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https://github.com/EQEmu/Server.git
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- License was intended to be GPLv3 per earlier commit of GPLv3 LICENSE FILE - This is confirmed by the inclusion of libraries that are incompatible with GPLv2 - This is also confirmed by KLS and the agreement of KLS's predecessors - Added GPLv3 license headers to the compilable source files - Removed Folly licensing in strings.h since the string functions do not match the Folly functions and are standard functions - this must have been left over from previous implementations - Removed individual contributor license headers since the project has been under the "developer" mantle for many years - Removed comments on files that were previously automatically generated since they've been manually modified multiple times and there are no automatic scripts referencing them (removed in 2023)
115 lines
3.5 KiB
C++
115 lines
3.5 KiB
C++
/* EQEmu: EQEmulator
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Copyright (C) 2001-2026 EQEmu Development Team
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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 3 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <memory>
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class Mob;
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class Client;
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struct RotateCommand;
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struct MovementCommand;
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struct MobMovementEntry;
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struct PlayerPositionUpdateServer_Struct;
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enum ClientRange : int
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{
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ClientRangeNone = 0,
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ClientRangeClose = 1,
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ClientRangeMedium = 2,
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ClientRangeCloseMedium = 3,
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ClientRangeLong = 4,
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ClientRangeCloseLong = 5,
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ClientRangeMediumLong = 6,
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ClientRangeAny = 7
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};
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enum MobMovementMode : int
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{
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MovementWalking = 0,
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MovementRunning = 1
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};
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enum MobStuckBehavior : int
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{
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RunToTarget,
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WarpToTarget,
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TakeNoAction,
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EvadeCombat,
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MaxStuckBehavior
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};
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class MobMovementManager
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{
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public:
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~MobMovementManager();
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void Process();
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void AddMob(Mob *mob);
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void RemoveMob(Mob *mob);
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void AddClient(Client *client);
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void RemoveClient(Client *client);
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void RotateTo(Mob *who, float to, MobMovementMode mob_movement_mode = MovementRunning);
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void Teleport(Mob *who, float x, float y, float z, float heading);
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void NavigateTo(Mob *who, float x, float y, float z, MobMovementMode mode = MovementRunning);
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void StopNavigation(Mob *who);
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void SendCommandToClients(
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Mob *mob,
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float delta_x,
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float delta_y,
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float delta_z,
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float delta_heading,
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int anim,
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ClientRange range,
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Client* single_client = nullptr,
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Client* ignore_client = nullptr
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);
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float FixHeading(float in);
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void DumpStats(Client *client);
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void ClearStats();
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static MobMovementManager &Get() {
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static MobMovementManager inst;
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return inst;
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}
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private:
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MobMovementManager();
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MobMovementManager(const MobMovementManager&);
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MobMovementManager& operator=(const MobMovementManager&);
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void FillCommandStruct(PlayerPositionUpdateServer_Struct *position_update, Mob *mob, float delta_x, float delta_y, float delta_z, float delta_heading, int anim);
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void UpdatePath(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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void UpdatePathGround(Mob *who, float x, float y, float z, MobMovementMode mode);
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void UpdatePathUnderwater(Mob *who, float x, float y, float z, MobMovementMode movement_mode);
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void UpdatePathBoat(Mob *who, float x, float y, float z, MobMovementMode mode);
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void PushTeleportTo(MobMovementEntry &ent, float x, float y, float z, float heading);
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void PushMoveTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
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void PushSwimTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
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void PushFlyTo(MobMovementEntry &ent, float x, float y, float z, MobMovementMode mob_movement_mode);
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void PushRotateTo(MobMovementEntry &ent, Mob *who, float to, MobMovementMode mob_movement_mode);
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void PushStopMoving(MobMovementEntry &mob_movement_entry);
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void PushEvadeCombat(MobMovementEntry &mob_movement_entry);
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void HandleStuckBehavior(Mob *who, float x, float y, float z, MobMovementMode mob_movement_mode);
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struct Implementation;
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std::unique_ptr<Implementation> _impl;
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};
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