*Recommit four files because of eol issue.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-09 23:02:17 -06:00
parent b5d1418b0c
commit 36af87fc72
4 changed files with 312 additions and 580 deletions
+108 -298
View File
@@ -10,333 +10,143 @@
* *
* This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of * but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. * GNU General Public License for more details.
* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/ */
#include "Database/DatabaseEnv.h" #include "Database/DatabaseEnv.h"
#include "GridDefines.h" #include "GridDefines.h"
#include "Policies/SingletonImp.h"
#include "WaypointManager.h" #include "WaypointManager.h"
#include "ProgressBar.h" #include "ProgressBar.h"
#include "MapManager.h" #include "MapManager.h"
#include "ObjectMgr.h"
INSTANTIATE_SINGLETON_1(WaypointManager); UNORDERED_MAP<uint32, WaypointPath*> waypoint_map;
WaypointStore WaypointMgr;
bool WaypointBehavior::isEmpty() void WaypointStore::Free()
{ {
if (emote || spell || model1 || model2) waypoint_map.clear();
return false;
for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
if(textid[i])
return false;
return true;
} }
WaypointBehavior::WaypointBehavior(const WaypointBehavior &b) void WaypointStore::Load()
{ {
emote = b.emote; QueryResult *result = WorldDatabase.PQuery("SELECT MAX(`id`) FROM `waypoint_data");
spell = b.spell; if(!result)
model1 = b.model1;
model2 = b.model2;
for(int i=0; i < MAX_WAYPOINT_TEXT; ++i)
textid[i] = b.textid[i];
}
void WaypointManager::Load()
{
Cleanup();
uint32 total_paths = 0;
uint32 total_nodes = 0;
uint32 total_behaviors = 0;
QueryResult *result = WorldDatabase.Query("SELECT id, COUNT(point) FROM creature_movement GROUP BY id");
if(result)
{ {
total_paths = result->GetRowCount(); sLog.outError(" an error occured while loading the table `waypoint_data` ( maybe it doesn't exist ?)\n");
barGoLink bar( total_paths ); exit(1); // Stop server at loading non exited table or not accessable table
do
{
Field *fields = result->Fetch();
uint32 id = fields[0].GetUInt32();
uint32 count = fields[1].GetUInt32();
m_pathMap[id].resize(count);
total_nodes += count;
bar.step();
} while( result->NextRow() );
delete result;
} }
result = WorldDatabase.Query("SELECT position_x, position_y, position_z, orientation, model1, model2, waittime, emote, spell, textid1, textid2, textid3, textid4, textid5, id, point FROM creature_movement"); records = (*result)[0].GetUInt32();
if(result) delete result;
result = WorldDatabase.PQuery("SELECT `id`,`point`,`position_x`,`position_y`,`position_z`,`move_flag`,`delay`,`action`,`action_chance` FROM `waypoint_data` ORDER BY `id`, `point`");
if(!result)
{ {
barGoLink bar( result->GetRowCount() ); sLog.outErrorDb("The table `creature_addon` is empty or corrupted");
do return;
{
Field *fields = result->Fetch();
uint32 point = fields[15].GetUInt32();
uint32 id = fields[14].GetUInt32();
WaypointPath &path = m_pathMap[id];
// the cleanup queries make sure the following is true
assert(point >= 1 && point <= path.size());
WaypointNode &node = path[point-1];
node.x = fields[0].GetFloat();
node.y = fields[1].GetFloat();
node.z = fields[2].GetFloat();
node.orientation = fields[3].GetFloat();
node.delay = fields[6].GetUInt16();
// prevent using invalid coordinates
if(!Trinity::IsValidMapCoord(node.x, node.y, node.z, node.orientation))
{
QueryResult *result1 = WorldDatabase.PQuery("SELECT id, map FROM creature WHERE guid = '%u'", id);
if(result1)
sLog.outErrorDb("ERROR: Creature (guidlow %d, entry %d) have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
id, result1->Fetch()[0].GetUInt32(), point, node.x, node.y);
