diff options
Diffstat (limited to 'src/game/WaypointMovementGenerator.cpp')
-rw-r--r-- | src/game/WaypointMovementGenerator.cpp | 1304 |
1 files changed, 652 insertions, 652 deletions
diff --git a/src/game/WaypointMovementGenerator.cpp b/src/game/WaypointMovementGenerator.cpp index fee4c216293..ee9f7961f18 100644 --- a/src/game/WaypointMovementGenerator.cpp +++ b/src/game/WaypointMovementGenerator.cpp @@ -1,652 +1,652 @@ -/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-/*
-creature_movement Table
-
-alter table creature_movement add `text1` varchar(255) default NULL;
-alter table creature_movement add `text2` varchar(255) default NULL;
-alter table creature_movement add `text3` varchar(255) default NULL;
-alter table creature_movement add `text4` varchar(255) default NULL;
-alter table creature_movement add `text5` varchar(255) default NULL;
-alter table creature_movement add `emote` int(10) unsigned default '0';
-alter table creature_movement add `spell` int(5) unsigned default '0';
-alter table creature_movement add `wpguid` int(11) default '0';
-
-*/
-
-#include <ctime>
-
-#include "WaypointMovementGenerator.h"
-#include "ObjectMgr.h"
-#include "Creature.h"
-#include "DestinationHolderImp.h"
-#include "CreatureAI.h"
-#include "WaypointManager.h"
-
-#include <cassert>
-
-//-----------------------------------------------//
-void
-WaypointMovementGenerator<Creature>::LoadPath(Creature &c)
-{
- sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow());
-
- i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow());
- if(!i_path)
- {
- sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s(%d) doesn't have waypoint path", c.GetName(), c.GetDBTableGUIDLow());
- return;
- }
-
- uint32 node_count = i_path->size();
- i_hasDone.resize(node_count);
- for(uint32 i = 0; i < node_count-1; i++)
- i_hasDone[i] = false;
-
- // to prevent a misbehaviour inside "update"
- // update is always called with the next wp - but the wpSys needs the current
- // so when the routine is called the first time, wpSys gets the last waypoint
- // and this prevents the system from performing text/emote, etc
- i_hasDone[node_count - 1] = true;
-}
-
-void
-WaypointMovementGenerator<Creature>::ClearWaypoints()
-{
- i_path = NULL;
-}
-
-void
-WaypointMovementGenerator<Creature>::Initialize()
-{
-}
-
-bool
-WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
-{
- if(!&creature)
- return true;
-
- // Waypoint movement can be switched on/off
- // This is quite handy for escort quests and other stuff
- if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
- return true;
-
- // prevent a crash at empty waypoint path.
- if(!i_path || i_path->empty())
- return true;
-
- // i_path was modified by chat commands for example
- if(i_path->size() != i_hasDone.size())
- i_hasDone.resize(i_path->size());
- if(i_currentNode >= i_path->size())
- i_currentNode = 0;
-
- CreatureTraveller traveller(creature);
-
- i_nextMoveTime.Update(diff);
- i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
-
- // creature has been stoped in middle of the waypoint segment
- if (!i_destinationHolder.HasArrived() && creature.IsStopped())
- {
- if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
- {
- SetStopedByPlayer(false);
- // Now we re-set destination to same node and start travel
- creature.addUnitState(UNIT_STAT_ROAMING);
- if (creature.canFly())
- creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
- const WaypointNode &node = i_path->at(i_currentNode);
- i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
- i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
- }
- else // if( !i_nextMoveTime.Passed())
- { // unexpected end of timer && creature stopped && not at end of segment
- if (!IsStopedByPlayer())
- { // Put 30 seconds delay
- i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
- i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
- SetStopedByPlayer(true); // Mark we did it
- }
- }
- return true; // Abort here this update
- }
-
- if( creature.IsStopped())
- {
- uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
-
- if (!i_hasDone[idx])
- {
- if (i_path->at(idx).orientation !=100)
- creature.SetOrientation(i_path->at(idx).orientation);
-
- if(WaypointBehavior *behavior = i_path->at(idx).behavior)
- {
- if(behavior->emote != 0)
- creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
- if(behavior->spell != 0)
- creature.CastSpell(&creature,behavior->spell, false);
- if(behavior->model1 != 0)
- creature.SetDisplayId(behavior->model1);
- if(!behavior->text[0].empty())
- {
- // Only one text is set
- if( !behavior->text[1].empty() )
- {
- // Select one from max 5 texts (0 and 1 laready checked)
- int i = 2;
- for( ; i < 5; ++i )
- if( behavior->text[i].empty() )
- break;
-
- creature.Say(behavior->text[rand() % i].c_str(), 0, 0);
-
- }
- else
- creature.Say(behavior->text[0].c_str(), 0, 0);
- }
-
- i_hasDone[idx] = true;
- MovementInform(creature);
- } // wpBehaviour found
- } // HasDone == false
- } // i_creature.IsStopped()
-
- if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
- {
- if( creature.IsStopped() ) // If stopped then begin a new move segment
- {
- creature.addUnitState(UNIT_STAT_ROAMING);
- if (creature.canFly())
- creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
- const WaypointNode &node = i_path->at(i_currentNode);
- i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
- i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
- uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
-
- if (i_path->at(idx).orientation !=100)
- creature.SetOrientation(i_path->at(idx).orientation);
-
- if(WaypointBehavior *behavior = i_path->at(idx).behavior )
- {
- i_hasDone[idx] = false;
- if(behavior->model2 != 0)
- creature.SetDisplayId(behavior->model2);
-
- creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
- }
- }
- else // If not stopped then stop it and set the reset of TimeTracker to waittime
- {
- creature.StopMoving();
- SetStopedByPlayer(false);
- i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
- ++i_currentNode;
- if( i_currentNode >= i_path->size() )
- i_currentNode = 0;
- }
- }
- return true;
-}
-
-void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
-{
- if(unit.AI())
- unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
-}
-
-//----------------------------------------------------//
-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();
-
- uint32 curMapId = i_mapIds[i_currentNode];
- for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
- {
- if(i_mapIds[i] != curMapId)
- return i;
- }
-
- return i_mapIds.size();
-}
-
-void
-FlightPathMovementGenerator::Initialize(Player &player)
-{
- player.getHostilRefManager().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);
-
- player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MOVEMENTFLAG_WALK_MODE|MOVEMENTFLAG_ONTRANSPORT);
-}
-
-void FlightPathMovementGenerator::Finalize(Player & player)
-{
-
- float x, y, z;
- i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z);
- player.SetPosition(x, y, z, player.GetOrientation());
-
- player.clearUnitState(UNIT_STAT_IN_FLIGHT);
- player.Unmount();
- player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
-
- if(player.m_taxi.empty())
- {
- player.getHostilRefManager().setOnlineOfflineState(true);
- if(player.pvpInfo.inHostileArea)
- player.CastSpell(&player, 2479, true);
-
- player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE);
- player.StopMoving();
- }
-}
-
-bool
-FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
-{
- if( MovementInProgress() )
- {
- Traveller<Player> traveller(player);
- if( i_destinationHolder.UpdateTraveller(traveller, diff, false) )
- {
- i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
- if( i_destinationHolder.HasArrived() )
- {
- uint32 curMap = i_mapIds[i_currentNode];
- ++i_currentNode;
- if( MovementInProgress() )
- {
- DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
- if(i_mapIds[i_currentNode]==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);
- }
- return true;
- }
- //else HasArrived()
- }
- else
- return true;
- }
- else
- return true;
- }
-
- // we have arrived at the end of the path
- return false;
-}
-
-void
-FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
-{
- if(i_mapIds.empty())
- return;
-
- uint32 map0 = i_mapIds[0];
- for(int i = 1; i < i_mapIds.size(); ++i)
- {
- if(i_mapIds[i]!=map0)
- {
- i_currentNode = i;
- return;
- }
- }
-}
-
-//
-// Unique1's ASTAR Pathfinding Code... For future use & reference...
-//
-
-#ifdef __PATHFINDING__
-
-int GetFCost(int to, int num, int parentNum, float *gcost); // Below...
