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azerothcore-wotlk/src/server/game/Movement/MotionMaster.h

265 lines
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C++

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