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authorMachiavelli <none@none>2010-06-23 00:57:16 +0200
committerMachiavelli <none@none>2010-06-23 00:57:16 +0200
commitd50cb473cbb1ad0e276b6fc31b477a54d37b2255 (patch)
tree6ae8d2fd311f861b7c40cfd618d52ba652509a15 /src/server/game/Movement
parent1daa1c09f9c03fdc99bafb14886160f13870e277 (diff)
Use original taxipath data in taxi flight movement generator. Author: Vladimir
+ Cleanup --HG-- branch : trunk
Diffstat (limited to 'src/server/game/Movement')
-rw-r--r--src/server/game/Movement/MotionMaster.cpp14
-rw-r--r--src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp64
-rw-r--r--src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h33
-rw-r--r--src/server/game/Movement/Waypoints/Path.h67
4 files changed, 93 insertions, 85 deletions
diff --git a/src/server/game/Movement/MotionMaster.cpp b/src/server/game/Movement/MotionMaster.cpp
index 5c20494bfcc..46a4c806067 100644
--- a/src/server/game/Movement/MotionMaster.cpp
+++ b/src/server/game/Movement/MotionMaster.cpp
@@ -440,9 +440,17 @@ MotionMaster::MoveTaxiFlight(uint32 path, uint32 pathnode)
{
if (i_owner->GetTypeId() == TYPEID_PLAYER)
{
- DEBUG_LOG("Player (GUID: %u) taxi to (Path %u node %u)", i_owner->GetGUIDLow(), path, pathnode);
- FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(path,pathnode);
- Mutate(mgen, MOTION_SLOT_CONTROLLED);
+ if (path < sTaxiPathNodesByPath.size())
+ {
+ DEBUG_LOG("%s taxi to (Path %u node %u)", i_owner->GetName(), path, pathnode);
+ FlightPathMovementGenerator* mgen = new FlightPathMovementGenerator(sTaxiPathNodesByPath[path],pathnode);
+ Mutate(mgen, MOTION_SLOT_CONTROLLED);
+ }
+ else
+ {
+ sLog.outError("%s attempt taxi to (not existed Path %u node %u)",
+ i_owner->GetName(), path, pathnode);
+ }
}
else
{
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
index 2a0c7c0253d..2f9e4ce602e 100644
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
@@ -229,24 +229,20 @@ template bool WaypointMovementGenerator<Player>::Update(Player &, const uint32 &
template void WaypointMovementGenerator<Player>::MovementInform(Player &);
//----------------------------------------------------//
-void FlightPathMovementGenerator::LoadPath(Player &)
-{
- objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds);
-}
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
- if (i_currentNode >= i_mapIds.size())
- return i_mapIds.size();
+ if (i_currentNode >= i_path->size())
+ return i_path->size();
- uint32 curMapId = i_mapIds[i_currentNode];
- for (uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
+ uint32 curMapId = (*i_path)[i_currentNode].mapid;
+ for (uint32 i = i_currentNode; i < i_path->size(); ++i)
{
- if (i_mapIds[i] != curMapId)
+ if ((*i_path)[i].mapid != curMapId)
return i;
}
- return i_mapIds.size();
+ return i_path->size();
}
void FlightPathMovementGenerator::Initialize(Player &player)
@@ -254,23 +250,12 @@ void FlightPathMovementGenerator::Initialize(Player &player)
player.getHostileRefManager().setOnlineOfflineState(false);
player.addUnitState(UNIT_STAT_IN_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
- LoadPath(player);
Traveller<Player> traveller(player);
// do not send movement, it was sent already
- i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
-
+ i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
+ // For preloading end grid
+ InitEndGridInfo();
player.SendMonsterMoveByPath(GetPath(), GetCurrentNode(), GetPathAtMapEnd());
-
- // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
- // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
-
- uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
- // same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
-
- m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
- m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