-
-int ShortenASTARRoute(short int *pathlist, int number)
-{ // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1
- short int temppathlist[MAX_PATHLIST_NODES];
- int count = 0;
- // int count2 = 0;
- int temp, temp2;
- int link;
- int upto = 0;
-
- for (temp = number; temp >= 0; temp--)
- {
- qboolean shortened = qfalse;
-
- for (temp2 = 0; temp2 < temp; temp2++)
- {
- for (link = 0; link < nodes[pathlist[temp]].enodenum; link++)
- {
- if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED)
- continue;
-
- //if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it
- // continue;
-
- //if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32)
- // continue;
-
- if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2])
- { // Found a shorter route...
- //if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1))
- {
- temppathlist[count] = pathlist[temp2];
- temp = temp2;
- ++count;
- shortened = qtrue;
- }
- }
- }
- }
-
- if (!shortened)
- {
- temppathlist[count] = pathlist[temp];
- ++count;
- }
- }
-
- upto = count;
-
- for (temp = 0; temp < count; temp++)
- {
- pathlist[temp] = temppathlist[upto];
- --upto;
- }
-
- G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count);
- return count;
-}
-
-/*
-===========================================================================
-CreatePathAStar
-This function uses the A* pathfinding algorithm to determine the
-shortest path between any two nodes.
-It's fairly complex, so I'm not really going to explain it much.
-Look up A* and binary heaps for more info.
-pathlist stores the ideal path between the nodes, in reverse order,
-and the return value is the number of nodes in that path
-===========================================================================
-*/
-int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist)
-{
- //all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES
- //we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it
- short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index
- float gcost[MAX_NODES];
- int fcost[MAX_NODES];
- char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type
- short int parent[MAX_NODES];
-
- short int numOpen = 0;
- short int atNode, temp, newnode=-1;
- qboolean found = qfalse;
- int count = -1;
- float gc;
- int i, u, v, m;
- vec3_t vec;
-
- //clear out all the arrays
- memset(openlist, 0, sizeof(short int)*(MAX_NODES+1));
- memset(fcost, 0, sizeof(int)*MAX_NODES);
- memset(list, 0, sizeof(char)*MAX_NODES);
- memset(parent, 0, sizeof(short int)*MAX_NODES);
- memset(gcost, -1, sizeof(float)*MAX_NODES);
-
- //make sure we have valid data before calculating everything
- if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to))
- return -1;
-
- openlist[1] = from; //add the starting node to the open list
- ++numOpen;
- gcost[from] = 0; //its f and g costs are obviously 0
- fcost[from] = 0;
-
- while (1)
- {
- if (numOpen != 0) //if there are still items in the open list
- {
- //pop the top item off of the list
- atNode = openlist[1];
- list[atNode] = 2; //put the node on the closed list so we don't check it again
- --numOpen;
-
- openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position
- v = 1;
-
- //this while loop reorders the list so that the new lowest fcost is at the top again
- while (1)
- {
- u = v;
- if ((2*u+1) < numOpen) //if both children exist
- {
- if (fcost[openlist[u]] >= fcost[openlist[2*u]])
- v = 2*u;
- if (fcost[openlist[v]] >= fcost[openlist[2*u+1]])
- v = 2*u+1;
- }
- else
- {
- if ((2*u) < numOpen) //if only one child exists
- {
- if (fcost[openlist[u]] >= fcost[openlist[2*u]])
- v = 2*u;
- }
- }
-
- if (u != v) //if they're out of order, swap this item with its parent
- {
- temp = openlist[u];
- openlist[u] = openlist[v];
- openlist[v] = temp;
- }
- else
- break;
- }
-
- for (i = 0; i < nodes[atNode].enodenum; i++) //loop through all the links for this node
- {
- newnode = nodes[atNode].links[i].targetNode;
-
- //if this path is blocked, skip it
- if (nodes[atNode].links[i].flags & PATH_BLOCKED)
- continue;
- //if this path is blocked, skip it
- if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS)
- continue;
- //skip any unreachable nodes
- if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES))
- continue;
- if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS))
- continue;
-
- if (list[newnode] == 2) //if this node is on the closed list, skip it
- continue;
-
- if (list[newnode] != 1) //if this node is not already on the open list
- {
- openlist[++numOpen] = newnode; //add the new node to the open list
- list[newnode] = 1;
- parent[newnode] = atNode; //record the node's parent
-
- if (newnode == to) //if we've found the goal, don't keep computing paths!