else
sLog.outErrorDb("ERROR: Waypoint path %d, have invalid coordinates in his waypoint %d (X: %f, Y: %f).",
id, point, node.x, node.y);
Trinity::NormalizeMapCoord(node.x);
Trinity::NormalizeMapCoord(node.y);
if(result1)
{
node.z = MapManager::Instance ().GetBaseMap(result1->Fetch()[1].GetUInt32())->GetHeight(node.x, node.y, node.z);
delete result1;
}
WorldDatabase.PExecute("UPDATE creature_movement SET position_x = '%f', position_y = '%f', position_z = '%f' WHERE id = '%u' AND point = '%u'", node.x, node.y, node.z, id, point);
}
WaypointBehavior be;
be.model1 = fields[4].GetUInt32();
be.model2 = fields[5].GetUInt32();
be.emote = fields[7].GetUInt32();
be.spell = fields[8].GetUInt32();
for(int i = 0; i < MAX_WAYPOINT_TEXT; ++i)
{
be.textid[i] = fields[9+i].GetUInt32();
if(be.textid[i])
{
if (be.textid[i] < MIN_DB_SCRIPT_STRING_ID || be.textid[i] >= MAX_DB_SCRIPT_STRING_ID)
{
sLog.outErrorDb( "Table `db_script_string` not have string id %u", be.textid[i]);
continue;
}
}
}
// save memory by not storing empty behaviors
if(!be.isEmpty())
{
node.behavior = new WaypointBehavior(be);
++total_behaviors;
}
else
node.behavior = NULL;
bar.step();
} while( result->NextRow() );
delete result;
}
sLog.outString( ">> Loaded %u paths, %u nodes and %u behaviors", total_paths, total_nodes, total_behaviors);
}
void WaypointManager::Cleanup()
{
// check if points need to be renumbered and do it
if(QueryResult *result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1"))
{
delete result;
WorldDatabase.DirectExecute("CREATE TEMPORARY TABLE temp LIKE creature_movement");
WorldDatabase.DirectExecute("INSERT INTO temp SELECT * FROM creature_movement");
WorldDatabase.DirectExecute("ALTER TABLE creature_movement DROP PRIMARY KEY");
WorldDatabase.DirectExecute("UPDATE creature_movement AS T SET point = (SELECT COUNT(*) FROM temp WHERE id = T.id AND point <= T.point)");
WorldDatabase.DirectExecute("ALTER TABLE creature_movement ADD PRIMARY KEY (id, point)");
WorldDatabase.DirectExecute("DROP TABLE temp");
assert(!(result = WorldDatabase.Query("SELECT 1 from creature_movement As T WHERE point <> (SELECT COUNT(*) FROM creature_movement WHERE id = T.id AND point <= T.point) LIMIT 1")));
}
}
void WaypointManager::Unload()
{
for(WaypointPathMap::iterator itr = m_pathMap.begin(); itr != m_pathMap.end(); ++itr)
_clearPath(itr->second);
m_pathMap.clear();
}
void WaypointManager::_clearPath(WaypointPath &path)
{
for(WaypointPath::iterator itr = path.begin(); itr != path.end(); ++itr)
if(itr->behavior)
delete itr->behavior;
path.clear();
}
/// - Insert after the last point
void WaypointManager::AddLastNode(uint32 id, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
_addNode(id, GetLastPoint(id, 0) + 1, x, y, z, o, delay, wpGuid);
}
/// - Insert after a certain point
void WaypointManager::AddAfterNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
for(uint32 i = GetLastPoint(id, 0); i > point; i--)
WorldDatabase.PExecuteLog("UPDATE creature_movement SET point=point+1 WHERE id='%u' AND point='%u'", id, i);
_addNode(id, point + 1, x, y, z, o, delay, wpGuid);
}
/// - Insert without checking for collision
void WaypointManager::_addNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("INSERT INTO creature_movement (id,point,position_x,position_y,position_z,orientation,wpguid,waittime) VALUES ('%u','%u','%f', '%f', '%f', '%f', '%d', '%d')", id, point, x, y, z, o, wpGuid, delay);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr == m_pathMap.end())
itr = m_pathMap.insert(WaypointPathMap::value_type(id, WaypointPath())).first;