- m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
- m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
}
void FlightPathMovementGenerator::Finalize(Player & player)
@@ -280,6 +265,7 @@ void FlightPathMovementGenerator::Finalize(Player & player)
float x, y, z;
i_destinationHolder.GetLocationNow(player.GetBaseMap(), x, y, z);
player.SetPosition(x, y, z, player.GetOrientation());
+
}
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
@@ -292,18 +278,18 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if (i_destinationHolder.HasArrived())
{
- uint32 curMap = i_mapIds[i_currentNode];
+ uint32 curMap = (*i_path)[i_currentNode].mapid;
++i_currentNode;
if (MovementInProgress())
{
DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
- if (i_mapIds[i_currentNode] == curMap)
+ if ((*i_path)[i_currentNode].mapid == curMap)
{
// do not send movement, it was sent already
- i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
+ i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
}
-
- // check if it's time to preload the flightmaster grid at path end
+
+ // check if it's time to preload the flightmaster grid at path end
if (i_currentNode == m_preloadTargetNode)
PreloadEndGrid();
@@ -324,13 +310,13 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
- if (i_mapIds.empty())
+ if (i_path->empty())
return;
- uint32 map0 = i_mapIds[0];
- for (size_t i = 1; i < i_mapIds.size(); ++i)
+ uint32 map0 = (*i_path)[0].mapid;
+ for (size_t i = 1; i < i_path->size(); ++i)
{
- if (i_mapIds[i] != map0)
+ if ((*i_path)[i].mapid != map0)
{
i_currentNode = i;
return;
@@ -338,6 +324,18 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
}
}
+void FlightPathMovementGenerator::InitEndGridInfo()
+{
+ // Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
+ // be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
+
+ uint32 nodeCount = (*i_path).size(); // Get the number of nodes in the path.
+ m_endMapId = (*i_path)[nodeCount -1].mapid; // Get the map ID from the last node
+ m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
+ m_endGridX = (*i_path)[nodeCount -1].x; // Get the X position from the last node
+ m_endGridY = (*i_path)[nodeCount -1].y; // Get the Y position from the last node
+}
+
void FlightPathMovementGenerator::PreloadEndGrid()
{
// used to preload the final grid where the flightmaster is
diff --git a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
index 4b74e80e168..a03ff223b8e 100644
--- a/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
+++ b/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
@@ -42,18 +42,21 @@
#define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILISECONDS // 3 Minutes
#define TIMEDIFF_NEXT_WP 250
-template<class T, class P = Path>
+template<class T, class P>
class PathMovementBase
{
public:
PathMovementBase() : i_currentNode(0) {}
virtual ~PathMovementBase() {};
- bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
+ bool MovementInProgress(void) const { return i_currentNode < i_path->size(); }
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; }
+ bool GetPosition(float& x, float& y, float& z) const { i_destinationHolder.GetLocationNowNoMicroMovement(x,y,z); return true; }
protected:
uint32 i_currentNode;
@@ -64,7 +67,7 @@ class PathMovementBase
template<class T>
class WaypointMovementGenerator
- : public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
+ : public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T, WaypointPath const*>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
@@ -93,28 +96,29 @@ class WaypointMovementGenerator
*/
class FlightPathMovementGenerator
: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
-public PathMovementBase<Player>
+public PathMovementBase<Player,TaxiPathNodeList const*>
{
- uint32 i_pathId;
- std::vector<uint32> i_mapIds;
