88 lines
3.4 KiB
C++
88 lines
3.4 KiB
C++
/*
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* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
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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 _PATH_GENERATOR_H
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#define _PATH_GENERATOR_H
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#include "SharedDefines.h"
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#include "DetourNavMesh.h"
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#include "DetourNavMeshQuery.h"
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#include "MoveSplineInitArgs.h"
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class Unit;
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enum PathType
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{
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PATHFIND_BLANK = 0x00, // path not built yet
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PATHFIND_NORMAL = 0x01, // normal path
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PATHFIND_SHORTCUT = 0x02, // travel through obstacles, terrain, air, etc (old behavior)
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PATHFIND_INCOMPLETE = 0x04, // we have partial path to follow - getting closer to target
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PATHFIND_NOPATH = 0x08, // no valid path at all or error in generating one
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PATHFIND_NOT_USING_PATH = 0x10, // used when we are either flying/swiming or on map w/o mmaps
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PATHFIND_SHORT = 0x20, // path is longer or equal to its limited path length
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};
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enum PolyFlag
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{
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POLY_FLAG_WALK = 1,
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POLY_FLAG_SWIM = 2
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};
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class PathGenerator
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{
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public:
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explicit PathGenerator(Unit const* owner);
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~PathGenerator();
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// Calculate the path from owner to given destination
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// return: true if new path was calculated, false otherwise (no change needed)
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bool CalculatePath(float destX, float destY, float destZ, bool forceDest = false);
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// result getters
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G3D::Vector3 const& GetStartPosition() const { return _startPosition; }
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G3D::Vector3 const& GetEndPosition() const { return _endPosition; }
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G3D::Vector3 const& GetActualEndPosition() const { return _actualEndPosition; }
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Movement::PointsArray const& GetPath() const { return _pathPoints; }
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PathType GetPathType() const { return _type; }
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private:
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Movement::PointsArray _pathPoints; // our actual (x,y,z) path to the target
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PathType _type; // tells what kind of path this is
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G3D::Vector3 _startPosition; // {x, y, z} of current location
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G3D::Vector3 _endPosition; // {x, y, z} of the destination
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G3D::Vector3 _actualEndPosition; // {x, y, z} of the closest possible point to given destination
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Unit const* const _sourceUnit; // the unit that is moving
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dtNavMesh const* _navMesh; // the nav mesh
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dtNavMeshQuery const* _navMeshQuery; // the nav mesh query used to find the path
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dtQueryFilter _filter; // use single filter for all movements, update it when needed
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void SetStartPosition(G3D::Vector3 const& point) { _startPosition = point; }
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void SetEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; _endPosition = point; }
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void SetActualEndPosition(G3D::Vector3 const& point) { _actualEndPosition = point; }
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void CreateFilter();
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void UpdateFilter();
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};
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#endif
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