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265 lines
10 KiB
C++
265 lines
10 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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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 Affero General Public License as published by the
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* Free Software Foundation; either version 3 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 Affero 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 ACORE_MOTIONMASTER_H
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#define ACORE_MOTIONMASTER_H
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#include "Common.h"
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#include "Object.h"
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#include "SharedDefines.h"
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#include "Spline/MoveSpline.h"
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#include <optional>
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#include <vector>
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class MovementGenerator;
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class Unit;
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// Creature Entry ID used for waypoints show, visible only for GMs
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#define VISUAL_WAYPOINT 1
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// values 0 ... MAX_DB_MOTION_TYPE-1 used in DB
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enum MovementGeneratorType
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{
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IDLE_MOTION_TYPE = 0, // IdleMovementGenerator.h
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RANDOM_MOTION_TYPE = 1, // RandomMovementGenerator.h
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WAYPOINT_MOTION_TYPE = 2, // WaypointMovementGenerator.h
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MAX_DB_MOTION_TYPE = 3, // *** this and below motion types can't be set in DB.
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ANIMAL_RANDOM_MOTION_TYPE = MAX_DB_MOTION_TYPE, // AnimalRandomMovementGenerator.h
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CONFUSED_MOTION_TYPE = 4, // ConfusedMovementGenerator.h
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CHASE_MOTION_TYPE = 5, // TargetedMovementGenerator.h
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HOME_MOTION_TYPE = 6, // HomeMovementGenerator.h
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FLIGHT_MOTION_TYPE = 7, // WaypointMovementGenerator.h
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POINT_MOTION_TYPE = 8, // PointMovementGenerator.h
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FLEEING_MOTION_TYPE = 9, // FleeingMovementGenerator.h
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DISTRACT_MOTION_TYPE = 10, // IdleMovementGenerator.h
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ASSISTANCE_MOTION_TYPE = 11, // PointMovementGenerator.h (first part of flee for assistance)
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ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h (second part of flee for assistance)
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TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h (alt.second part of flee for assistance)
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FOLLOW_MOTION_TYPE = 14,
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ROTATE_MOTION_TYPE = 15,
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EFFECT_MOTION_TYPE = 16,
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ESCORT_MOTION_TYPE = 17, // xinef: EscortMovementGenerator.h
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NULL_MOTION_TYPE = 18
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};
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enum MovementSlot
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{
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MOTION_SLOT_IDLE,
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MOTION_SLOT_ACTIVE,
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MOTION_SLOT_CONTROLLED,
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MAX_MOTION_SLOT
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};
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enum MMCleanFlag
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{
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MMCF_NONE = 0x00,
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MMCF_UPDATE = 0x01, // Clear or Expire called from update
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MMCF_RESET = 0x02, // Flag if need top()->Reset()
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MMCF_INUSE = 0x04, // pussywizard: Flag if in MotionMaster::UpdateMotion
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};
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enum RotateDirection
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{
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ROTATE_DIRECTION_LEFT,
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ROTATE_DIRECTION_RIGHT
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};
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struct ChaseRange
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{
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ChaseRange(float range);
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ChaseRange(float _minRange, float _maxRange);
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ChaseRange(float _minRange, float _minTolerance, float _maxTolerance, float _maxRange);
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// this contains info that informs how we should path!
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float MinRange; // we have to move if we are within this range... (min. attack range)
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float MinTolerance; // ...and if we are, we will move this far away
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float MaxRange; // we have to move if we are outside this range... (max. attack range)
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float MaxTolerance; // ...and if we are, we will move into this range
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};
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struct ChaseAngle
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{
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ChaseAngle(float angle, float _tolerance = M_PI_4);
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float RelativeAngle; // we want to be at this angle relative to the target (0 = front, M_PI = back)
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float Tolerance; // but we'll tolerate anything within +- this much
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[[nodiscard]] float UpperBound() const;
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[[nodiscard]] float LowerBound() const;
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[[nodiscard]] bool IsAngleOkay(float relativeAngle) const;
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};
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// assume it is 25 yard per 0.6 second
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#define SPEED_CHARGE 42.0f
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class MotionMaster //: private std::stack<MovementGenerator *>
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{
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private:
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//typedef std::stack<MovementGenerator *> Impl;
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typedef MovementGenerator* _Ty;
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void pop()
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{
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if (empty())
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return;
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Impl[_top] = nullptr;
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while (!empty() && !top())
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--_top;
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}
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[[nodiscard]] bool needInitTop() const
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{
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if (empty())
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return false;
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return _needInit[_top];
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}
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void InitTop();
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public:
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explicit MotionMaster(Unit* unit) : _expList(nullptr), _top(-1), _owner(unit), _cleanFlag(MMCF_NONE)
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{
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for (uint8 i = 0; i < MAX_MOTION_SLOT; ++i)
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{
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Impl[i] = nullptr;
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_needInit[i] = true;
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}
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}
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~MotionMaster();
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void Initialize();
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void InitDefault();
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[[nodiscard]] bool empty() const { return (_top < 0); }
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[[nodiscard]] int size() const { return _top + 1; }
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[[nodiscard]] _Ty top() const
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{
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ASSERT(!empty());
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return Impl[_top];
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}
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[[nodiscard]] _Ty GetMotionSlot(int slot) const
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{
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ASSERT(slot >= 0);
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return Impl[slot];
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}
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[[nodiscard]] uint8 GetCleanFlags() const { return _cleanFlag; }
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void DirectDelete(_Ty curr);
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void DelayedDelete(_Ty curr);
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void UpdateMotion(uint32 diff);
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void Clear(bool reset = true)
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{
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if (_cleanFlag & MMCF_UPDATE)
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{
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if (reset)
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_cleanFlag |= MMCF_RESET;
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else
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_cleanFlag &= ~MMCF_RESET;
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DelayedClean();
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}
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else
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DirectClean(reset);
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}
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void MovementExpired(bool reset = true)
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{
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if (_cleanFlag & MMCF_UPDATE)
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{
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if (reset)
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_cleanFlag |= MMCF_RESET;
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else
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_cleanFlag &= ~MMCF_RESET;
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DelayedExpire();
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}
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else
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DirectExpire(reset);
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}
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void MovementExpiredOnSlot(MovementSlot slot, bool reset = true)
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{
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// xinef: cannot be used during motion update!
