2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #ifndef MANGOS_WAYPOINTMOVEMENTGENERATOR_H
20 #define MANGOS_WAYPOINTMOVEMENTGENERATOR_H
22 /** @page PathMovementGenerator is used to generate movements
23 * of waypoints and flight paths. Each serves the purpose
24 * of generate activities so that it generates updated
25 * packets for the players.
28 #include "MovementGenerator.h"
29 #include "DestinationHolder.h"
30 #include "WaypointManager.h"
32 #include "Traveller.h"
39 #define FLIGHT_TRAVEL_UPDATE 100
40 #define STOP_TIME_FOR_PLAYER 3 * 60 * 1000 // 3 Minutes
42 template<class T
, class P
= Path
>
43 class MANGOS_DLL_SPEC PathMovementBase
46 PathMovementBase() : i_currentNode(0) {}
47 virtual ~PathMovementBase() {};
49 inline bool MovementInProgress(void) const { return i_currentNode
< i_path
.Size(); }
51 // template pattern, not defined .. override required
54 uint32
GetCurrentNode() const { return i_currentNode
; }
56 bool GetDestination(float& x
, float& y
, float& z
) const { i_destinationHolder
.GetDestination(x
,y
,z
); return true; }
59 DestinationHolder
< Traveller
<T
> > i_destinationHolder
;
63 /** WaypointMovementGenerator loads a series of way points
64 * from the DB and apply it to the creature's movement generator.
65 * Hence, the creature will move according to its predefined way points.
69 class MANGOS_DLL_SPEC WaypointMovementGenerator
;
72 class MANGOS_DLL_SPEC WaypointMovementGenerator
<Creature
>
73 : public MovementGeneratorMedium
< Creature
, WaypointMovementGenerator
<Creature
> >,
74 public PathMovementBase
<Creature
, WaypointPath
*>
77 WaypointMovementGenerator(Creature
&) : i_nextMoveTime(0), b_StopedByPlayer(false) {}
78 ~WaypointMovementGenerator() { ClearWaypoints(); }
79 void Initialize(Creature
&u
)
81 i_nextMoveTime
.Reset(0); // TODO: check the lower bound (0 is probably too small)
85 void Finalize(Creature
&) {}
86 void Reset(Creature
&u
)
89 b_StopedByPlayer
= false;
90 i_nextMoveTime
.Reset(0);
92 bool Update(Creature
&u
, const uint32
&diff
);
94 void MovementInform(Creature
&);
96 MovementGeneratorType
GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE
; }
98 // now path movement implmementation
99 void LoadPath(Creature
&c
);
100 void ReloadPath(Creature
&c
) { ClearWaypoints(); LoadPath(c
); }
102 // Player stoping creature
103 bool IsStopedByPlayer() { return b_StopedByPlayer
; }
104 void SetStopedByPlayer(bool val
) { b_StopedByPlayer
= val
; }
107 static void Initialize(void);
109 void ClearWaypoints();
111 TimeTrackerSmall i_nextMoveTime
;
112 std::vector
<bool> i_hasDone
;
113 bool b_StopedByPlayer
;
116 /** FlightPathMovementGenerator generates movement of the player for the paths
117 * and hence generates ground and activities for the player.
119 class MANGOS_DLL_SPEC FlightPathMovementGenerator
120 : public MovementGeneratorMedium
< Player
, FlightPathMovementGenerator
>,
121 public PathMovementBase
<Player
>
124 std::vector
<uint32
> i_mapIds
;
126 explicit FlightPathMovementGenerator(uint32 id
, uint32 startNode
= 0) : i_pathId(id
) { i_currentNode
= startNode
; }
127 void Initialize(Player
&);
128 void Finalize(Player
&);
129 void Reset(Player
&) {}
130 bool Update(Player
&, const uint32
&);
131 MovementGeneratorType
GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE
; }
133 void LoadPath(Player
&);
134 void ReloadPath(Player
&) { /* don't reload flight path */ }
136 Path
& GetPath() { return i_path
; }
137 uint32
GetPathAtMapEnd() const;
138 inline bool HasArrived() const { return (i_currentNode
>= i_path
.Size()); }
139 void SetCurrentNodeAfterTeleport();
140 void SkipCurrentNode() { ++i_currentNode
; }