/* * Copyright (C) * Copyright (C) * * 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 _FORMATIONS_H #define _FORMATIONS_H #include "Define.h" #include "UnorderedMap.h" #include class Creature; class CreatureGroup; struct FormationInfo { uint32 leaderGUID; float follow_dist; float follow_angle; uint8 groupAI; uint16 point_1; uint16 point_2; }; typedef UNORDERED_MAP CreatureGroupInfoType; class FormationMgr { friend class ACE_Singleton; public: FormationMgr() { } ~FormationMgr(); void AddCreatureToGroup(uint32 group_id, Creature* creature); void RemoveCreatureFromGroup(CreatureGroup* group, Creature* creature); void LoadCreatureFormations(); CreatureGroupInfoType CreatureGroupMap; }; class CreatureGroup { public: // pussywizard: moved public to the top so it compiles and typedef is public typedef std::map CreatureGroupMemberType; //Group cannot be created empty explicit CreatureGroup(uint32 id) : m_leader(NULL), m_groupID(id), m_Formed(false) {} ~CreatureGroup() {} Creature* getLeader() const { return m_leader; } uint32 GetId() const { return m_groupID; } bool isEmpty() const { return m_members.empty(); } bool isFormed() const { return m_Formed; } const CreatureGroupMemberType& GetMembers() const { return m_members; } void AddMember(Creature* member); void RemoveMember(Creature* member); void FormationReset(bool dismiss); void LeaderMoveTo(float x, float y, float z, bool run); void MemberAttackStart(Creature* member, Unit* target); private: Creature* m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D CreatureGroupMemberType m_members; uint32 m_groupID; bool m_Formed; }; #define sFormationMgr ACE_Singleton::instance() #endif