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https://github.com/mod-playerbots/azerothcore-wotlk.git
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87 lines
2.6 KiB
C++
87 lines
2.6 KiB
C++
/*
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* Copyright (C)
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _FORMATIONS_H
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#define _FORMATIONS_H
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#include "Define.h"
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#include "UnorderedMap.h"
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#include <map>
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class Creature;
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class CreatureGroup;
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struct FormationInfo
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{
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uint32 leaderGUID;
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float follow_dist;
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float follow_angle;
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uint8 groupAI;
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uint16 point_1;
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uint16 point_2;
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};
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typedef UNORDERED_MAP<uint32/*memberDBGUID*/, FormationInfo*> CreatureGroupInfoType;
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class FormationMgr
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{
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friend class ACE_Singleton<FormationMgr, ACE_Null_Mutex>;
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public:
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FormationMgr() { }
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~FormationMgr();
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void AddCreatureToGroup(uint32 group_id, Creature* creature);
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void RemoveCreatureFromGroup(CreatureGroup* group, Creature* creature);
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void LoadCreatureFormations();
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CreatureGroupInfoType CreatureGroupMap;
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};
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class CreatureGroup
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{
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public:
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// pussywizard: moved public to the top so it compiles and typedef is public
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typedef std::map<Creature*, FormationInfo*> CreatureGroupMemberType;
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//Group cannot be created empty
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explicit CreatureGroup(uint32 id) : m_leader(NULL), m_groupID(id), m_Formed(false) {}
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~CreatureGroup() {}
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Creature* getLeader() const { return m_leader; }
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uint32 GetId() const { return m_groupID; }
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bool isEmpty() const { return m_members.empty(); }
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bool isFormed() const { return m_Formed; }
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const CreatureGroupMemberType& GetMembers() const { return m_members; }
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void AddMember(Creature* member);
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void RemoveMember(Creature* member);
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void FormationReset(bool dismiss);
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void LeaderMoveTo(float x, float y, float z, bool run);
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void MemberAttackStart(Creature* member, Unit* target);
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private:
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Creature* m_leader; //Important do not forget sometimes to work with pointers instead synonims :D:D
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CreatureGroupMemberType m_members;
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uint32 m_groupID;
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bool m_Formed;
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};
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#define sFormationMgr ACE_Singleton<FormationMgr, ACE_Null_Mutex>::instance()
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#endif
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