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authormaximius <none@none>2009-10-17 15:51:44 -0700
committermaximius <none@none>2009-10-17 15:51:44 -0700
commite585187b248f48b3c6e9247b49fa07c6565d65e5 (patch)
tree637c5b7ddacf41040bef4ea4f75a97da64c6a9bc /src/game/WaypointMovementGenerator.h
parent26b5e033ffde3d161382fc9addbfa99738379641 (diff)
*Backed out changeset 3be01fb200a5
--HG-- branch : trunk
Diffstat (limited to 'src/game/WaypointMovementGenerator.h')
-rw-r--r--src/game/WaypointMovementGenerator.h18
1 files changed, 18 insertions, 0 deletions
diff --git a/src/game/WaypointMovementGenerator.h b/src/game/WaypointMovementGenerator.h
index 1f0f0b9e2e0..4e64229b524 100644
--- a/src/game/WaypointMovementGenerator.h
+++ b/src/game/WaypointMovementGenerator.h
@@ -17,45 +17,58 @@
* 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 <vector>
#include <set>
+
#define FLIGHT_TRAVEL_UPDATE 100
#define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILISECONDS // 3 Minutes
+
template<class T, class P = Path>
class TRINITY_DLL_SPEC PathMovementBase
{
public:
PathMovementBase() : i_currentNode(0) {}
virtual ~PathMovementBase() {};
+
bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
+
void LoadPath(T &);
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
+
protected:
uint32 i_currentNode;
DestinationHolder< Traveller<T> > i_destinationHolder;
P i_path;
};
+
template<class T>
+
class TRINITY_DLL_SPEC WaypointMovementGenerator
: public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
i_nextMoveTime(0), path_id(_path_id), repeating(_repeating), StopedByPlayer(false), node(NULL) {}
+
void Initialize(T &);
void Finalize(T &);
void MovementInform(T &);
@@ -65,6 +78,7 @@ class TRINITY_DLL_SPEC WaypointMovementGenerator
bool Update(T &, const uint32 &);
bool GetDestination(float &x, float &y, float &z) const;
MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
+
private:
WaypointData *node;
uint32 path_id;
@@ -72,6 +86,7 @@ class TRINITY_DLL_SPEC WaypointMovementGenerator
WaypointPath *waypoints;
bool repeating, StopedByPlayer;
};
+
/** FlightPathMovementGenerator generates movement of the player for the paths
* and hence generates ground and activities for the player.
*/
@@ -88,14 +103,17 @@ public PathMovementBase<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;
bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
+
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint