/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2020 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 * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #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 "DBCStructure.h" #include #define FLIGHT_TRAVEL_UPDATE 100 #define STOP_TIME_FOR_PLAYER (3 * MINUTE * IN_MILLISECONDS)// 3 Minutes template class 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 WaypointMovementGenerator; template<> class WaypointMovementGenerator : public MovementGeneratorMedium< Creature, WaypointMovementGenerator >, public PathMovementBase { public: WaypointMovementGenerator(Creature&) : i_nextMoveTime(0), m_isArrivalDone(false), m_lastReachedWaypoint(0) {} ~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 InitializeWaypointPath(Creature& u, int32 id, WaypointPathOrigin wpSource, uint32 initialDelay, uint32 overwriteEntry); MovementGeneratorType GetMovementGeneratorType() const { return WAYPOINT_MOTION_TYPE; } bool GetResetPosition(Creature&, float& /*x*/, float& /*y*/, float& /*z*/, float& /*o*/) const; uint32 getLastReachedWaypoint() const { return m_lastReachedWaypoint; } void GetPathInformation(int32& pathId, WaypointPathOrigin& wpOrigin) const { pathId = m_pathId; wpOrigin = m_PathOrigin; } void GetPathInformation(std::ostringstream& oss) const; void AddToWaypointPauseTime(int32 waitTimeDiff); bool SetNextWaypoint(uint32 pointId); private: void LoadPath(Creature& c, int32 id, WaypointPathOrigin wpOrigin, uint32 overwriteEntry); void Stop(int32 time) { i_nextMoveTime.Reset(time); } bool Stopped(Creature& u); bool CanMove(int32 diff, Creature& u); void OnArrived(Creature&); void StartMove(Creature&); ShortTimeTracker i_nextMoveTime; bool m_isArrivalDone; uint32 m_lastReachedWaypoint; int32 m_pathId; WaypointPathOrigin m_PathOrigin; }; /** FlightPathMovementGenerator generates movement of the player for the paths * and hence generates ground and activities for the player. */ class 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 override { 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; } bool GetResetPosition(Player&, float& /*x*/, float& /*y*/, float& /*z*/, float& /*o*/) const; }; #endif