public:
- explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
+ explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
+ {
+ i_path = &pathnodes;
+ i_currentNode = startNode;
+ }
void Initialize(Player &);
+ void Reset(Player &u){};
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; }
+ TaxiPathNodeList const& GetPath() { return *i_path; }
uint32 GetPathAtMapEnd() const;
- bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
+ 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; }
+ bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase<Player,TaxiPathNodeList const*>::GetDestination(x,y,z); }
+ void PreloadEndGrid();
+ void InitEndGridInfo();
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint
@@ -122,7 +126,6 @@ public PathMovementBase<Player>
uint32 m_preloadTargetNode;
float m_endGridX;
float m_endGridY;
- void PreloadEndGrid();
};
#endif
diff --git a/src/server/game/Movement/Waypoints/Path.h b/src/server/game/Movement/Waypoints/Path.h
index 9ec079f3c9c..de73d9270af 100644
--- a/src/server/game/Movement/Waypoints/Path.h
+++ b/src/server/game/Movement/Waypoints/Path.h
@@ -24,65 +24,64 @@
#include "Common.h"
#include <vector>
+struct SimplePathNode
+{
+ float x, y, z;
+};
+template<typename PathElem, typename PathNode = PathElem>
+
class Path
{
public:
- struct PathNode
- {
- float x,y,z;
- };
-
- void SetLength(const unsigned int sz)
- {
- i_nodes.resize(sz);
- }
+ size_t size() const { return i_nodes.size(); }
+ bool empty() const { return i_nodes.empty(); }
+ void resize(unsigned int sz) { i_nodes.resize(sz); }
+ void clear() { i_nodes.clear(); }
+ void erase(uint32 idx) { i_nodes.erase(i_nodes.begin()+idx); }
- unsigned int Size() const { return i_nodes.size(); }
- bool Empty() const { return i_nodes.empty(); }
- void Resize(unsigned int sz) { i_nodes.resize(sz); }
- void Clear(void) { i_nodes.clear(); }
- PathNode const* GetNodes(uint32 start = 0) const { return &i_nodes[start]; }
- float GetTotalLength() const { return GetTotalLength(0,Size()); }
float GetTotalLength(uint32 start, uint32 end) const
{
- float len = 0, xd, yd, zd;
- for (unsigned int idx=start+1; idx < end; ++idx)
+ float len = 0.0f;
+ for (uint32 idx=start+1; idx < end; ++idx)
{
- xd = i_nodes[ idx ].x - i_nodes[ idx-1 ].x;
- yd = i_nodes[ idx ].y - i_nodes[ idx-1 ].y;
- zd = i_nodes[ idx ].z - i_nodes[ idx-1 ].z;
+ PathNode const& node = i_nodes[idx];
+ PathNode const& prev = i_nodes[idx-1];
+ float xd = node.x - prev.x;
+ float yd = node.y - prev.y;
+ float zd = node.z - prev.z;
len += sqrtf(xd*xd + yd*yd + zd*zd);
}
return len;
}
+
+ float GetTotalLength() const { return GetTotalLength(0,size()); }
float GetPassedLength(uint32 curnode, float x, float y, float z)
{
- float len = 0, xd, yd, zd;
- for (unsigned int idx=1; idx < curnode; ++idx)
- {
- xd = i_nodes[ idx ].x - i_nodes[ idx-1 ].x;
- yd = i_nodes[ idx ].y - i_nodes[ idx-1 ].y;
- zd = i_nodes[ idx ].z - i_nodes[ idx-1 ].z;
- len += sqrtf(xd*xd + yd*yd + zd*zd);
- }
+ float len = GetTotalLength(0,curnode);
if (curnode > 0)
{
- xd = x - i_nodes[curnode-1].x;
- yd = y - i_nodes[curnode-1].y;
- zd = z - i_nodes[curnode-1].z;
+ PathNode const& node = i_nodes[curnode-1];
+ float xd = x - node.x;
+ float yd = y - node.y;
+ float zd = z - node.z;
len += sqrtf(xd*xd + yd*yd + zd*zd);
}
return len;
}
- PathNode& operator[](const unsigned int idx) { return i_nodes[idx]; }
- const PathNode& operator()(const unsigned int idx) const { return i_nodes[idx]; }
+ PathNode& operator[](size_t idx) { return i_nodes[idx]; }
+ PathNode const& operator[](size_t idx) const { return i_nodes[idx]; }
+
+ void set(size_t idx, PathElem elem) { i_nodes[idx] = elem; }
protected:
- std::vector<PathNode> i_nodes;
+ std::vector<PathElem> i_nodes;
};
+
+typedef Path<SimplePathNode> SimplePath;
+
#endif