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https://github.com/mod-playerbots/azerothcore-wotlk.git
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205 lines
7.7 KiB
C++
205 lines
7.7 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
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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, 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 AC_MOVESPLINEINIT_H
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#define AC_MOVESPLINEINIT_H
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#include "MoveSplineInitArgs.h"
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#include "PathGenerator.h"
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#include "Unit.h"
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class Unit;
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namespace Movement
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{
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// xinef: moved declaration here so it can be accessed out of MoveSplineInit.cpp
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UnitMoveType SelectSpeedType(uint32 moveFlags);
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// Transforms coordinates from global to transport offsets
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class TransportPathTransform
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{
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public:
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TransportPathTransform(Unit* owner, bool transformForTransport)
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: _owner(owner), _transformForTransport(transformForTransport) { }
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Vector3 operator()(Vector3 input);
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private:
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Unit* _owner;
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bool _transformForTransport;
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};
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// Xinef: transforms z coordinate with hover offset
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class HoverMovementTransform
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{
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public:
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HoverMovementTransform(float z_offset) : _offset(z_offset) { }
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Vector3 operator()(Vector3 input)
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{
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input.z += _offset;
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return input;
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}
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private:
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float _offset;
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};
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/* Initializes and launches spline movement
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*/
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class MoveSplineInit
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{
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public:
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explicit MoveSplineInit(Unit* m);
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/* Final pass of initialization that launches spline movement.
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*/
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int32 Launch();
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/* Final pass of initialization that stops movement.
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*/
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void Stop();
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/* Adds movement by parabolic trajectory
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* @param amplitude - the maximum height of parabola, value could be negative and positive
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* @param start_time - delay between movement starting time and beginning to move by parabolic trajectory
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* can't be combined with final animation
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*/
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void SetParabolic(float amplitude, float start_time);
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/* Plays animation after movement done
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* can't be combined with parabolic movement
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*/
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void SetAnimation(AnimTier anim);
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/* Adds final facing animation
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* sets unit's facing to specified point/angle after all path done
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* you can have only one final facing: previous will be overriden
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*/
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void SetFacing(float angle);
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void SetFacing(Vector3 const& point);
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void SetFacing(Unit const* target);
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/* Initializes movement by path
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* @param path - array of points, shouldn't be empty
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* @param pointId - Id of fisrt point of the path. Example: when third path point will be done it will notify that pointId + 3 done
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*/
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void MovebyPath(const PointsArray& path, int32 pointId = 0);
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/* Initializes simple A to B motion, A is current unit's position, B is destination
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*/
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void MoveTo(const Vector3& destination, bool generatePath = false, bool forceDestination = false);
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void MoveTo(float x, float y, float z, bool generatePath = false, bool forceDestination = false);
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/* Sets Id of fisrt point of the path. When N-th path point will be done ILisener will notify that pointId + N done
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* Needed for waypoint movement where path splitten into parts
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*/
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void SetFirstPointId(int32 pointId) { args.path_Idx_offset = pointId; }
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/* Enables CatmullRom spline interpolation mode(makes path smooth)
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* if not enabled linear spline mode will be choosen. Disabled by default
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*/
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void SetSmooth();
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/* Enables CatmullRom spline interpolation mode, enables flying animation. Disabled by default
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*/
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void SetFly();
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/* Enables walk mode. Disabled by default
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*/
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void SetWalk(bool enable);
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/* Makes movement cyclic. Disabled by default
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*/
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void SetCyclic();
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/* Enables falling mode. Disabled by default
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*/
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void SetFall();
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/* Enters transport. Disabled by default
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*/
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void SetTransportEnter();
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/* Exits transport. Disabled by default
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*/
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void SetTransportExit();
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/* Inverses unit model orientation. Disabled by default
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*/
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void SetOrientationInversed();
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/* Fixes unit's model rotation. Disabled by default
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*/
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void SetOrientationFixed(bool enable);
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/* Sets the velocity (in case you want to have custom movement velocity)
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* if no set, speed will be selected based on unit's speeds and current movement mode
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* Has no effect if falling mode enabled
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* velocity shouldn't be negative
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*/
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void SetVelocity(float velocity);
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PointsArray& Path() { return args.path; }
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/* Disables transport coordinate transformations for cases where raw offsets are available
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*/
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void DisableTransportPathTransformations();
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protected:
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MoveSplineInitArgs args;
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Unit* unit;
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};
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inline void MoveSplineInit::SetFly() { args.flags.EnableFlying(); }
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inline void MoveSplineInit::SetWalk(bool enable) { args.flags.walkmode = enable; }
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inline void MoveSplineInit::SetSmooth() { args.flags.EnableCatmullRom(); }
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inline void MoveSplineInit::SetCyclic() { args.flags.cyclic = true; }
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inline void MoveSplineInit::SetFall() { args.flags.EnableFalling(); }
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inline void MoveSplineInit::SetVelocity(float vel) { args.velocity = vel; args.HasVelocity = true; }
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inline void MoveSplineInit::SetOrientationInversed() { args.flags.orientationInversed = true;}
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inline void MoveSplineInit::SetTransportEnter() { args.flags.EnableTransportEnter(); }
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inline void MoveSplineInit::SetTransportExit() { args.flags.EnableTransportExit(); }
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inline void MoveSplineInit::SetOrientationFixed(bool enable) { args.flags.orientationFixed = enable; }
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inline void MoveSplineInit::MovebyPath(const PointsArray& controls, int32 path_offset)
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{
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args.path_Idx_offset = path_offset;
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args.path.resize(controls.size());
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std::transform(controls.begin(), controls.end(), args.path.begin(), TransportPathTransform(unit, args.TransformForTransport));
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}
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inline void MoveSplineInit::MoveTo(float x, float y, float z, bool generatePath, bool forceDestination)
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{
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MoveTo(G3D::Vector3(x, y, z), generatePath, forceDestination);
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}
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inline void MoveSplineInit::SetParabolic(float amplitude, float time_shift)
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{
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args.time_perc = time_shift;
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args.parabolic_amplitude = amplitude;
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args.flags.EnableParabolic();
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}
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inline void MoveSplineInit::SetAnimation(AnimTier anim)
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{
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args.time_perc = 0.f;
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args.flags.EnableAnimation((uint8)anim);
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}
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inline void MoveSplineInit::SetFacing(Vector3 const& spot)
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{
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TransportPathTransform transform(unit, args.TransformForTransport);
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Vector3 finalSpot = transform(spot);
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args.facing.f.x = finalSpot.x;
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args.facing.f.y = finalSpot.y;
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args.facing.f.z = finalSpot.z;
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args.flags.EnableFacingPoint();
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}
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inline void MoveSplineInit::DisableTransportPathTransformations() { args.TransformForTransport = false; }
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}
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#endif // AC_MOVESPLINEINIT_H
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