server/src/game/Transports.cpp
Ambal 58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00

560 lines
18 KiB
C++

/*
* Copyright (C) 2005-2009 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
*/
#include "Common.h"
#include "Transports.h"
#include "MapManager.h"
#include "ObjectMgr.h"
#include "Path.h"
#include "WorldPacket.h"
#include "DBCStores.h"
#include "ProgressBar.h"
void MapManager::LoadTransports()
{
QueryResult *result = WorldDatabase.Query("SELECT entry, name, period FROM transports");
uint32 count = 0;
if( !result )
{
barGoLink bar( 1 );
bar.step();
sLog.outString();
sLog.outString( ">> Loaded %u transports", count );
return;
}
barGoLink bar( result->GetRowCount() );
do
{
bar.step();
Transport *t = new Transport;
Field *fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
std::string name = fields[1].GetCppString();
t->m_period = fields[2].GetUInt32();
const GameObjectInfo *goinfo = objmgr.GetGameObjectInfo(entry);
if(!goinfo)
{
sLog.outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str());
delete t;
continue;
}
if(goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT)
{
sLog.outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str());
delete t;
continue;
}
// sLog.outString("Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name);
std::set<uint32> mapsUsed;
if(!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed))
// skip transports with empty waypoints list
{
sLog.outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.",goinfo->moTransport.taxiPathId);
delete t;
continue;
}
float x, y, z, o;
uint32 mapid;
x = t->m_WayPoints[0].x; y = t->m_WayPoints[0].y; z = t->m_WayPoints[0].z; mapid = t->m_WayPoints[0].mapid; o = 1;
// creates the Gameobject
if(!t->Create(entry, mapid, x, y, z, o, 100, 0))
{
delete t;
continue;
}
m_Transports.insert(t);
for (std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i)
m_TransportsByMap[*i].insert(t);
//If we someday decide to use the grid to track transports, here:
t->SetMap(MapManager::Instance().CreateMap(mapid, t));
//t->GetMap()->Add<GameObject>((GameObject *)t);
++count;
} while(result->NextRow());
delete result;
sLog.outString();
sLog.outString( ">> Loaded %u transports", count );
// check transport data DB integrity
result = WorldDatabase.Query("SELECT gameobject.guid,gameobject.id,transports.name FROM gameobject,transports WHERE gameobject.id = transports.entry");
if(result) // wrong data found
{
do
{
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint32 entry = fields[1].GetUInt32();
std::string name = fields[2].GetCppString();
sLog.outErrorDb("Transport %u '%s' have record (GUID: %u) in `gameobject`. Transports DON'T must have any records in `gameobject` or its behavior will be unpredictable/bugged.",entry,name.c_str(),guid);
}
while(result->NextRow());
delete result;
}
}
Transport::Transport() : GameObject()
{
m_updateFlag = (UPDATEFLAG_TRANSPORT | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_ROTATION);
}
bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress, uint32 dynflags)
{
Relocate(x,y,z,ang);
// instance id and phaseMask isn't set to values different from std.
if(!IsPositionValid())
{
sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
guidlow,x,y);
return false;
}
Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(guidlow);
if (!goinfo)
{
sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
return false;
}
m_goInfo = goinfo;
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
//SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetUInt32Value(GAMEOBJECT_FLAGS, MAKE_PAIR32(0x28, 0x64));
SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
SetEntry(goinfo->id);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetGoState(GO_STATE_READY);
SetGoType(GameobjectTypes(goinfo->type));
SetGoAnimProgress(animprogress);
if(dynflags)
SetUInt32Value(GAMEOBJECT_DYNAMIC, MAKE_PAIR32(0, dynflags));
SetName(goinfo->name);
return true;
}
struct keyFrame
{
keyFrame(float _x, float _y, float _z, uint32 _mapid, int _actionflag, int _delay)
{
x = _x; y = _y; z = _z; mapid = _mapid; actionflag = _actionflag; delay = _delay; distFromPrev = -1; distSinceStop = -1; distUntilStop = -1;
tFrom = 0; tTo = 0;
}
float x;
float y;
float z;
uint32 mapid;
int actionflag;
int delay;
float distSinceStop;
float distUntilStop;
float distFromPrev;
float tFrom, tTo;
};
