server/src/game/WaypointMovementGenerator.h

139 lines
4.5 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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 "WaypointManager.h"
#include "Player.h"
#include <vector>
#include <set>
#define FLIGHT_TRAVEL_UPDATE 100
#define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILLISECONDS // 3 Minutes
template<class T, class P>
class MANGOS_DLL_SPEC PathMovementBase
{
public:
PathMovementBase() : i_currentNode(0) {}
virtual ~PathMovementBase() {};
// template pattern, not defined .. override required
void LoadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
protected:
P i_path;
uint32 i_currentNode;
};
/** 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 MANGOS_DLL_SPEC WaypointMovementGenerator;
template<>
class MANGOS_DLL_SPEC WaypointMovementGenerator<Creature>
: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
public PathMovementBase<Creature, WaypointPath const*>
{
public:
WaypointMovementGenerator(Creature &) : i_nextMoveTime(0), m_isArrivalDone(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);
bool GetResetPosition(Creature&, float& x, float& y, float& z);
private:
void Stop(int32 time) { i_nextMoveTime.Reset(time);}
bool Stopped() { return !i_nextMoveTime.Passed();}
bool CanMove(int32 diff)
{
i_nextMoveTime.Update(diff);
return i_nextMoveTime.Passed();
}
void OnArrived(Creature&);
void StartMove(Creature&);
void StartMoveNow(Creature& creature)
{
i_nextMoveTime.Reset(0);
StartMove(creature);
}
ShortTimeTracker i_nextMoveTime;
bool m_isArrivalDone;
};
/** 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<Player,TaxiPathNodeList const*>
{
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);
bool GetResetPosition(Player&, float& x, float& y, float& z);
};
#endif