/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef TRINITY_WAYPOINTMOVEMENTGENERATOR_H #define TRINITY_WAYPOINTMOVEMENTGENERATOR_H /** @page PathMovementGenerator is used to generate movements * of waypoints and flight paths. Each serves the purpose * of generate activities so that it generates updated * packets for the players. */ #include "MovementGenerator.h" #include "DestinationHolder.h" #include "WaypointManager.h" #include "Path.h" #include "Traveller.h" #include "Player.h" #include #include #define FLIGHT_TRAVEL_UPDATE 100 #define STOP_TIME_FOR_PLAYER 3 * 60 * 1000 // 3 Minutes template class TRINITY_DLL_SPEC PathMovementBase { public: PathMovementBase() : i_currentNode(0) {} virtual ~PathMovementBase() {}; inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); } // template pattern, not defined .. override required void LoadPath(T &); void ReloadPath(T &); uint32 GetCurrentNode() const { return i_currentNode; } bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; } protected: uint32 i_currentNode; DestinationHolder< Traveller > i_destinationHolder; P i_path; }; /** WaypointMovementGenerator loads a series of way points * from the DB and apply it to the creature's movement generator. * Hence, the creature will move according to its predefined way points. */ template class TRINITY_DLL_SPEC WaypointMovementGenerator; template<> class TRINITY_DLL_SPEC WaypointMovementGenerator : public MovementGeneratorMedium< Creature, WaypointMovementGenerator >, public PathMovementBase { TimeTrackerSmall i_nextMoveTime; std::vector i_hasDone; public: WaypointMovementGenerator(Creature &) : i_nextMoveTime(0) {} ~WaypointMovementGenerator() { ClearWaypoints(); } void Initialize(Creature &u) { i_nextMoveTime.Reset(0); // TODO: check the lower bound (0 is probably too small) u.StopMoving(); LoadPath(u); } void Finalize(Creature &) {} void Reset(Creature &u) { ReloadPath(u); } bool Update(Creature &u, const uint32 &diff); void MovementInform(Creature &); MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; } // now path movement implmementation void LoadPath(Creature &c); void ReloadPath(Creature &c) { ClearWaypoints(); LoadPath(c); } // Player stoping creature bool IsStopedByPlayer() { return b_StopedByPlayer; } void SetStopedByPlayer(bool val) { b_StopedByPlayer = val; } // statics static void Initialize(void); private: void ClearWaypoints(); bool b_StopedByPlayer; }; /** FlightPathMovementGenerator generates movement of the player for the paths * and hence generates ground and activities for the player. */ class TRINITY_DLL_SPEC FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >, public PathMovementBase { uint32 i_pathId; std::vector i_mapIds; public: explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; } void Initialize(Player &); void Finalize(Player &); void Reset(Player &) {} bool Update(Player &, const uint32 &); MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; } void LoadPath(Player &); void ReloadPath(Player &) { /* don't reload flight path */ } Path& GetPath() { return i_path; } uint32 GetPathAtMapEnd() const; inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); } void SetCurrentNodeAfterTeleport(); void SkipCurrentNode() { ++i_currentNode; } }; #endif