bool Transport::GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids)
{
TransportPath path;
objmgr.GetTransportPathNodes(pathid, path);
if (path.Empty())
return false;
std::vector<keyFrame> keyFrames;
int mapChange = 0;
mapids.clear();
for (size_t i = 1; i < path.Size() - 1; ++i)
{
if (mapChange == 0)
{
if ((path[i].mapid == path[i+1].mapid))
{
keyFrame k(path[i].x, path[i].y, path[i].z, path[i].mapid, path[i].actionFlag, path[i].delay);
keyFrames.push_back(k);
mapids.insert(k.mapid);
}
else
{
mapChange = 1;
}
}
else
{
--mapChange;
}
}
int lastStop = -1;
int firstStop = -1;
// first cell is arrived at by teleportation :S
keyFrames[0].distFromPrev = 0;
if (keyFrames[0].actionflag == 2)
{
lastStop = 0;
}
// find the rest of the distances between key points
for (size_t i = 1; i < keyFrames.size(); ++i)
{
if ((keyFrames[i].actionflag == 1) || (keyFrames[i].mapid != keyFrames[i-1].mapid))
{
keyFrames[i].distFromPrev = 0;
}
else
{
keyFrames[i].distFromPrev =
sqrt(pow(keyFrames[i].x - keyFrames[i - 1].x, 2) +
pow(keyFrames[i].y - keyFrames[i - 1].y, 2) +
pow(keyFrames[i].z - keyFrames[i - 1].z, 2));
}
if (keyFrames[i].actionflag == 2)
{
// remember first stop frame
if(firstStop == -1)
firstStop = i;
lastStop = i;
}
}
float tmpDist = 0;
for (size_t i = 0; i < keyFrames.size(); ++i)
{
int j = (i + lastStop) % keyFrames.size();
if (keyFrames[j].actionflag == 2)
tmpDist = 0;
else
tmpDist += keyFrames[j].distFromPrev;
keyFrames[j].distSinceStop = tmpDist;
}
for (int i = int(keyFrames.size()) - 1; i >= 0; i--)
{
int j = (i + (firstStop+1)) % keyFrames.size();
tmpDist += keyFrames[(j + 1) % keyFrames.size()].distFromPrev;
keyFrames[j].distUntilStop = tmpDist;
if (keyFrames[j].actionflag == 2)
tmpDist = 0;
}
for (size_t i = 0; i < keyFrames.size(); ++i)
{
if (keyFrames[i].distSinceStop < (30 * 30 * 0.5f))
keyFrames[i].tFrom = sqrt(2 * keyFrames[i].distSinceStop);
else
keyFrames[i].tFrom = ((keyFrames[i].distSinceStop - (30 * 30 * 0.5f)) / 30) + 30;
if (keyFrames[i].distUntilStop < (30 * 30 * 0.5f))
keyFrames[i].tTo = sqrt(2 * keyFrames[i].distUntilStop);
else
keyFrames[i].tTo = ((keyFrames[i].distUntilStop - (30 * 30 * 0.5f)) / 30) + 30;
keyFrames[i].tFrom *= 1000;
keyFrames[i].tTo *= 1000;
}
// for (int i = 0; i < keyFrames.size(); ++i) {
// sLog.outString("%f, %f, %f, %f, %f, %f, %f", keyFrames[i].x, keyFrames[i].y, keyFrames[i].distUntilStop, keyFrames[i].distSinceStop, keyFrames[i].distFromPrev, keyFrames[i].tFrom, keyFrames[i].tTo);
// }
// Now we're completely set up; we can move along the length of each waypoint at 100 ms intervals
// speed = max(30, t) (remember x = 0.5s^2, and when accelerating, a = 1 unit/s^2
int t = 0;
bool teleport = false;
if (keyFrames[keyFrames.size() - 1].mapid != keyFrames[0].mapid)
teleport = true;
WayPoint pos(keyFrames[0].mapid, keyFrames[0].x, keyFrames[0].y, keyFrames[0].z, teleport);
m_WayPoints[0] = pos;
t += keyFrames[0].delay * 1000;
uint32 cM = keyFrames[0].mapid;
for (size_t i = 0; i < keyFrames.size() - 1; ++i)
{
float d = 0;
float tFrom = keyFrames[i].tFrom;
float tTo = keyFrames[i].tTo;
// keep the generation of all these points; we use only a few now, but may need the others later
if (((d < keyFrames[i + 1].distFromPrev) && (tTo > 0)))
{
while ((d < keyFrames[i + 1].distFromPrev) && (tTo > 0))
{
tFrom += 100;
tTo -= 100;
if (d > 0)
{
float newX, newY, newZ;
newX = keyFrames[i].x + (keyFrames[i + 1].x - keyFrames[i].x) * d / keyFrames[i + 1].distFromPrev;
newY = keyFrames[i].y + (keyFrames[i + 1].y - keyFrames[i].y) * d / keyFrames[i + 1].distFromPrev;
newZ = keyFrames[i].z + (keyFrames[i + 1].z - keyFrames[i].z) * d / keyFrames[i + 1].distFromPrev;
bool teleport = false;
if (keyFrames[i].mapid != cM)
{
teleport = true;
cM = keyFrames[i].mapid;
}
// sLog.outString("T: %d, D: %f, x: %f, y: %f, z: %f", t, d, newX, newY, newZ);
WayPoint pos(keyFrames[i].mapid, newX, newY, newZ, teleport);
if (teleport)
m_WayPoints[t] = pos;
}
if (tFrom < tTo) // caught in tFrom dock's "gravitational pull"
{
if (tFrom <= 30000)
{
d = 0.5f * (tFrom / 1000) * (tFrom / 1000);
}
else
{
d = 0.5f * 30 * 30 + 30 * ((tFrom - 30000) / 1000);
}
d = d - keyFrames[i].distSinceStop;
}
else
{
if (tTo <= 30000)
{
d = 0.5f * (tTo / 1000) * (tTo / 1000);
}
else
{
d = 0.5f * 30 * 30 + 30 * ((tTo - 30000) / 1000);
}
d = keyFrames[i].distUntilStop - d;
}
t += 100;
}
t -= 100;
