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115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
/*
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* Copyright (C) 2005-2009 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 TRANSPORTS_H
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#define TRANSPORTS_H
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#include "GameObject.h"
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#include <map>
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#include <set>
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#include <string>
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class TransportPath
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{
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public:
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struct PathNode
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{
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uint32 mapid;
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float x,y,z;
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uint32 actionFlag;
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uint32 delay;
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};
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inline void SetLength(const unsigned int sz)
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{
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i_nodes.resize( sz );
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}
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inline unsigned int Size(void) const { return i_nodes.size(); }
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inline bool Empty(void) const { return i_nodes.empty(); }
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inline void Resize(unsigned int sz) { i_nodes.resize(sz); }
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inline void Clear(void) { i_nodes.clear(); }
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inline PathNode* GetNodes(void) { return static_cast<PathNode *>(&i_nodes[0]); }
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PathNode& operator[](const unsigned int idx) { return i_nodes[idx]; }
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const PathNode& operator()(const unsigned int idx) const { return i_nodes[idx]; }
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protected:
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std::vector<PathNode> i_nodes;
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};
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class Transport : private GameObject
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{
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public:
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explicit Transport();
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// prevent using Transports as normal GO, but allow call some inherited functions
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using GameObject::IsTransport;
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using GameObject::GetEntry;
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using GameObject::GetGUID;
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using GameObject::GetGUIDLow;
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using GameObject::GetMapId;
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using GameObject::GetPositionX;
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using GameObject::GetPositionY;
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using GameObject::GetPositionZ;
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using GameObject::BuildCreateUpdateBlockForPlayer;
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using GameObject::BuildOutOfRangeUpdateBlock;
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bool Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags);
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bool GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids);
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void Update(uint32 p_time);
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bool AddPassenger(Player* passenger);
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bool RemovePassenger(Player* passenger);
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typedef std::set<Player*> PlayerSet;
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PlayerSet const& GetPassengers() const { return m_passengers; }
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std::string m_name;
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private:
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struct WayPoint
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{
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WayPoint() : mapid(0), x(0), y(0), z(0), teleport(false) {}
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WayPoint(uint32 _mapid, float _x, float _y, float _z, bool _teleport) :
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mapid(_mapid), x(_x), y(_y), z(_z), teleport(_teleport) {}
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uint32 mapid;
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float x;
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float y;
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float z;
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bool teleport;
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};
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typedef std::map<uint32, WayPoint> WayPointMap;
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WayPointMap::iterator m_curr;
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WayPointMap::iterator m_next;
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uint32 m_pathTime;
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uint32 m_timer;
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PlayerSet m_passengers;
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public:
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WayPointMap m_WayPoints;
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uint32 m_nextNodeTime;
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uint32 m_period;
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private:
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void TeleportTransport(uint32 newMapid, float x, float y, float z);
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WayPointMap::iterator GetNextWayPoint();
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};
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#endif
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