itr->second.insert(itr->second.begin() + (point - 1), WaypointNode(x, y, z, o, delay, NULL));
}
uint32 WaypointManager::GetLastPoint(uint32 id, uint32 default_notfound)
{
uint32 point = default_notfound;
/*QueryResult *result = WorldDatabase.PQuery( "SELECT MAX(point) FROM creature_movement WHERE id = '%u'", id);
if( result )
{
point = (*result)[0].GetUInt32()+1;
delete result;
}*/
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && itr->second.size() != 0)
point = itr->second.size();
return point;
}
void WaypointManager::DeleteNode(uint32 id, uint32 point)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id='%u' AND point='%u'", id, point);
WorldDatabase.PExecuteLog("UPDATE creature_movement SET point=point-1 WHERE id='%u' AND point>'%u'", id, point);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && point <= itr->second.size())
itr->second.erase(itr->second.begin() + (point-1));
}
void WaypointManager::DeletePath(uint32 id)
{
WorldDatabase.PExecuteLog("DELETE FROM creature_movement WHERE id='%u'", id);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end())
_clearPath(itr->second);
// the path is not removed from the map, just cleared
// WMGs have pointers to the path, so deleting them would crash
// this wastes some memory, but these functions are
// only meant to be called by GM commands
}
void WaypointManager::SetNodePosition(uint32 id, uint32 point, float x, float y, float z)
{
if(point == 0) return; // counted from 1 in the DB
WorldDatabase.PExecuteLog("UPDATE creature_movement SET position_x = '%f',position_y = '%f',position_z = '%f' where id = '%u' AND point='%u'", x, y, z, id, point);
WaypointPathMap::iterator itr = m_pathMap.find(id);
if(itr != m_pathMap.end() && point <= itr->second.size())
{
itr->second[point-1].x = x;
itr->second[point-1].y = y;
itr->second[point-1].z = z;
}
}
void WaypointManager::SetNodeText(uint32 id, uint32 point, const char *text_field, const char *text)
{
if(point == 0) return; // counted from 1 in the DB
if(!text_field) return;
std::string field = text_field;
WorldDatabase.escape_string(field);
if(!text)
{
WorldDatabase.PExecuteLog("UPDATE creature_movement SET %s=NULL WHERE id='%u' AND point='%u'", field.c_str(), id, point);
}
else
{
std::string text2 = text;
WorldDatabase.escape_string(text2);
WorldDatabase.PExecuteLog("UPDATE creature_movement SET %s='%s' WHERE id='%u' AND point='%u'", field.c_str(), text2.c_str(), id, point);
} }
WaypointPathMap::iterator itr = m_pathMap.find(id); WaypointPath* path_data;
if(itr != m_pathMap.end() && point <= itr->second.size()) uint32 total_records = result->GetRowCount();
{
WaypointNode &node = itr->second[point-1];
if(!node.behavior) node.behavior = new WaypointBehavior();
// if(field == "text1") node.behavior->text[0] = text ? text : ""; barGoLink bar( total_records);
// if(field == "text2") node.behavior->text[1] = text ? text : ""; Field *fields;
// if(field == "text3") node.behavior->text[2] = text ? text : ""; uint32 last_id = 0;
// if(field == "text4") node.behavior->text[3] = text ? text : "";
// if(field == "text5") node.behavior->text[4] = text ? text : ""; do
if(field == "emote") node.behavior->emote = text ? atoi(text) : 0; {
if(field == "spell") node.behavior->spell = text ? atoi(text) : 0; fields = result->Fetch();
if(field == "model1") node.behavior->model1 = text ? atoi(text) : 0; uint32 id = fields[0].GetUInt32();
if(field == "model2") node.behavior->model2 = text ? atoi(text) : 0; bar.step();
} WaypointData *wp = new WaypointData;
if(last_id != id)
path_data = new WaypointPath;
float x,y,z;
x = fields[2].GetFloat();
y = fields[3].GetFloat();
z = fields[4].GetFloat();
