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Refactoring part 2 [W.I.P]
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129
src/game/Movement/Spline/MoveSpline.h
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129
src/game/Movement/Spline/MoveSpline.h
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/*
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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
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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 TRINITYSERVER_MOVEPLINE_H
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#define TRINITYSERVER_MOVEPLINE_H
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#include "Spline.h"
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#include "MoveSplineInitArgs.h"
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namespace Movement
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{
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struct Location : public Vector3
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{
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Location() : orientation(0) {}
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Location(float x, float y, float z, float o) : Vector3(x, y, z), orientation(o) {}
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Location(const Vector3& v) : Vector3(v), orientation(0) {}
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Location(const Vector3& v, float o) : Vector3(v), orientation(o) {}
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float orientation;
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};
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// MoveSpline represents smooth catmullrom or linear curve and point that moves belong it
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// curve can be cyclic - in this case movement will be cyclic
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// point can have vertical acceleration motion componemt(used in fall, parabolic movement)
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class MoveSpline
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{
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public:
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typedef Spline<int32> MySpline;
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enum UpdateResult
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{
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Result_None = 0x01,
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Result_Arrived = 0x02,
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Result_NextCycle = 0x04,
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Result_NextSegment = 0x08,
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Result_JustArrived = 0x10,
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};
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friend class PacketBuilder;
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protected:
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MySpline spline;
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FacingInfo facing;
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uint32 m_Id;
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MoveSplineFlag splineflags;
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int32 time_passed;
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// currently duration mods are unused, but its _currently_
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//float duration_mod;
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//float duration_mod_next;
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float vertical_acceleration;
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float initialOrientation;
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int32 effect_start_time;
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int32 point_Idx;
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int32 point_Idx_offset;
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void init_spline(const MoveSplineInitArgs& args);
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protected:
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const MySpline::ControlArray& getPath(bool visual) const { return spline.getPoints(visual); }
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void computeParabolicElevation(float& el) const;
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void computeFallElevation(float& el) const;
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UpdateResult _updateState(int32& ms_time_diff);
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int32 next_timestamp() const { return spline.length(point_Idx + 1); }
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int32 segment_time_elapsed() const { return next_timestamp() - time_passed; }
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public:
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int32 timeElapsed() const { return Duration() - time_passed; } // xinef: moved to public for waypoint movegen
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int32 timePassed() const { return time_passed; } // xinef: moved to public for waypoint movegen
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int32 Duration() const { return spline.length(); }
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MySpline const& _Spline() const { return spline; }
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int32 _currentSplineIdx() const { return point_Idx; }
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void _Finalize();
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void _Interrupt() { splineflags.done = true; }
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public:
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void Initialize(const MoveSplineInitArgs&);
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bool Initialized() const { return !spline.empty(); }
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MoveSpline();
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template<class UpdateHandler>
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void updateState(int32 difftime, UpdateHandler& handler)
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{
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ASSERT(Initialized());
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do
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handler(_updateState(difftime));
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while (difftime > 0);
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}
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void updateState(int32 difftime)
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{
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ASSERT(Initialized());
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do _updateState(difftime);
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while (difftime > 0);
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}
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Location ComputePosition() const;
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uint32 GetId() const { return m_Id; }
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bool Finalized() const { return splineflags.done; }
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bool isCyclic() const { return splineflags.cyclic; }
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bool isFalling() const { return splineflags.falling; }
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bool isWalking() const { return splineflags.walkmode; }
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Vector3 FinalDestination() const { return Initialized() ? spline.getPoint(spline.last(), false) : Vector3(); }
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Vector3 CurrentDestination() const { return Initialized() ? spline.getPoint(point_Idx + 1, false) : Vector3(); }
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int32 currentPathIdx() const;
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bool onTransport;
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std::string ToString() const;
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};
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}
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#endif // TRINITYSERVER_MOVEPLINE_H
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