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-rw-r--r--src/game/WaypointMovementGenerator.h258
1 files changed, 118 insertions, 140 deletions
diff --git a/src/game/WaypointMovementGenerator.h b/src/game/WaypointMovementGenerator.h
index 86e1b0beea3..5d86154a3d9 100644
--- a/src/game/WaypointMovementGenerator.h
+++ b/src/game/WaypointMovementGenerator.h
@@ -1,140 +1,118 @@
-/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
- *
- * Copyright (C) 2008 Trinity <http://www.trinitycore.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
- */
-
-#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 * 60 * 1000 // 3 Minutes
-
-template<class T, class P = Path>
-class TRINITY_DLL_SPEC PathMovementBase
-{
- public:
- PathMovementBase() : i_currentNode(0) {}
- virtual ~PathMovementBase() {};
-
- inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
-
- // template pattern, not defined .. override required
- void LoadPath(T &);
- void ReloadPath(T &);
- uint32 GetCurrentNode() const { return i_currentNode; }
-
- protected:
- uint32 i_currentNode;
- DestinationHolder< Traveller<T> > i_destinationHolder;
- P i_path;
-};
-
-/** WaypointMovementGenerator loads a series of way points
- * from the DB and apply it to the creature's movement generator.
- * Hence, the creature will move according to its predefined way points.
- */
-
-template<class T>
-class TRINITY_DLL_SPEC WaypointMovementGenerator;
-
-template<>
-class TRINITY_DLL_SPEC WaypointMovementGenerator<Creature>
-: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
-public PathMovementBase<Creature, WaypointPath*>
-{
- TimeTrackerSmall i_nextMoveTime;
- std::vector<bool> i_hasDone;
- public:
- WaypointMovementGenerator(Creature &) : i_nextMoveTime(0) {}
- ~WaypointMovementGenerator() { ClearWaypoints(); }
- void Initialize(Creature &u)
- {
- i_nextMoveTime.Reset(0); // TODO: check the lower bound (0 is probably too small)
- u.StopMoving();
- LoadPath(u);
- }
- void Finalize(Creature &) {}
- void Reset(Creature &u) { ReloadPath(u); }
- bool Update(Creature &u, const uint32 &diff);
-
- void MovementInform(Creature &);
-
- MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
-
- // now path movement implmementation
- void LoadPath(Creature &c);
- void ReloadPath(Creature &c) { ClearWaypoints(); LoadPath(c); }
-
- // Player stoping creature
- bool IsStopedByPlayer() { return b_StopedByPlayer; }
- void SetStopedByPlayer(bool val) { b_StopedByPlayer = val; }
-
- // statics
- static void Initialize(void);
-
- bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
- private:
- void ClearWaypoints();
- bool b_StopedByPlayer;
-};
-
-/** FlightPathMovementGenerator generates movement of the player for the paths
- * and hence generates ground and activities for the player.
- */
-class TRINITY_DLL_SPEC FlightPathMovementGenerator
-: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
-public PathMovementBase<Player>
-{
- uint32 i_pathId;
- std::vector<uint32> i_mapIds;
- public:
- explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
- void Initialize(Player &);
- 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; }
- uint32 GetPathAtMapEnd() const;
- inline 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; }
-};
-#endif
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * Copyright (C) 2008 Trinity <http://www.trinitycore.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
+ */
+
+#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 * 60 * 1000 // 3 Minutes
+
+template<class T, class P = Path>
+class TRINITY_DLL_SPEC PathMovementBase
+{
+ public:
+ PathMovementBase() : i_currentNode(0) {}
+ virtual ~PathMovementBase() {};
+
+ inline 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){}
+
+ void Initialize(T &);
+ void Finalize(T &);
+ void MovementInform(T &);
+ void InitTraveller(T &, const WaypointData &);
+ void GeneratePathId(T &);
+ void Reset(T &unit);
+ bool Update(T &, const uint32 &);
+ bool GetDestination(float &x, float &y, float &z) const{if(i_destinationHolder.HasArrived())return false; i_destinationHolder.GetDestination(x, y, z); return true;}
+ MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
+
+ private:
+ WaypointData node;
+ uint32 i_currentNode, path_id;
+ TimeTrackerSmall i_nextMoveTime;
+ WaypointPath *waypoints;
+ bool repeating, custom_path, ExecuteScript, StopedByPlayer;
+};
+
+/** FlightPathMovementGenerator generates movement of the player for the paths
+ * and hence generates ground and activities for the player.
+ */
+class TRINITY_DLL_SPEC FlightPathMovementGenerator
+: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
+public PathMovementBase<Player>
+{
+ uint32 i_pathId;
+ std::vector<uint32> i_mapIds;
+ public:
+ explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
+ void Initialize(Player &);
+ 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; }
+ uint32 GetPathAtMapEnd() const;
+ inline 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; }
+
+};
+#endif