- break; //this will break the 'for' and go all the way to 'if (list[to] == 1)'
-
- //store it's f cost value
- fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
-
- //this loop re-orders the heap so that the lowest fcost is at the top
- m = numOpen;
- while (m != 1) //while this item isn't at the top of the heap already
- {
- //if it has a lower fcost than its parent
- if (fcost[openlist[m]] <= fcost[openlist[m/2]])
- {
- temp = openlist[m/2];
- openlist[m/2] = openlist[m];
- openlist[m] = temp; //swap them
- m /= 2;
- }
- else
- break;
- }
- }
- else //if this node is already on the open list
- {
- gc = gcost[atNode];
- VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec);
- gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path
-
- if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before)
- {
- parent[newnode] = atNode; //set the new parent for this node
- gcost[newnode] = gc; //and the new g cost
-
- for (i = 1; i < numOpen; i++) //loop through all the items on the open list
- {
- if (openlist[i] == newnode) //find this node in the list
- {
- //calculate the new fcost and store it
- fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost);
-
- //reorder the list again, with the lowest fcost item on top
- m = i;
- while (m != 1)
- {
- //if the item has a lower fcost than it's parent
- if (fcost[openlist[m]] < fcost[openlist[m/2]])
- {
- temp = openlist[m/2];
- openlist[m/2] = openlist[m];
- openlist[m] = temp; //swap them
- m /= 2;
- }
- else
- break;
- }
- break; //exit the 'for' loop because we already changed this node
- } //if
- } //for
- } //if (gc < gcost[newnode])
- } //if (list[newnode] != 1) --> else
- } //for (loop through links)
- } //if (numOpen != 0)
- else
- {
- found = qfalse; //there is no path between these nodes
- break;
- }
-
- if (list[to] == 1) //if the destination node is on the open list, we're done
- {
- found = qtrue;
- break;
- }
- } //while (1)
-
- if (found == qtrue) //if we found a path
- {
- //G_Printf("%s - path found!n", bot->client->pers.netname);
- count = 0;
-
- temp = to; //start at the end point
- while (temp != from) //travel along the path (backwards) until we reach the starting point
- {
- pathlist[count++] = temp; //add the node to the pathlist and increment the count
- temp = parent[temp]; //move to the parent of this node to continue the path
- }
-
- pathlist[count++] = from; //add the beginning node to the end of the pathlist
-
- #ifdef __BOT_SHORTEN_ROUTING__
- count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
- #endif //__BOT_SHORTEN_ROUTING__
- }
- else
- {
- //G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to);
- count = CreateDumbRoute(from, to, pathlist);
-
- if (count > 0)
- {
- #ifdef __BOT_SHORTEN_ROUTING__
- count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1
- #endif //__BOT_SHORTEN_ROUTING__
- return count;
- }
- }
-
- return count; //return the number of nodes in the path, -1 if not found
-}
-
-/*
-===========================================================================
-GetFCost
-Utility function used by A* pathfinding to calculate the
-cost to move between nodes towards a goal. Using the A*
-algorithm F = G + H, G here is the distance along the node
-paths the bot must travel, and H is the straight-line distance
-to the goal node.
