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Imported MaNGOS revision 6767 from http://mangos.svn.sourceforge.net/svnroot/mangos/trunk/
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src/game/WaypointMovementGenerator.h
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src/game/WaypointMovementGenerator.h
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/*
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* Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
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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 MANGOS_WAYPOINTMOVEMENTGENERATOR_H
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#define MANGOS_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 MANGOS_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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inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
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// template pattern, not defined .. override required
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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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bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
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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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/** WaypointMovementGenerator loads a series of way points
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* from the DB and apply it to the creature's movement generator.
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* Hence, the creature will move according to its predefined way points.
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*/
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template<class T>
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class MANGOS_DLL_SPEC WaypointMovementGenerator;
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template<>
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class MANGOS_DLL_SPEC WaypointMovementGenerator<Creature>
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: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
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public PathMovementBase<Creature, WaypointPath*>
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{
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TimeTrackerSmall i_nextMoveTime;
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std::vector<bool> i_hasDone;
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public:
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WaypointMovementGenerator(Creature &) : i_nextMoveTime(0) {}
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~WaypointMovementGenerator() { ClearWaypoints(); }
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void Initialize(Creature &u)
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{
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i_nextMoveTime.Reset(0); // TODO: check the lower bound (0 is probably too small)
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u.StopMoving();
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LoadPath(u);
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}
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void Finalize(Creature &) {}
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void Reset(Creature &u) { ReloadPath(u); }
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bool Update(Creature &u, const uint32 &diff);
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void MovementInform(Creature &);
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MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
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// now path movement implmementation
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void LoadPath(Creature &c);
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void ReloadPath(Creature &c) { ClearWaypoints(); LoadPath(c); }
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// Player stoping creature
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bool IsStopedByPlayer() { return b_StopedByPlayer; }
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void SetStopedByPlayer(bool val) { b_StopedByPlayer = val; }
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// statics
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static void Initialize(void);
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private:
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void ClearWaypoints();
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bool b_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 MANGOS_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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inline 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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};
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#endif
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