251 lines
6.4 KiB
Lua
251 lines
6.4 KiB
Lua
-- This file uses models and textures taken from TomTom. The 3d arrow model was created by Guillotine (curse.guillotine@gmail.com) and 2d minimap textures by Cladhaire.
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----------------------------
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-- Initialize variables --
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----------------------------
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-- globals
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DBM.Arrow = {}
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-- locals
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local runAwayArrow
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local targetType
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local targetPlayer
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local targetX, targetY
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local hideTime, hideDistance
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-- cached variables
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local pi, pi2 = math.pi, math.pi * 2
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local floor = math.floor
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local sin, cos, atan2, sqrt, min = math.sin, math.cos, math.atan2, math.sqrt, math.min
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local GetPlayerMapPosition = GetPlayerMapPosition
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--------------------
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-- Create Frame --
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--------------------
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local frame = CreateFrame("Button", nil, UIParent)
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frame:Hide()
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frame:SetFrameStrata("HIGH")
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frame:SetWidth(56)
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frame:SetHeight(42)
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frame:SetMovable(true)
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frame:EnableMouse(false)
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frame:RegisterForDrag("LeftButton", "RightButton")
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frame:SetScript("OnDragStart", function(self)
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self:StartMoving()
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end)
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frame:SetScript("OnDragStop", function(self)
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self:StopMovingOrSizing()
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local point, _, _, x, y = self:GetPoint(1)
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DBM.Options.ArrowPoint = point
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DBM.Options.ArrowPosX = x
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DBM.Options.ArrowPosY = y
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end)
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local arrow = frame:CreateTexture(nil, "OVERLAY")
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arrow:SetTexture("Interface\\AddOns\\DBM-Core\\textures\\arrows\\Arrow.blp")
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arrow:SetAllPoints(frame)
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---------------------
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-- Map Utilities --
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---------------------
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local SetMapToCurrentZone -- throttled SetMapToCurrentZone function to prevent lag issues with unsupported WorldMap addons
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do
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local lastMapUpdate = 0
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function SetMapToCurrentZone(...)
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if GetTime() - lastMapUpdate > 1 then
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lastMapUpdate = GetTime()
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return _G.SetMapToCurrentZone(...)
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end
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end
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end
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local calculateDistance
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do
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local mapSizes = DBM.MapSizes
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function calculateDistance(x1, y1, x2, y2)
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local mapName = GetMapInfo()
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local floors = mapSizes[mapName]
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if not floors then
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return
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end
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local dims = floors[GetCurrentMapDungeonLevel()]
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if not dims and levels and GetCurrentMapDungeonLevel() == 0 then -- we are in a known zone but the dungeon level seems to be wrong
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SetMapToCurrentZone() -- fixes the dungeon level (if it was wrong for some reason)
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dims = levels[GetCurrentMapDungeonLevel()] -- try again
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end
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if not dims then -- we are in an unknown dungeon :(
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return
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end
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local dX = (x1 - x2) * dims[1]
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local dY = (y1 - y2) * dims[2]
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return sqrt(dX * dX + dY * dY)
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end
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end
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-- GetPlayerFacing seems to return values between -pi and pi instead of 0 - 2pi sometimes since 3.3.3
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local GetPlayerFacing = function(...)
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local result = GetPlayerFacing(...)