-Returned as an int because more precision is unnecessary and it
-will slightly speed up heap access
-===========================================================================
-*/
-int GetFCost(int to, int num, int parentNum, float *gcost)
-{
- float gc = 0;
- float hc = 0;
- vec3_t v;
-
- if (gcost[num] == -1)
- {
- if (parentNum != -1)
- {
- gc = gcost[parentNum];
- VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v);
- gc += VectorLength(v);
- }
- gcost[num] = gc;
- }
- else
- gc = gcost[num];
-
- VectorSubtract(nodes[to].origin, nodes[num].origin, v);
- hc = VectorLength(v);
-
- return (int)(gc + hc);
-}
-#endif //__PATHFINDING__
+/* + * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +/* +creature_movement Table + +alter table creature_movement add `text1` varchar(255) default NULL; +alter table creature_movement add `text2` varchar(255) default NULL; +alter table creature_movement add `text3` varchar(255) default NULL; +alter table creature_movement add `text4` varchar(255) default NULL; +alter table creature_movement add `text5` varchar(255) default NULL; +alter table creature_movement add `emote` int(10) unsigned default '0'; +alter table creature_movement add `spell` int(5) unsigned default '0'; +alter table creature_movement add `wpguid` int(11) default '0'; + +*/ + +#include <ctime> + +#include "WaypointMovementGenerator.h" +#include "ObjectMgr.h" +#include "Creature.h" +#include "DestinationHolderImp.h" +#include "CreatureAI.h" +#include "WaypointManager.h" + +#include <cassert> + +//-----------------------------------------------// +void +WaypointMovementGenerator<Creature>::LoadPath(Creature &c) +{ + sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow()); + + i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow()); + if(!i_path) + { + sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s(%d) doesn't have waypoint path", c.GetName(), c.GetDBTableGUIDLow()); + return; + } + + uint32 node_count = i_path->size(); + i_hasDone.resize(node_count); + for(uint32 i = 0; i < node_count-1; i++) + i_hasDone[i] = false; + + // to prevent a misbehaviour inside "update" + // update is always called with the next wp - but the wpSys needs the current + // so when the routine is called the first time, wpSys gets the last waypoint + // and this prevents the system from performing text/emote, etc + i_hasDone[node_count - 1] = true; +} + +void +WaypointMovementGenerator<Creature>::ClearWaypoints() +{ + i_path = NULL; +} + +void +WaypointMovementGenerator<Creature>::Initialize() +{ +} + +bool +WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) +{ + if(!&creature) + return true; + + // Waypoint movement can be switched on/off + // This is quite handy for escort quests and other stuff + if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) + return true; + + // prevent a crash at empty waypoint path. + if(!i_path || i_path->empty()) + return true; + + // i_path was modified by chat commands for example + if(i_path->size() != i_hasDone.size()) + i_hasDone.resize(i_path->size()); + if(i_currentNode >= i_path->size()) + i_currentNode = 0; + + CreatureTraveller traveller(creature); + + i_nextMoveTime.Update(diff); + i_destinationHolder.UpdateTraveller(traveller, diff, false, true); + + // creature has been stoped in middle of the waypoint segment + if (!i_destinationHolder.HasArrived() && creature.IsStopped()) + { + if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it + { + SetStopedByPlayer(false); + // Now we re-set destination to same node and start travel + creature.addUnitState(UNIT_STAT_ROAMING); + if (creature.canFly()) + creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); + const WaypointNode &node = i_path->at(i_currentNode); + i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); + i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); + } + else // if( !i_nextMoveTime.Passed()) + { // unexpected end of timer && creature stopped && not at end of segment + if (!IsStopedByPlayer()) + { // Put 30 seconds delay + i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER); + i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER); + SetStopedByPlayer(true); // Mark we did it + } + } + return true; // Abort here this update + } + + if( creature.IsStopped()) + { + uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; + + if (!i_hasDone[idx]) + { + if (i_path->at(idx).orientation !