mangos/src/game/WorldHandlers/Transports.cpp
2016-03-20 22:09:21 +00:00

568 lines
18 KiB
C++

/**
* 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) 2005-2016 MaNGOS project <https://getmangos.eu>
*
* 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.
*/
#include "Common.h"
#include "Transports.h"
#include "MapManager.h"
#include "ObjectMgr.h"
#include "ObjectGuid.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(">> Loaded %u transports", count);
sLog.outString();
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 = ObjectMgr::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;
// current code does not support transports in dungeon!
const MapEntry* pMapInfo = sMapStore.LookupEntry(mapid);
if (!pMapInfo || pMapInfo->Instanceable())
{
delete t;
continue;
}
// creates the Gameobject
if (!t->Create(entry, mapid, x, y, z, o, GO_ANIMPROGRESS_DEFAULT))
{
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(sMapMgr.CreateMap(mapid, t));
// t->GetMap()->Add<GameObject>((GameObject *)t);
++count;
}
while (result->NextRow());
delete result;
// 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;
}
sLog.outString(">> Loaded %u transports", count);
sLog.outString();
}
Transport::Transport() : GameObject()
{
m_updateFlag = (UPDATEFLAG_TRANSPORT | UPDATEFLAG_ALL | UPDATEFLAG_HAS_POSITION);
}
bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint32 animprogress)
{
Relocate(x, y, z, ang);
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 = ObjectMgr::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;
SetObjectScale(goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetEntry(goinfo->id);
//SetDisplayId(goinfo->displayId);
// Use SetDisplayId only if we have the GO assigned to a proper map!
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetGoState(GO_STATE_READY);
SetGoType(GameobjectTypes(goinfo->type));
SetGoAnimProgress(animprogress);
SetName(goinfo->name);
return true;
}
struct keyFrame
{
explicit keyFrame(TaxiPathNodeEntry const& _node) : node(&_node),
distSinceStop(-1.0f), distUntilStop(-1.0f), distFromPrev(-1.0f), tFrom(0.0f), tTo(0.0f)
{
}
TaxiPathNodeEntry const* node;
float distSinceStop;
float distUntilStop;
float distFromPrev;
float tFrom, tTo;
};
bool Transport::GenerateWaypoints(uint32 pathid, std::set<uint32>& mapids)
{
if (pathid >= sTaxiPathNodesByPath.size())
{ return false; }
TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathid];
std::vector<keyFrame> keyFrames;
int mapChange = 0;
mapids.clear();
for (size_t i = 1; i < path.size() - 1; ++i)
{
if (mapChange == 0)
{
TaxiPathNodeEntry const& node_i = path[i];
if (node_i.mapid == path[i + 1].mapid)
{
keyFrame k(node_i);
keyFrames.push_back(k);
mapids.insert(k.node->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].node->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].node->actionFlag == 1) || (keyFrames[i].node->mapid != keyFrames[i - 1].node->mapid))
{
keyFrames[i].distFromPrev = 0;
}
else
{
keyFrames[i].distFromPrev =
sqrt(pow(keyFrames[i].node->x - keyFrames[i - 1].node->x, 2) +
pow(keyFrames[i].node->y - keyFrames[i - 1].node->y, 2) +
pow(keyFrames[i].node->z - keyFrames[i - 1].node->z, 2));
}
if (keyFrames[i].node->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].node->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].node->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].node->mapid != keyFrames[0].node->mapid)
{ teleport = true; }
WayPoint pos(keyFrames[0].node->mapid, keyFrames[0].node->x, keyFrames[0].node->y, keyFrames[0].node->z, teleport);
m_WayPoints[0] = pos;
t += keyFrames[0].node->delay * 1000;
uint32 cM = keyFrames[0].node->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].node->x + (keyFrames[i + 1].node->x - keyFrames[i].node->x) * d / keyFrames[i + 1].distFromPrev;
newY = keyFrames[i].node->y + (keyFrames[i + 1].node->y - keyFrames[i].node->y) * d / keyFrames[i + 1].distFromPrev;
newZ = keyFrames[i].node->z + (keyFrames[i + 1].node->z - keyFrames[i].node->z) * d / keyFrames[i + 1].distFromPrev;
bool teleport = false;
if (keyFrames[i].node->mapid != cM)
{
teleport = true;
cM = keyFrames[i].node->mapid;
}
// sLog.outString("T: %d, D: %f, x: %f, y: %f, z: %f", t, d, newX, newY, newZ);
WayPoint pos(keyFrames[i].node->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].node->actionFlag == 1) || (keyFrames[i + 1].node->mapid != keyFrames[i].node->mapid))
{
teleport = true;
cM = keyFrames[i + 1].node->mapid;
}
WayPoint pos(keyFrames[i + 1].node->mapid, keyFrames[i + 1].node->x, keyFrames[i + 1].node->y, keyFrames[i + 1].node->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].node->delay * 1000;
// sLog.outString("------");
}
uint32 timer = t;
// sLog.outDetail(" Generated %lu waypoints, total time %u.", (unsigned long)m_WayPoints.size(), timer);
m_next = m_WayPoints.begin(); // will used in MoveToNextWayPoint for init m_curr
MoveToNextWayPoint(); // m_curr -> first point
MoveToNextWayPoint(); // skip first point
m_pathTime = timer;
m_nextNodeTime = m_curr->first;
return true;
}
void Transport::MoveToNextWayPoint()
{
m_curr = m_next;
++m_next;
if (m_next == m_WayPoints.end())
{ m_next = m_WayPoints.begin(); }
}
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 = sMapMgr.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())
{
DETAIL_LOG("Player %s boarded transport %s.", passenger->GetName(), GetName());
m_passengers.insert(passenger);
}
return true;
}
bool Transport::RemovePassenger(Player* passenger)
{
if (m_passengers.erase(passenger))
{ DETAIL_LOG("Player %s removed from transport %s.", passenger->GetName(), GetName()); }
return true;
}
void Transport::Update(uint32 /*update_diff*/, uint32 /*p_time*/)
{
if (m_WayPoints.size() <= 1)
{ return; }
m_timer = WorldTimer::getMSTime() % m_period;
while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime))
{
MoveToNextWayPoint();
// 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())
{ DETAIL_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, " ************ BEGIN ************** %s", GetName()); }
DETAIL_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, "%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, true);
itr->getSource()->SendDirectMessage(&packet);
}
}
}
else
{
UpdateData transData;
BuildOutOfRangeUpdateBlock(&transData);
WorldPacket out_packet;
transData.BuildPacket(&out_packet, true);
for (Map::PlayerList::const_iterator itr = pl.begin(); itr != pl.end(); ++itr)
if (this != itr->getSource()->GetTransport())
{ itr->getSource()->SendDirectMessage(&out_packet); }
}
}