Trinity::NormalizeMapCoord(x);
Trinity::NormalizeMapCoord(y);
wp->id = fields[1].GetUInt32();
wp->x = x;
wp->y = y;
wp->z = z;
wp->run = fields[5].GetBool();
wp->delay = fields[6].GetUInt32();
wp->event_id = fields[7].GetUInt32();
wp->event_chance = fields[8].GetUInt8();
path_data->push_back(wp);
if(id != last_id)
waypoint_map[id] = path_data;
last_id = id;
} while(result->NextRow()) ;
delete result;
} }
void WaypointManager::CheckTextsExistance(std::set<int32>& ids) void WaypointStore::UpdatePath(uint32 id)
{ {
WaypointPathMap::iterator pmItr = m_pathMap.begin();
for ( ; pmItr != m_pathMap.end(); ++pmItr) if(waypoint_map.find(id)!= waypoint_map.end())
waypoint_map[id]->clear();
QueryResult *result;
result = WorldDatabase.PQuery("SELECT `id`,`point`,`position_x`,`position_y`,`position_z`,`move_flag`,`delay`,`action`,`action_chance` FROM `waypoint_data` WHERE id = %u ORDER BY `point`", id);
if(!result)
return;
WaypointPath* path_data;
path_data = new WaypointPath;
Field *fields;
do
{ {
for (int i = 0; i < pmItr->second.size(); ++i) fields = result->Fetch();
{ uint32 id = fields[0].GetUInt32();
if (!pmItr->second[i].behavior)
continue; WaypointData *wp = new WaypointData;
// Now we check text existence and put all zero texts ids to the end of array float x,y,z;
x = fields[2].GetFloat();
y = fields[3].GetFloat();
z = fields[4].GetFloat();
// Counting leading zeros for futher textid shift Trinity::NormalizeMapCoord(x);
int zeroCount = 0; Trinity::NormalizeMapCoord(y);
for (int j = 0; j < MAX_WAYPOINT_TEXT; ++j)
{
if (!pmItr->second[i].behavior->textid[j])
{
++zeroCount;
continue;
}
else
{
if (!objmgr.GetTrinityStringLocale(pmItr->second[i].behavior->textid[j]))
{
sLog.outErrorDb("ERROR: Some waypoint has textid%u with not existing %u text.", j, pmItr->second[i].behavior->textid[j]);
pmItr->second[i].behavior->textid[j] = 0;
++zeroCount;
continue;
}
else
ids.erase(pmItr->second[i].behavior->textid[j]);
// Shifting check wp->id = fields[1].GetUInt32();
if (zeroCount) wp->x = x;
{ wp->y = y;
// Correct textid but some zeros leading, so move it forward. wp->z = z;
pmItr->second[i].behavior->textid[j-zeroCount] = pmItr->second[i].behavior->textid[j]; wp->run = fields[5].GetBool();
pmItr->second[i].behavior->textid[j] = 0; wp->delay = fields[6].GetUInt32();
} wp->event_id = fields[7].GetUInt32();
} wp->event_chance = fields[8].GetUInt8();
}
} path_data->push_back(wp);
}
}while (result->NextRow());
waypoint_map[id] = path_data;
delete result;
} }
+25 -57
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@@ -22,72 +22,40 @@
#define TRINITY_WAYPOINTMANAGER_H #define TRINITY_WAYPOINTMANAGER_H
#include <vector> #include <vector>
#include <string>
#include "Utilities/UnorderedMap.h"
#define MAX_WAYPOINT_TEXT 5 struct WaypointData
struct WaypointBehavior
{ {
uint32 emote; uint32 id;
uint32 spell; float x,y,z;
int32 textid[MAX_WAYPOINT_TEXT]; bool run;
uint32 model1;
uint32 model2;
bool isEmpty();
WaypointBehavior() {}
WaypointBehavior(const WaypointBehavior &b);
};
struct WaypointNode
{
float x;
float y;
float z;
float orientation;
uint32 delay; uint32 delay;
WaypointBehavior * behavior; uint32 event_id;
WaypointNode() {} uint8 event_chance;
WaypointNode(float _x, float _y, float _z, float _o, uint32 _delay, WaypointBehavior * _behavior)
: x(_x), y(_y), z(_z), orientation(_o), delay(_delay), behavior(_behavior) {}
}; };
typedef std::vector<WaypointNode> WaypointPath; typedef std::vector<WaypointData*> WaypointPath;
extern UNORDERED_MAP<uint32, WaypointPath*> waypoint_map;
class WaypointManager class WaypointStore
{ {
public: private :
WaypointManager() {} uint32 records;
