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https://github.com/TrinityCore/TrinityCore.git
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- Creature: update current waypoint to store nodeId and pathId - MotionMaster: change variable type on GetMotionSlotType and GetMotionSlot to keep consistency and prevent errors (ASSERT is now no longer needed) - UnitAI: add new waypoint hooks WaypointPathStarted and WaypointPathEnded - SAI: handle WAYPOINT related events if creature is no escorting * SMART_EVENT_WAYPOINT_RESUMED still not implemented for no escorting TODO: the new hooks can save, now duplicated, logic on EscortAI and SAI closes #20777 updates #20310 updates21bd52cb99(cherry picked from commite10d7dd45c)
214 lines
8.8 KiB
C++
214 lines
8.8 KiB
C++
/*
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* This file is part of the TrinityCore 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 General Public License as published by the
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* Free Software Foundation; either version 2 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 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 MOTIONMASTER_H
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#define MOTIONMASTER_H
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#include "Common.h"
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#include "Errors.h"
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#include "ObjectGuid.h"
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#include "Position.h"
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#include "SharedDefines.h"
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#include <vector>
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class MovementGenerator;
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class Unit;
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class PathGenerator;
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struct Position;
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struct SplineChainLink;
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struct SplineChainResumeInfo;
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struct WaypointPath;
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namespace G3D
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{
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class Vector3;
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}
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namespace Movement
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{
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struct SpellEffectExtraData;
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}
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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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// assume it is 25 yard per 0.6 second
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#define SPEED_CHARGE 42.0f
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enum MovementGeneratorType : uint8
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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, // Below motion types can't be set in DB.
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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
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ASSISTANCE_DISTRACT_MOTION_TYPE = 12, // IdleMovementGenerator.h
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TIMED_FLEEING_MOTION_TYPE = 13, // FleeingMovementGenerator.h
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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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SPLINE_CHAIN_MOTION_TYPE = 17, // SplineChainMovementGenerator.h
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FORMATION_MOTION_TYPE = 18, // FormationMovementGenerator.h
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MAX_MOTION_TYPE // limit
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};
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enum MovementSlot : uint8
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{
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MOTION_SLOT_IDLE = 0,
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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 = 0,
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MMCF_UPDATE = 1, // Clear or Expire called from update
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MMCF_RESET = 2 // Flag if need top()->Reset()
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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 JumpArrivalCastArgs
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{
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uint32 SpellId;
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ObjectGuid Target;
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};
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class TC_GAME_API MotionMaster
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{
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public:
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explicit MotionMaster(Unit* unit) : _owner(unit), _top(-1), _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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_slot[i] = nullptr;
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_initialize[i] = true;
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}
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}
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~MotionMaster();
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bool empty() const { return (_top < 0); }
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int size() const { return _top + 1; }
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MovementGenerator* top() const { ASSERT(!empty()); return _slot[_top]; }
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void Initialize();
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void InitDefault();
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void UpdateMotion(uint32 diff);
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void Clear(bool reset = true);
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void Clear(MovementSlot slot);
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void MovementExpired(bool reset = true);
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MovementGeneratorType GetCurrentMovementGeneratorType() const;
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MovementGeneratorType GetMotionSlotType(MovementSlot slot) const;
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MovementGenerator* GetMotionSlot(MovementSlot slot) const;
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void PropagateSpeedChange();
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bool GetDestination(float &x, float &y, float &z);
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void MoveIdle();
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void MoveTargetedHome();
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void MoveRandom(float spawndist = 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, float dist = 0.0f, float angle = 0.0f);
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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, Position const& pos, bool generatePath = true)
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{
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MovePoint(id, pos.m_positionX, pos.m_positionY, pos.m_positionZ, generatePath);
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}
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void MovePoint(uint32 id, float x, float y, float z, bool generatePath = true);
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/* Makes the unit move toward the target until it is at a certain distance from it. The unit then stops.
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Only works in 2D.
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This method doesn't account for any movement done by the target. in other words, it only works if the target is stationary.
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*/
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void MoveCloserAndStop(uint32 id, Unit* target, float distance);
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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);
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void MoveTakeoff(uint32 id, Position const& pos);
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void MoveCharge(float x, float y, float z, float speed = SPEED_CHARGE, uint32 id = EVENT_CHARGE, bool generatePath = false, Unit const* target = nullptr, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
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void MoveCharge(PathGenerator const& path, float speed = SPEED_CHARGE, Unit const* target = nullptr, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
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void MoveKnockbackFrom(float srcX, float srcY, float speedXY, float speedZ, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
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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 = EVENT_JUMP, bool hasOrientation = false, JumpArrivalCastArgs const* arrivalCast = nullptr, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr)
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{
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MoveJump(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), speedXY, speedZ, id, hasOrientation, arrivalCast, spellEffectExtraData);
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}
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void MoveJump(float x, float y, float z, float o, float speedXY, float speedZ, uint32 id = EVENT_JUMP, bool hasOrientation = false, JumpArrivalCastArgs const* arrivalCast = nullptr, Movement::SpellEffectExtraData const* spellEffectExtraData = nullptr);
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void MoveCirclePath(float x, float y, float z, float radius, bool clockwise, uint8 stepCount);
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void MoveSmoothPath(uint32 pointId, Position const* pathPoints, size_t pathSize, bool walk = false, bool fly = false);
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// Walk along spline chain stored in DB (script_spline_chain_meta and script_spline_chain_waypoints)
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void MoveAlongSplineChain(uint32 pointId, uint16 dbChainId, bool walk);
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void MoveAlongSplineChain(uint32 pointId, std::vector<SplineChainLink> const& chain, bool walk);
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void ResumeSplineChain(SplineChainResumeInfo const& info);
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void MoveFall(uint32 id = 0);
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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 pathId, bool repeatable);
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void MovePath(WaypointPath& path, bool repeatable);
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void MoveRotate(uint32 time, RotateDirection direction);
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void MoveFormation(uint32 id, Position destination, uint32 moveType, bool forceRun = false, bool forceOrientation = false);
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private:
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typedef std::vector<MovementGenerator*> MovementList;
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void pop();
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bool NeedInitTop() const;
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void InitTop();
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void Mutate(MovementGenerator* m, MovementSlot slot);
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void DirectClean(bool reset);
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void DelayedClean();
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void DirectClean(MovementSlot slot);
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void DelayedClean(MovementSlot slot);
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void DirectExpire(bool reset);
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void DelayedExpire();
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void DirectDelete(MovementGenerator* curr);
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void DelayedDelete(MovementGenerator* curr);
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void ClearExpireList();
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MovementGenerator* _slot[MAX_MOTION_SLOT];
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bool _initialize[MAX_MOTION_SLOT];
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MovementList _expireList;
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Unit* _owner;
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int _top;
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uint8 _cleanFlag;
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};
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#endif // MOTIONMASTER_H
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