mirror of
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119 lines
4.0 KiB
C++
119 lines
4.0 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef TRINITY_WAYPOINTMOVEMENTGENERATOR_H
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#define TRINITY_WAYPOINTMOVEMENTGENERATOR_H
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/** @page PathMovementGenerator is used to generate movements
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* of waypoints and flight paths. Each serves the purpose
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* of generate activities so that it generates updated
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* packets for the players.
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*/
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#include "MovementGenerator.h"
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#include "DestinationHolder.h"
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#include "WaypointManager.h"
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#include "Path.h"
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#include "Traveller.h"
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#include "Player.h"
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#include <vector>
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#include <set>
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#define FLIGHT_TRAVEL_UPDATE 100
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#define STOP_TIME_FOR_PLAYER 3 * 60 * 1000 // 3 Minutes
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template<class T, class P = Path>
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class TRINITY_DLL_SPEC PathMovementBase
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{
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public:
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PathMovementBase() : i_currentNode(0) {}
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virtual ~PathMovementBase() {};
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bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
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void LoadPath(T &);
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void ReloadPath(T &);
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uint32 GetCurrentNode() const { return i_currentNode; }
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protected:
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uint32 i_currentNode;
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DestinationHolder< Traveller<T> > i_destinationHolder;
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P i_path;
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};
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template<class T>
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class TRINITY_DLL_SPEC WaypointMovementGenerator
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: public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
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{
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public:
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WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
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i_nextMoveTime(0), path_id(_path_id), repeating(_repeating), StopedByPlayer(false), node(NULL) {}
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void Initialize(T &);
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void Finalize(T &);
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void MovementInform(T &);
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void InitTraveller(T &, const WaypointData &);
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void GeneratePathId(T &);
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void Reset(T &unit);
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bool Update(T &, const uint32 &);
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bool GetDestination(float &x, float &y, float &z) const;
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MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
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private:
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WaypointData *node;
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uint32 path_id;
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TimeTrackerSmall i_nextMoveTime;
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WaypointPath *waypoints;
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bool repeating, StopedByPlayer;
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};
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/** FlightPathMovementGenerator generates movement of the player for the paths
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* and hence generates ground and activities for the player.
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*/
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class TRINITY_DLL_SPEC FlightPathMovementGenerator
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: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
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public PathMovementBase<Player>
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{
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uint32 i_pathId;
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std::vector<uint32> i_mapIds;
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public:
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explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
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void Initialize(Player &);
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void Finalize(Player &);
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void Reset(Player &) {}
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bool Update(Player &, const uint32 &);
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MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }
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void LoadPath(Player &);
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void ReloadPath(Player &) { /* don't reload flight path */ }
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Path& GetPath() { return i_path; }
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uint32 GetPathAtMapEnd() const;
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bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
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void SetCurrentNodeAfterTeleport();
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void SkipCurrentNode() { ++i_currentNode; }
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bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
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};
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#endif
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