| 1 | /* |
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| 2 | * Copyright (C) 2008 Trinity <http://www.trinitycore.org/> |
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| 3 | * |
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| 4 | * Thanks to the original authors: MaNGOS <http://www.mangosproject.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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