EverWrath/src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
2021-03-17 09:46:01 -06:00

129 lines
4 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#ifndef ACORE_WAYPOINTMOVEMENTGENERATOR_H
#define ACORE_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 "Player.h"
#include "WaypointManager.h"
#define FLIGHT_TRAVEL_UPDATE 100
#define TIMEDIFF_NEXT_WP 250
template<class T, class P>
class PathMovementBase
{
public:
PathMovementBase() : i_path(), i_currentNode(0) {}
PathMovementBase(P path) : i_path(path), i_currentNode(0) {}
virtual ~PathMovementBase() {};
uint32 GetCurrentNode() const { return i_currentNode; }
protected:
P i_path;
uint32 i_currentNode;
};
template<class T>
class WaypointMovementGenerator;
template<>
class WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
public PathMovementBase<Creature, WaypointPath const*>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true)
: PathMovementBase((WaypointPath const*)nullptr), i_nextMoveTime(0), m_isArrivalDone(false), path_id(_path_id), repeating(_repeating) {}
~WaypointMovementGenerator() { i_path = nullptr; }
void DoInitialize(Creature*);
void DoFinalize(Creature*);
void DoReset(Creature*);
bool DoUpdate(Creature*, uint32 diff);
void MovementInform(Creature*);
MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
// now path movement implmementation
void LoadPath(Creature*);
private:
void Stop(int32 time) { i_nextMoveTime.Reset(time);}
bool Stopped() { return !i_nextMoveTime.Passed();}
bool CanMove(int32 diff)
{
i_nextMoveTime.Update(diff);
return i_nextMoveTime.Passed();
}
void OnArrived(Creature*);
bool StartMove(Creature*);
void StartMoveNow(Creature* creature)
{
i_nextMoveTime.Reset(0);
StartMove(creature);
}
TimeTrackerSmall i_nextMoveTime;
bool m_isArrivalDone;
uint32 path_id;
bool repeating;
};
/** 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<Player, TaxiPathNodeList>
{
public:
explicit FlightPathMovementGenerator(uint32 startNode = 0)
{
i_currentNode = startNode;
_endGridX = 0.0f;
_endGridY = 0.0f;
_endMapId = 0;
_preloadTargetNode = 0;
_mapSwitch = false;
}
void LoadPath(Player* player);
void DoInitialize(Player*);
void DoReset(Player*);
void DoFinalize(Player*);
bool DoUpdate(Player*, uint32);
MovementGeneratorType GetMovementGeneratorType() { 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; }
void DoEventIfAny(Player* player, TaxiPathNodeEntry const* node, bool departure);
void InitEndGridInfo();
void PreloadEndGrid();
private:
float _endGridX; //! X coord of last node location
float _endGridY; //! Y coord of last node location
uint32 _endMapId; //! map Id of last node location
uint32 _preloadTargetNode; //! node index where preloading starts
bool _mapSwitch;
std::deque<uint32> _pointsForPathSwitch; //! node indexes and costs where TaxiPath changes
};
#endif