/* * Copyright (C) 2005-2011 MaNGOS * * 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 MANGOS_WAYPOINTMOVEMENTGENERATOR_H #define MANGOS_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 #include #define FLIGHT_TRAVEL_UPDATE 100 #define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILLISECONDS // 3 Minutes template class MANGOS_DLL_SPEC PathMovementBase { public: PathMovementBase() : i_currentNode(0) {} virtual ~PathMovementBase() {}; bool MovementInProgress(void) const { return i_currentNode < i_path->size(); } // template pattern, not defined .. override required void LoadPath(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; DestinationHolder< Traveller > 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 MANGOS_DLL_SPEC WaypointMovementGenerator; template<> class MANGOS_DLL_SPEC WaypointMovementGenerator : public MovementGeneratorMedium< Creature, WaypointMovementGenerator >, public PathMovementBase { public: WaypointMovementGenerator(Creature &) : i_nextMoveTime(0), m_isArrivalDone(false), m_isStoppedByPlayer(false) {} ~WaypointMovementGenerator() { i_path = NULL; } void Initialize(Creature &u); void Interrupt(Creature &); void Finalize(Creature &); void Reset(Creature &u); bool Update(Creature &u, const uint32 &diff); void MovementInform(Creature &); MovementGeneratorType GetMovementGeneratorType() const { return WAYPOINT_MOTION_TYPE; } // now path movement implmementation void LoadPath(Creature &c); // Player stoping creature bool IsStoppedByPlayer() { return m_isStoppedByPlayer; } void SetStoppedByPlayer(bool val) { m_isStoppedByPlayer = val; } // allow use for overwrite empty implementation bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase::GetDestination(x,y,z); } bool GetResetPosition(Creature&, float& x, float& y, float& z); private: ShortTimeTracker i_nextMoveTime; bool m_isArrivalDone; bool m_isStoppedByPlayer; }; /** FlightPathMovementGenerator generates movement of the player for the paths * and hence generates ground and activities for the player. */ class MANGOS_DLL_SPEC FlightPathMovementGenerator : public MovementGeneratorMedium< Player, FlightPathMovementGenerator >, public PathMovementBase { public: explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0) { i_path = &pathnodes; i_currentNode = startNode; } void Initialize(Player &); void Finalize(Player &); void Interrupt(Player &); void Reset(Player &); bool Update(Player &, const uint32 &); MovementGeneratorType GetMovementGeneratorType() const { return FLIGHT_MOTION_TYPE; } TaxiPathNodeList const& GetPath() { return *i_path; } uint32 GetPathAtMapEnd() const; bool HasArrived() const { return (i_currentNode >= i_path->size()); } void SetCurrentNodeAfterTeleport(); void SkipCurrentNode() { ++i_currentNode; } void DoEventIfAny(Player& player, TaxiPathNodeEntry const& node, bool departure); // allow use for overwrite empty implementation bool GetDestination(float& x, float& y, float& z) const { return PathMovementBase::GetDestination(x,y,z); } }; #endif