1 | /* |
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2 | * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> |
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3 | * |
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4 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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5 | * |
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6 | * This program is free software; you can redistribute it and/or modify |
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7 | * it under the terms of the GNU General Public License as published by |
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8 | * the Free Software Foundation; either version 2 of the License, or |
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9 | * (at your option) any later version. |
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10 | * |
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11 | * This program is distributed in the hope that it will be useful, |
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12 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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13 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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14 | * GNU General Public License for more details. |
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15 | * |
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16 | * You should have received a copy of the GNU General Public License |
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17 | * along with this program; if not, write to the Free Software |
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18 | * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA |
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19 | */ |
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20 | |
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21 | #ifndef TRINITY_WAYPOINTMOVEMENTGENERATOR_H |
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22 | #define TRINITY_WAYPOINTMOVEMENTGENERATOR_H |
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23 | |
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24 | /** @page PathMovementGenerator is used to generate movements |
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25 | * of waypoints and flight paths. Each serves the purpose |
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26 | * of generate activities so that it generates updated |
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27 | * packets for the players. |
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28 | */ |
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29 | |
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30 | #include "MovementGenerator.h" |
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31 | #include "DestinationHolder.h" |
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32 | #include "WaypointManager.h" |
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33 | #include "Path.h" |
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34 | #include "Traveller.h" |
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35 | |
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36 | #include "Player.h" |
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37 | |
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38 | #include <vector> |
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39 | #include <set> |
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40 | |
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41 | #define FLIGHT_TRAVEL_UPDATE 100 |
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42 | #define STOP_TIME_FOR_PLAYER 3 * 60 * 1000 // 3 Minutes |
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43 | |
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44 | template<class T, class P = Path> |
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45 | class TRINITY_DLL_SPEC PathMovementBase |
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46 | { |
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47 | public: |
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48 | PathMovementBase() : i_currentNode(0) {} |
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49 | virtual ~PathMovementBase() {}; |
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50 | |
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51 | inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); } |
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52 | |
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53 | // template pattern, not defined .. override required |
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54 | void LoadPath(T &); |
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55 | void ReloadPath(T &); |
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56 | uint32 GetCurrentNode() const { return i_currentNode; } |
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57 | |
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58 | bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; } |
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59 | protected: |
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60 | uint32 i_currentNode; |
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61 | DestinationHolder< Traveller<T> > i_destinationHolder; |
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62 | P i_path; |
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63 | }; |
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64 | |
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65 | /** WaypointMovementGenerator loads a series of way points |
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66 | * from the DB and apply it to the creature's movement generator. |
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67 | * Hence, the creature will move according to its predefined way points. |
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68 | */ |
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69 | |
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70 | template<class T> |
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71 | class TRINITY_DLL_SPEC WaypointMovementGenerator; |
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72 | |
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73 | template<> |
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74 | class TRINITY_DLL_SPEC WaypointMovementGenerator<Creature> |
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75 | : public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >, |
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76 | public PathMovementBase<Creature, WaypointPath*> |
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77 | { |
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78 | TimeTrackerSmall i_nextMoveTime; |
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79 | std::vector<bool> i_hasDone; |
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80 | public: |
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81 | WaypointMovementGenerator(Creature &) : i_nextMoveTime(0) {} |
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82 | ~WaypointMovementGenerator() { ClearWaypoints(); } |
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83 | void Initialize(Creature &u) |
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84 | { |
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85 | i_nextMoveTime.Reset(0); // TODO: check the lower bound (0 is probably too small) |
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86 | u.StopMoving(); |
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87 | LoadPath(u); |
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88 | } |
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89 | void Finalize(Creature &) {} |
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90 | void Reset(Creature &u) { ReloadPath(u); } |
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91 | bool Update(Creature &u, const uint32 &diff); |
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92 | |
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93 | void MovementInform(Creature &); |
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94 | |
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95 | MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; } |
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96 | |
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97 | // now path movement implmementation |
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98 | void LoadPath(Creature &c); |
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99 | void ReloadPath(Creature &c) { ClearWaypoints(); LoadPath(c); } |
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100 | |
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101 | // Player stoping creature |
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102 | bool IsStopedByPlayer() { return b_StopedByPlayer; } |
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103 | void SetStopedByPlayer(bool val) { b_StopedByPlayer = val; } |
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104 | |
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105 | // statics |
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106 | static void Initialize(void); |
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107 | private: |
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108 | void ClearWaypoints(); |
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109 | bool b_StopedByPlayer; |
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110 | }; |
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111 | |
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112 | /** FlightPathMovementGenerator generates movement of the player for the paths |
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113 | * and hence generates ground and activities for the player. |
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114 | */ |
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115 | class TRINITY_DLL_SPEC FlightPathMovementGenerator |
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116 | : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >, |
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117 | public PathMovementBase<Player> |
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118 | { |
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119 | uint32 i_pathId; |
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120 | std::vector<uint32> i_mapIds; |
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121 | public: |
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122 | explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; } |
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123 | void Initialize(Player &); |
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124 | void Finalize(Player &); |
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125 | void Reset(Player &) {} |
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126 | bool Update(Player &, const uint32 &); |
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127 | MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; } |
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128 | |
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129 | void LoadPath(Player &); |
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130 | void ReloadPath(Player &) { /* don't reload flight path */ } |
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131 | |
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132 | Path& GetPath() { return i_path; } |
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133 | uint32 GetPathAtMapEnd() const; |
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134 | inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); } |
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135 | void SetCurrentNodeAfterTeleport(); |
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136 | void SkipCurrentNode() { ++i_currentNode; } |
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137 | }; |
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138 | #endif |
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