~WaypointManager() { Unload(); }
public:
void Load(); void UpdatePath(uint32 id);
void Unload(); void Load();
void Free();
void Cleanup();
WaypointPath* GetPath(uint32 id)
WaypointPath *GetPath(uint32 id)
{ {
WaypointPathMap::iterator itr = m_pathMap.find(id); if(waypoint_map.find(id) != waypoint_map.end())
return itr != m_pathMap.end() ? &itr->second : NULL; return waypoint_map[id];
} else return 0;
}
void AddLastNode(uint32 id, float x, float y, float z, float o, uint32 delay, uint32 wpGuid);
void AddAfterNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid); inline uint32 GetRecordsCount() { return records; }
uint32 GetLastPoint(uint32 id, uint32 default_notfound);
void DeleteNode(uint32 id, uint32 point);
void DeletePath(uint32 id);
void SetNodePosition(uint32 id, uint32 point, float x, float y, float z);
void SetNodeText(uint32 id, uint32 point, const char *text_field, const char *text);
void CheckTextsExistance(std::set<int32>& ids);
private:
void _addNode(uint32 id, uint32 point, float x, float y, float z, float o, uint32 delay, uint32 wpGuid);
void _clearPath(WaypointPath &path);
typedef UNORDERED_MAP<uint32, WaypointPath> WaypointPathMap;
WaypointPathMap m_pathMap;
}; };
#define WaypointMgr Trinity::Singleton<WaypointManager>::Instance() extern WaypointStore WaypointMgr;
#endif #endif
+155 -179
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@@ -1,8 +1,6 @@
/* /*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/> * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
* *
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* This program is free software; you can redistribute it and/or modify * 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 * it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or * the Free Software Foundation; either version 2 of the License, or
@@ -10,210 +8,188 @@
* *
* This program is distributed in the hope that it will be useful, * This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of * but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. * GNU General Public License for more details.
* *
* You should have received a copy of the GNU General Public License * You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software * along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/ */
/* //Basic header
creature_movement Table
alter table creature_movement add `textid1` int(11) NOT NULL default '0';
alter table creature_movement add `textid2` int(11) NOT NULL default '0';
alter table creature_movement add `textid3` int(11) NOT NULL default '0';
alter table creature_movement add `textid4` int(11) NOT NULL default '0';
alter table creature_movement add `textid5` int(11) NOT NULL default '0';
alter table creature_movement add `emote` int(10) unsigned default '0';
alter table creature_movement add `spell` int(5) unsigned default '0';
alter table creature_movement add `wpguid` int(11) default '0';
*/
#include <ctime> #include <ctime>
#include "WaypointMovementGenerator.h" #include "WaypointMovementGenerator.h"
//Accessors
#include "Database/DatabaseEnv.h"
#include "ObjectMgr.h" #include "ObjectMgr.h"
#include "World.h"
//Creature-specific headers
#include "Creature.h" #include "Creature.h"
#include "DestinationHolderImp.h"
#include "CreatureAI.h" #include "CreatureAI.h"
#include "WaypointManager.h" //Player-Specific
#include "Player.h"
//Visual
#include "ProgressBar.h"
#include "MapManager.h"
#include <cassert> template<class T>
//-----------------------------------------------//
void void
WaypointMovementGenerator<Creature>::LoadPath(Creature &c) WaypointMovementGenerator<T>::Initialize(T &u){}
{