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if result < 0 then
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result = result + pi2
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end
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return result
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end
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------------------------
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-- Update the arrow --
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------------------------
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local updateArrow
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do
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local currentCell
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function updateArrow(direction, distance)
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local cell = floor(direction / pi2 * 108 + 0.5) % 108
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if cell ~= currentCell then
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currentCell = cell
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local column = cell % 9
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local row = floor(cell / 9)
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local xStart = (column * 56) / 512
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local yStart = (row * 42) / 512
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local xEnd = ((column + 1) * 56) / 512
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local yEnd = ((row + 1) * 42) / 512
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arrow:SetTexCoord(xStart, xEnd, yStart, yEnd)
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end
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if distance then
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if runAwayArrow then
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local perc = distance / hideDistance
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arrow:SetVertexColor(1 - perc, perc, 0)
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if distance >= hideDistance then
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frame:Hide()
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end
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else
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local perc = min(distance, 100) / 100
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arrow:SetVertexColor(1, 1 - perc, 0)
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if distance <= hideDistance then
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frame:Hide()
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end
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end
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else
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if runAwayArrow then
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arrow:SetVertexColor(1, 0.3, 0)
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else
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arrow:SetVertexColor(1, 1, 0)
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end
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end
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end
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end
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------------------------
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-- OnUpdate Handler --
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------------------------
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do
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local rotateState = 0
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-- local skipFrame -- todo: skipping frames makes the arrow laggy, maybe skip frames if frame rate >= 45
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frame:SetScript("OnUpdate", function(self, elapsed)
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if WorldMapFrame:IsShown() then -- it doesn't work while the world map frame is shown
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arrow:Hide()
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return
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end
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-- skipFrame = not skipFrame
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-- if skipFrame then
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-- return
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-- end
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if hideTime and GetTime() > hideTime then
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frame:Hide()
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end
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arrow:Show()
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local x, y = GetPlayerMapPosition("player")
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if x == 0 and y == 0 then
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SetMapToCurrentZone()
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x, y = GetPlayerMapPosition("player")
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if x == 0 and y == 0 then
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self:Hide() -- hide the arrow if you enter a zone without a map
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return
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end
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end
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if targetType == "player" then
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targetX, targetY = GetPlayerMapPosition(targetPlayer)
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if targetX == 0 and targetY == 0 then
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self:Hide() -- hide the player if the target doesn't exist. TODO: just hide the texture and add a timeout
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end
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elseif targetType == "rotate" then
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rotateState = rotateState + elapsed
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targetX = x + cos(rotateState)
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targetY = y + sin(rotateState)
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end
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if not targetX or not targetY then
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return
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end
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local angle = atan2(x - targetX, targetY - y)
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if angle <= 0 then -- -pi < angle < pi but we need/want a value between 0 and 2 pi
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if runAwayArrow then
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angle = -angle -- 0 < angle < pi
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else
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angle = pi - angle -- pi < angle < 2pi
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end
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else
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if runAwayArrow then
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angle = pi2 - angle -- pi < angle < 2pi
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else
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angle = pi - angle -- 0 < angle < pi
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end
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end
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updateArrow(angle - GetPlayerFacing(), calculateDistance(x, y, targetX, targetY))
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end)
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end
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----------------------
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-- Public Methods --
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----------------------
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local function show(runAway, x, y, distance, time)
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local player
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if type(x) == "string" then
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player, hideDistance, hideTime = x, y, hideDistance
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end
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frame:Show()
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runAwayArrow = runAway
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hideDistance = distance or runAway and 100 or 3
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if time then
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hideTime = time + GetTime()
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else
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hideTime = nil
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end
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if player then
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targetType = "player"
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targetPlayer = player
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else
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targetType = "fixed"
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targetX, targetY = x, y
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end
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end
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function DBM.Arrow:ShowRunTo(...)
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return show(false, ...)
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end
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function DBM.Arrow:ShowRunAway(...)
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return show(true, ...)
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end
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function DBM.Arrow:Hide(autoHide)
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frame:Hide()
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end
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local function endMove()
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frame:EnableMouse(false)
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DBM.Arrow:Hide()
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end
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function DBM.Arrow:Move()
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targetType = "rotate"
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runAwayArrow = false
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hideDistance = 5
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frame:EnableMouse(true)
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frame:Show()
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DBM.Bars:CreateBar(25, DBM_ARROW_MOVABLE, "Interface\\Icons\\Spell_Holy_BorrowedTime")
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DBM:Unschedule(endMove)
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DBM:Schedule(25, endMove)
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end
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function DBM.Arrow:LoadPosition()
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frame:SetPoint(DBM.Options.ArrowPoint, DBM.Options.ArrowPosX, DBM.Options.ArrowPosY)
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end
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