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if (!(_cleanFlag & MMCF_UPDATE))
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DirectExpireSlot(slot, reset);
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}
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void MoveIdle();
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void MoveTargetedHome(bool walk = false);
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void MoveRandom(float wanderDistance = 0.0f);
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void MoveFollow(Unit* target, float dist, float angle, MovementSlot slot = MOTION_SLOT_ACTIVE);
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void MoveChase(Unit* target, std::optional<ChaseRange> dist = {}, std::optional<ChaseAngle> angle = {});
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void MoveChase(Unit* target, float dist, float angle) { MoveChase(target, ChaseRange(dist), ChaseAngle(angle)); }
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void MoveChase(Unit* target, float dist) { MoveChase(target, ChaseRange(dist)); }
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void MoveCircleTarget(Unit* target);
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void MoveBackwards(Unit* target, float dist);
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void MoveForwards(Unit* target, float dist);
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void MoveConfused();
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void MoveFleeing(Unit* enemy, uint32 time = 0);
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void MovePoint(uint32 id, const Position& pos, bool generatePath = true, bool forceDestination = true)
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{ MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath, forceDestination, MOTION_SLOT_ACTIVE, pos.GetOrientation()); }
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void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true, bool forceDestination = true, MovementSlot slot = MOTION_SLOT_ACTIVE, float orientation = 0.0f);
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void MoveSplinePath(Movement::PointsArray* path);
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// These two movement types should only be used with creatures having landing/takeoff animations
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void MoveLand(uint32 id, Position const& pos, float speed = 0.0f);
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void MoveLand(uint32 id, float x, float y, float z, float speed = 0.0f); // pussywizard: added for easy calling by passing 3 floats x, y, z
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void MoveTakeoff(uint32 id, Position const& pos, float speed = 0.0f);
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void MoveTakeoff(uint32 id, float x, float y, float z, float speed = 0.0f); // pussywizard: added for easy calling by passing 3 floats x, y, z
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, const Movement::PointsArray* path = nullptr, bool generatePath = false, float orientation = 0.0f, ObjectGuid targetGUID = ObjectGuid::Empty);
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void MoveCharge(PathGenerator const& path, float speed = SPEED_CHARGE, ObjectGuid targetGUID = ObjectGuid::Empty);
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void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ);
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void MoveJumpTo(float angle, float speedXY, float speedZ);
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void MoveJump(Position const& pos, float speedXY, float speedZ, uint32 id = 0)
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{ MoveJump(pos.m_positionX, pos.m_positionY, pos.m_positionZ, speedXY, speedZ, id); };
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void MoveJump(float x, float y, float z, float speedXY, float speedZ, uint32 id = 0, Unit const* target = nullptr);
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void MoveFall(uint32 id = 0, bool addFlagForNPC = false);
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void MoveSeekAssistance(float x, float y, float z);
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void MoveSeekAssistanceDistract(uint32 timer);
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void MoveTaxiFlight(uint32 path, uint32 pathnode);
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void MoveDistract(uint32 time);
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void MovePath(uint32 path_id, bool repeatable);
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void MoveRotate(uint32 time, RotateDirection direction);
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[[nodiscard]] MovementGeneratorType GetCurrentMovementGeneratorType() const;
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[[nodiscard]] MovementGeneratorType GetMotionSlotType(int slot) const;
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[[nodiscard]] uint32 GetCurrentSplineId() const; // Xinef: Escort system
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void propagateSpeedChange();
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void ReinitializeMovement();
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bool GetDestination(float& x, float& y, float& z);
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private:
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void Mutate(MovementGenerator* m, MovementSlot slot); // use Move* functions instead
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void DirectClean(bool reset);
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void DelayedClean();
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void DirectExpire(bool reset);
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void DirectExpireSlot(MovementSlot slot, bool reset);
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void DelayedExpire();
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typedef std::vector<_Ty> ExpireList;
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ExpireList* _expList;
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_Ty Impl[MAX_MOTION_SLOT];
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int _top;
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Unit* _owner;
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bool _needInit[MAX_MOTION_SLOT];
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uint8 _cleanFlag;
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};
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#endif
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