}
if (keyFrames[i + 1].tFrom > keyFrames[i + 1].tTo)
t += 100 - ((long)keyFrames[i + 1].tTo % 100);
else
t += (long)keyFrames[i + 1].tTo % 100;
bool teleport = false;
if ((keyFrames[i + 1].actionflag == 1) || (keyFrames[i + 1].mapid != keyFrames[i].mapid))
{
teleport = true;
cM = keyFrames[i + 1].mapid;
}
WayPoint pos(keyFrames[i + 1].mapid, keyFrames[i + 1].x, keyFrames[i + 1].y, keyFrames[i + 1].z, teleport);
// sLog.outString("T: %d, x: %f, y: %f, z: %f, t:%d", t, pos.x, pos.y, pos.z, teleport);
//if (teleport)
m_WayPoints[t] = pos;
t += keyFrames[i + 1].delay * 1000;
// sLog.outString("------");
}
uint32 timer = t;
// sLog.outDetail(" Generated %lu waypoints, total time %u.", (unsigned long)m_WayPoints.size(), timer);
m_curr = m_WayPoints.begin();
m_curr = GetNextWayPoint();
m_next = GetNextWayPoint();
m_pathTime = timer;
m_nextNodeTime = m_curr->first;
return true;
}
Transport::WayPointMap::const_iterator Transport::GetNextWayPoint()
{
WayPointMap::const_iterator iter = m_curr;
++iter;
if (iter == m_WayPoints.end())
iter = m_WayPoints.begin();
return iter;
}
void Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
{
Map const* oldMap = GetMap();
Relocate(x, y, z);
for(PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end();)
{
PlayerSet::iterator it2 = itr;
++itr;
Player *plr = *it2;
if(!plr)
{
m_passengers.erase(it2);
continue;
}
if (plr->isDead() && !plr->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
{
plr->ResurrectPlayer(1.0);
}
plr->TeleportTo(newMapid, x, y, z, GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT);
//WorldPacket data(SMSG_811, 4);
//data << uint32(0);
//plr->GetSession()->SendPacket(&data);
}
//we need to create and save new Map object with 'newMapid' because if not done -> lead to invalid Map object reference...
//player far teleport would try to create same instance, but we need it NOW for transport...
//correct me if I'm wrong O.o
Map * newMap = MapManager::Instance().CreateMap(newMapid, this);
SetMap(newMap);
if(oldMap != newMap)
{
UpdateForMap(oldMap);
UpdateForMap(newMap);
}
}
bool Transport::AddPassenger(Player* passenger)
{
if (m_passengers.find(passenger) == m_passengers.end())
{
sLog.outDetail("Player %s boarded transport %s.", passenger->GetName(), GetName());
m_passengers.insert(passenger);
}
return true;
}
bool Transport::RemovePassenger(Player* passenger)
{
if (m_passengers.erase(passenger))
sLog.outDetail("Player %s removed from transport %s.", passenger->GetName(), GetName());
return true;
}
void Transport::Update(uint32 /*p_time*/)
{
if (m_WayPoints.size() <= 1)
return;
m_timer = getMSTime() % m_period;
while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
{
m_curr = GetNextWayPoint();
m_next = GetNextWayPoint();
// first check help in case client-server transport coordinates de-synchronization
if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport)
{
TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z);
}
else
{
Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z);
}
/*
for(PlayerSet::const_iterator itr = m_passengers.begin(); itr != m_passengers.end();)
{
PlayerSet::const_iterator it2 = itr;
++itr;
//(*it2)->SetPosition( m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO() );
}
*/
m_nextNodeTime = m_curr->first;
if (m_curr == m_WayPoints.begin() && (sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
sLog.outDetail(" ************ BEGIN ************** %s", GetName());
if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0)
sLog.outDetail("%s moved to %f %f %f %d", GetName(), m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid);
}
}
void Transport::UpdateForMap(Map const* targetMap)
{
Map::PlayerList const& pl = targetMap->GetPlayers();
if(pl.isEmpty())
return;
if(GetMapId()==targetMap->GetId())
{
for(Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
{
if(this != itr->getSource()->GetTransport())
{
UpdateData transData;
BuildCreateUpdateBlockForPlayer(&transData, itr->getSource());
WorldPacket packet;
transData.BuildPacket(&packet);
itr->getSource()->SendDirectMessage(&packet);
}
}
}
else
{
UpdateData transData;
BuildOutOfRangeUpdateBlock(&transData);
WorldPacket out_packet;
transData.BuildPacket(&out_packet);
for(Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
if(this != itr->getSource()->GetTransport())
itr->getSource()->SendDirectMessage(&out_packet);
}
}