=100) + creature.SetOrientation(i_path->at(idx).orientation); + + if(WaypointBehavior *behavior = i_path->at(idx).behavior) + { + if(behavior->emote != 0) + creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote); + if(behavior->spell != 0) + creature.CastSpell(&creature,behavior->spell, false); + if(behavior->model1 != 0) + creature.SetDisplayId(behavior->model1); + if(!behavior->text[0].empty()) + { + // Only one text is set + if( !behavior->text[1].empty() ) + { + // Select one from max 5 texts (0 and 1 laready checked) + int i = 2; + for( ; i < 5; ++i ) + if( behavior->text[i].empty() ) + break; + + creature.Say(behavior->text[rand() % i].c_str(), 0, 0); + + } + else + creature.Say(behavior->text[0].c_str(), 0, 0); + } + + i_hasDone[idx] = true; + MovementInform(creature); + } // wpBehaviour found + } // HasDone == false + } // i_creature.IsStopped() + + if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player + { + if( creature.IsStopped() ) // If stopped then begin a new move segment + { + creature.addUnitState(UNIT_STAT_ROAMING); + if (creature.canFly()) + creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2); + const WaypointNode &node = i_path->at(i_currentNode); + i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z); + i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime()); + uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1; + + if (i_path->at(idx).orientation !=100) + creature.SetOrientation(i_path->at(idx).orientation); + + if(WaypointBehavior *behavior = i_path->at(idx).behavior ) + { + i_hasDone[idx] = false; + if(behavior->model2 != 0) + creature.SetDisplayId(behavior->model2); + + creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0); + } + } + else // If not stopped then stop it and set the reset of TimeTracker to waittime + { + creature.StopMoving(); + SetStopedByPlayer(false); + i_nextMoveTime.Reset(i_path->at(i_currentNode).delay); + ++i_currentNode; + if( i_currentNode >= i_path->size() ) + i_currentNode = 0; + } + } + return true; +} + +void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit) +{ + if(unit.AI()) + unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode); +} + +//----------------------------------------------------// +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(); + + uint32 curMapId = i_mapIds[i_currentNode]; + for(uint32 i = i_currentNode; i < i_mapIds.size(); ++i) + { + if(i_mapIds[i] != curMapId) + return i; + } + + return i_mapIds.size(); +} + +void +FlightPathMovementGenerator::Initialize(Player &player) +{ + player.getHostilRefManager().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); + + player.SendMonsterMoveByPath(GetPath(),GetCurrentNode(),GetPathAtMapEnd(),MOVEMENTFLAG_WALK_MODE|MOVEMENTFLAG_ONTRANSPORT); +} + +void FlightPathMovementGenerator::Finalize(Player & player) +{ + + float x, y, z; + i_destinationHolder.GetLocationNow(player.GetMapId(), x, y, z); + player.SetPosition(x, y, z, player.GetOrientation()); + + player.clearUnitState(UNIT_STAT_IN_FLIGHT); + player.Unmount(); + player.RemoveFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); + + if(player.m_taxi.empty()) + { + player.getHostilRefManager().setOnlineOfflineState(true); + if(player.pvpInfo.inHostileArea) + player.CastSpell(&player, 2479, true); + + player.SetUnitMovementFlags(MOVEMENTFLAG_WALK_MODE); + player.StopMoving(); + } +} + +bool +FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) +{ + if( MovementInProgress() ) + { + Traveller<Player> traveller(player); + if( i_destinationHolder.UpdateTraveller(traveller, diff, false) ) + { + i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); + if( i_destinationHolder.HasArrived() ) + { + uint32 curMap = i_mapIds[i_currentNode]; + ++i_currentNode; + if( MovementInProgress() ) + { + DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName()); + if(i_mapIds[i_currentNode]==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); + } + return true; + } + //else HasArrived() + } + else + return true; + } + else + return true; + } + + // we have arrived at the end of the path + return false; +} + +void +FlightPathMovementGenerator::SetCurrentNodeAfterTeleport() +{ + if(i_mapIds.empty()) + return; + + uint32 map0 = i_mapIds[0]; + for(int i = 1; i < i_mapIds.size(); ++i) + { + if(i_mapIds[i]!