/*
* 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