementGenerator.h
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WAYPOINT_MOTION_TYPE = 2, // WaypointMovementGenerator.h
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MAX_DB_MOTION_TYPE = 3, // *** this and below motion types can't be set in DB.
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ANIMAL_RANDOM_MOTION_TYPE = MAX_DB_MOTION_TYPE, // AnimalRandomMovementGenerator.h
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CONFUSED_MOTION_TYPE = 4, // ConfusedMovementGenerator.h
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TARGETED_MOTION_TYPE = 5, // TargetedMovementGenerator.h
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HOME_MOTION_TYPE = 6, // HomeMovementGenerator.h
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FLIGHT_MOTION_TYPE = 7, // WaypointMovementGenerator.h
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POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
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FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
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DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
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};
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class MANGOS_DLL_SPEC MotionMaster : private std::stack<MovementGenerator *>
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{
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private:
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typedef std::stack<MovementGenerator *> Impl;
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public:
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explicit MotionMaster(Unit *unit) : i_owner(unit) {}
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~MotionMaster();
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void Initialize();
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MovementGenerator* operator->(void) { return top(); }
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using Impl::top;
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using Impl::empty;
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typedef Impl::container_type::const_iterator const_iterator;
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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);
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void Clear(bool reset = true);
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void MovementExpired(bool reset = true);
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void MoveIdle();
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void MoveTargetedHome();
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void MoveFollow(Unit* target, float dist, float angle);
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void MoveChase(Unit* target, float dist = 0.0f, float angle = 0.0f);
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void MoveConfused();
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void MoveFleeing(Unit* enemy);
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void MovePoint(uint32 id, float x,float y,float z);
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void MoveTaxiFlight(uint32 path, uint32 pathnode);
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void MoveDistract(uint32 time);
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MovementGeneratorType GetCurrentMovementGeneratorType() const;
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void propagateSpeedChange();
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bool GetDestination(float &x, float &y, float &z);
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private:
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void Mutate(MovementGenerator *m); // use Move* functions instead
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Unit *i_owner;
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};
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#endif
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