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azerothcore-wotlk/src/game/Entities/Creature/CreatureGroups.h
2016-08-12 02:38:26 +02:00

87 lines
2.6 KiB
C++

/*
* 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 <http://www.gnu.org/licenses/>.
*/
#ifndef _FORMATIONS_H
#define _FORMATIONS_H
#include "Define.h"
#include "UnorderedMap.h"
#include <map>
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<uint32/*memberDBGUID*/, FormationInfo*> CreatureGroupInfoType;
class FormationMgr
{
friend class ACE_Singleton<FormationMgr, ACE_Null_Mutex>;
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<Creature*, FormationInfo*> 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<FormationMgr, ACE_Null_Mutex>::instance()
#endif