text: /**
   * MaNGOS is a full featured server for World of Warcraft, supporting
   * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
   *
   * Copyright (C) 2005-2015  MaNGOS project <http://getmangos.eu>
   *
   * 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, write to the Free Software
   * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
   *
   * World of Warcraft, and all World of Warcraft or Warcraft art, images,
   * and lore are copyrighted by Blizzard Entertainment, Inc.
   */
  
  #ifndef MANGOS_POINTMOVEMENTGENERATOR_H
  #define MANGOS_POINTMOVEMENTGENERATOR_H
  
  #include "MovementGenerator.h"
  
  template<class T>
  class PointMovementGenerator
      : public MovementGeneratorMedium< T, PointMovementGenerator<T> >
  {
      public:
          PointMovementGenerator(uint32 _id, float _x, float _y, float _z, bool _generatePath) :
              id(_id), i_x(_x), i_y(_y), i_z(_z), m_generatePath(_generatePath) {}
  
          void Initialize(T&);
          void Finalize(T&);
          void Interrupt(T&);
          void Reset(T& unit);
          bool Update(T&, const uint32& diff);
  
          void MovementInform(T&);
  
          MovementGeneratorType GetMovementGeneratorType() const override { return POINT_MOTION_TYPE; }
  
          bool GetDestination(float& x, float& y, float& z) const { x = i_x; y = i_y; z = i_z; return true; }
      protected:
          uint32 id;
          float i_x, i_y, i_z;
          bool m_generatePath;
  };
  
  class AssistanceMovementGenerator
      : public PointMovementGenerator<Creature>
  {
      public:
          AssistanceMovementGenerator(float _x, float _y, float _z) :
              PointMovementGenerator<Creature>(0, _x, _y, _z, true) {}
  
          MovementGeneratorType GetMovementGeneratorType() const override { return ASSISTANCE_MOTION_TYPE; }
          void Initialize(Unit& unit) override;
          void Finalize(Unit&) override;
  };
  
  // Does almost nothing - just doesn't allows previous movegen interrupt current effect. Can be reused for charge effect
  class EffectMovementGenerator : public MovementGenerator
  {
      public:
          explicit EffectMovementGenerator(uint32 Id) : m_Id(Id) {}
          void Initialize(Unit&) override {}
          void Finalize(Unit& unit) override;
          void Interrupt(Unit&) override {}
          void Reset(Unit&) override {}
          bool Update(Unit& u, const uint32&) override;
          MovementGeneratorType GetMovementGeneratorType() const override { return EFFECT_MOTION_TYPE; }
      private:
          uint32 m_Id;
  };
  
  class FlyOrLandMovementGenerator : public PointMovementGenerator<Creature>
  {
      public:
          FlyOrLandMovementGenerator(uint32 _id, float _x, float _y, float _z, bool liftOff) :
              PointMovementGenerator<Creature>(_id, _x, _y, _z, false),
              m_liftOff(liftOff) {}
  
          void Initialize(Unit& unit) override;
      private:
          bool m_liftOff;
  };
  
  #endif
  