=map0) + { + i_currentNode = i; + return; + } + } +} + +// +// Unique1's ASTAR Pathfinding Code... For future use & reference... +// + +#ifdef __PATHFINDING__ + +int GetFCost(int to, int num, int parentNum, float *gcost); // Below... + +int ShortenASTARRoute(short int *pathlist, int number) +{ // Wrote this to make the routes a little smarter (shorter)... No point looping back to the same places... Unique1 + short int temppathlist[MAX_PATHLIST_NODES]; + int count = 0; + // int count2 = 0; + int temp, temp2; + int link; + int upto = 0; + + for (temp = number; temp >= 0; temp--) + { + qboolean shortened = qfalse; + + for (temp2 = 0; temp2 < temp; temp2++) + { + for (link = 0; link < nodes[pathlist[temp]].enodenum; link++) + { + if (nodes[pathlist[temp]].links[link].flags & PATH_BLOCKED) + continue; + + //if ((bot->client->ps.eFlags & EF_TANK) && nodes[bot->current_node].links[link].flags & PATH_NOTANKS) //if this path is blocked, skip it + // continue; + + //if (nodes[nodes[pathlist[temp]].links[link].targetNode].origin[2] > nodes[pathlist[temp]].origin[2] + 32) + // continue; + + if (nodes[pathlist[temp]].links[link].targetNode == pathlist[temp2]) + { // Found a shorter route... + //if (OrgVisible(nodes[pathlist[temp2]].origin, nodes[pathlist[temp]].origin, -1)) + { + temppathlist[count] = pathlist[temp2]; + temp = temp2; + ++count; + shortened = qtrue; + } + } + } + } + + if (!shortened) + { + temppathlist[count] = pathlist[temp]; + ++count; + } + } + + upto = count; + + for (temp = 0; temp < count; temp++) + { + pathlist[temp] = temppathlist[upto]; + --upto; + } + + G_Printf("ShortenASTARRoute: Path size reduced from %i to %i nodes...n", number, count); + return count; +} + +/* +=========================================================================== +CreatePathAStar +This function uses the A* pathfinding algorithm to determine the +shortest path between any two nodes. +It's fairly complex, so I'm not really going to explain it much. +Look up A* and binary heaps for more info. +pathlist stores the ideal path between the nodes, in reverse order, +and the return value is the number of nodes in that path +=========================================================================== +*/ +int CreatePathAStar(gentity_t *bot, int from, int to, short int *pathlist) +{ + //all the data we have to hold...since we can't do dynamic allocation, has to be MAX_NODES + //we can probably lower this later - eg, the open list should never have more than at most a few dozen items on it + short int openlist[MAX_NODES+1]; //add 1 because it's a binary heap, and they don't use 0 - 1 is the first used index + float gcost[MAX_NODES]; + int fcost[MAX_NODES]; + char list[MAX_NODES]; //0 is neither, 1 is open, 2 is closed - char because it's the smallest data type + short int parent[MAX_NODES]; + + short int numOpen = 0; + short int atNode, temp, newnode=-1; + qboolean found = qfalse; + int count = -1; + float gc; + int i, u, v, m; + vec3_t vec; + + //clear out all the arrays + memset(openlist, 0, sizeof(short int)*(MAX_NODES+1)); + memset(fcost, 0, sizeof(int)*MAX_NODES); + memset(list, 0, sizeof(char)*MAX_NODES); + memset(parent, 0, sizeof(short int)*MAX_NODES); + memset(gcost, -1, sizeof(float)*MAX_NODES); + + //make sure we have valid data before calculating everything + if ((from == NODE_INVALID) || (to == NODE_INVALID) || (from >= MAX_NODES) || (to >= MAX_NODES) || (from == to)) + return -1; + + openlist[1] = from; //add the starting node to the open list + ++numOpen; + gcost[from] = 0; //its f and g costs are obviously 0 + fcost[from] = 0; + + while (1) + { + if (numOpen != 0) //if there are still items in the open list + { + //pop the top item off of the list + atNode = openlist[1]; + list[atNode] = 2; //put the node on the closed list so we don't check it again + --numOpen; + + openlist[1] = openlist[numOpen+1]; //move the last item in the list to the top position + v = 1; + + //this while loop reorders the list so that the new lowest fcost is at the top again + while (1) + { + u = v; + if ((2*u+1) < numOpen) //if both children exist + { + if (fcost[openlist[u]] >= fcost[openlist[2*u]]) + v = 2*u; + if (fcost[openlist[v]] >= fcost[openlist[2*u+1]]) + v = 2*u+1; + } + else + { + if ((2*u) < numOpen) //if only one child exists + { + if (fcost[openlist[u]] >= fcost[openlist[2*u]]) + v = 2*u; + } + } + + if (u != v) //if they're out of order, swap this item with its parent + { + temp = openlist[u]; + openlist[u] = openlist[v]; + openlist[v] = temp; + } + else + break; + } + + for (i = 0; i < nodes[atNode].enodenum; i++) //loop through all the links for this node + { + newnode = nodes[atNode].links[i].targetNode; + + //if this path is blocked, skip it + if (nodes[atNode].links[i].flags & PATH_BLOCKED) + continue; + //if this path is blocked, skip it + if (bot->client && (bot->client->ps.eFlags & EF_TANK) && nodes[atNode].links[i].flags & PATH_NOTANKS) + continue; + //skip any unreachable nodes + if (bot->client && (nodes[newnode].type & NODE_ALLY_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_ALLIES)) + continue; + if (bot->client && (nodes[newnode].type & NODE_AXIS_UNREACHABLE) && (bot->client->sess.sessionTeam == TEAM_AXIS)) + continue; + + if (list[newnode] == 2) //if this node is on the closed list, skip it + continue; + + if (list[newnode] != 1) //if this node is not already on the open list + { + openlist[++numOpen] = newnode; //add the new node to the open list + list[newnode] = 1; + parent[newnode] = atNode; //record the node's parent + + if (newnode == to) //if we've found the goal, don't keep computing paths! + break; //this will break the 'for' and go all the way to 'if (list[to] == 1)' + + //store it's f cost value + fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); + + //this loop re-orders the heap so that the lowest fcost is at the top + m = numOpen; + while (m != 1) //while this item isn't at the top of the heap already + { + //if it has a lower fcost than its parent + if (fcost[openlist[m]] <= fcost[openlist[m/2]]) + { + temp = openlist[m/2]; + openlist[m/2] = openlist[m]; + openlist[m] = temp; //swap them + m /= 2; + } + else + break; + } + } + else //if this node is already on the open list + { + gc = gcost[atNode]; + VectorSubtract(nodes[newnode].origin, nodes[atNode].origin, vec); + gc += VectorLength(vec); //calculate what the gcost would be if we reached this node along the current path + + if (gc < gcost[newnode]) //if the new gcost is less (ie, this path is shorter than what we had before) + { + parent[newnode] = atNode; //set the new parent for this node + gcost[newnode] = gc; //and the new g cost + + for (i = 1; i < numOpen; i++) //loop through all the items on the open list + { + if (openlist[i] == newnode) //find this node in the list + { + //calculate the new fcost and store it + fcost[newnode] = GetFCost(to, newnode, parent[newnode], gcost); + + //reorder the list again, with the lowest fcost item on top + m = i; + while (m != 1) + { + //if the item has a lower fcost than it's parent + if (fcost[openlist[m]] < fcost[openlist[m/2]]) + { + temp = openlist[m/2]; + openlist[m/2] = openlist[m]; + openlist[m] = temp; //swap them + m /= 2; + } + else + break; + } + break; //exit the 'for' loop because we already changed this node + } //if + } //for + } //if (gc < gcost[newnode]) + } //if (list[newnode] != 1) --> else + } //for (loop through links) + } //if (numOpen != 0) + else + { + found = qfalse; //there is no path between these nodes + break; + } + + if (list[to] == 1) //if the destination node is on the open list, we're done + { + found = qtrue; + break; + } + } //while (1) + + if (found == qtrue) //if we found a path + { + //G_Printf("%s - path found!n", bot->client->pers.netname); + count = 0; + + temp = to; //start at the end point + while (temp != from) //travel along the path (backwards) until we reach the starting point + { + pathlist[count++] = temp; //add the node to the pathlist and increment the count + temp = parent[temp]; //move to the parent of this node to continue the path + } + + pathlist[count++] = from; //add the beginning node to the end of the pathlist + + #ifdef __BOT_SHORTEN_ROUTING__ + count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 + #endif //__BOT_SHORTEN_ROUTING__ + } + else + { + //G_Printf("^1*** ^4BOT DEBUG^5: (CreatePathAStar) There is no route between node ^7%i^5 and node ^7%i^5.n", from, to); + count = CreateDumbRoute(from, to, pathlist); + + if (count > 0) + { + #ifdef __BOT_SHORTEN_ROUTING__ + count = ShortenASTARRoute(pathlist, count); // This isn't working... Dunno why.. Unique1 + #endif //__BOT_SHORTEN_ROUTING__ + return count; + } + } + + return count; //return the number of nodes in the path, -1 if not found +} + +/* +=========================================================================== +GetFCost +Utility function used by A* pathfinding to calculate the +cost to move between nodes towards a goal. Using the A* +algorithm F = G + H, G here is the distance along the node +paths the bot must travel, and H is the straight-line distance +to the goal node. +Returned as an int because more precision is unnecessary and it +will slightly speed up heap access +=========================================================================== +*/ +int GetFCost(int to, int num, int parentNum, float *gcost) +{ + float gc = 0; + float hc = 0; + vec3_t v; + + if (gcost[num] == -1) + { + if (parentNum != -1) + { + gc = gcost[parentNum]; + VectorSubtract(nodes[num].origin, nodes[parentNum].origin, v); + gc += VectorLength(v); + } + gcost[num] = gc; + } + else + gc = gcost[num]; + + VectorSubtract(nodes[to].origin, nodes[num].origin, v); + hc = VectorLength(v); + + return (int)(gc + hc); +} +#endif //__PATHFINDING__ |