sLog.outDetail("LoadPath: loading waypoint path for creature %d,%d", c.GetGUIDLow(), c.GetDBTableGUIDLow());
i_path = WaypointMgr.GetPath(c.GetDBTableGUIDLow());
if(!i_path)
{
sLog.outErrorDb("WaypointMovementGenerator::LoadPath: creature %s (Entry: %u GUID: %d) doesn't have waypoint path",
c.GetName(), c.GetEntry(), c.GetDBTableGUIDLow());
return;
}
uint32 node_count = i_path->size();
i_hasDone.resize(node_count);
for(uint32 i = 0; i < node_count-1; i++)
i_hasDone[i] = false;
// to prevent a misbehaviour inside "update"
// update is always called with the next wp - but the wpSys needs the current
// so when the routine is called the first time, wpSys gets the last waypoint
// and this prevents the system from performing text/emote, etc
i_hasDone[node_count - 1] = true;
}
template<>
void void
WaypointMovementGenerator<Creature>::ClearWaypoints() WaypointMovementGenerator<Creature>::Initialize(Creature &u)
{ {
i_path = NULL; i_currentNode = -1;
u.StopMoving();
if(!path_id)
path_id = u.GetWaypointPath();
waypoints = WaypointMgr.GetPath(path_id);
} }
template<>
void void
WaypointMovementGenerator<Creature>::Initialize() WaypointMovementGenerator<Creature>::Finalize(Creature &u){}
{
}
bool template<>
WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff) void
{ WaypointMovementGenerator<Player>::Finalize(Player &u){}
if(!&creature)
return true;
// Waypoint movement can be switched on/off template<class T>
// This is quite handy for escort quests and other stuff void
if(creature.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED)) WaypointMovementGenerator<T>::MovementInform(T &unit){}
return true;
// prevent a crash at empty waypoint path.
if(!i_path || i_path->empty())
return true;
// i_path was modified by chat commands for example
if(i_path->size() != i_hasDone.size())
i_hasDone.resize(i_path->size());
if(i_currentNode >= i_path->size())
i_currentNode = 0;
CreatureTraveller traveller(creature);
i_nextMoveTime.Update(diff);
i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
// creature has been stoped in middle of the waypoint segment
if (!i_destinationHolder.HasArrived() && creature.IsStopped())
{
if( i_nextMoveTime.Passed()) // Timer has elapsed, meaning this part controlled it
{
SetStopedByPlayer(false);
// Now we re-set destination to same node and start travel
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
}
else // if( !i_nextMoveTime.Passed())
{ // unexpected end of timer && creature stopped && not at end of segment
if (!IsStopedByPlayer())
{ // Put 30 seconds delay
i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
SetStopedByPlayer(true); // Mark we did it
}
}
return true; // Abort here this update
}
if( creature.IsStopped())
{
uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
if (!i_hasDone[idx])
{
if (i_path->at(idx).orientation !=100)
creature.SetOrientation(i_path->at(idx).orientation);
if(WaypointBehavior *behavior = i_path->at(idx).behavior)
{
if(behavior->emote != 0)
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE,behavior->emote);
if(behavior->spell != 0)
creature.CastSpell(&creature,behavior->spell, false);
if(behavior->model1 != 0)
creature.SetDisplayId(behavior->model1);
if(behavior->textid[0])
{
// Not only one text is set
if( behavior->textid[1] )
{
// Select one from max 5 texts (0 and 1 already checked)
int i = 2;
for( ; i < MAX_WAYPOINT_TEXT; ++i )
if( !behavior->textid[i] )
break;
creature.Say(behavior->textid[rand() % i], 0, 0);
}
else
creature.Say(behavior->textid[0], 0, 0);
}
} // wpBehaviour found
i_hasDone[idx] = true;
MovementInform(creature);
} // HasDone == false
} // i_creature.IsStopped()
if( i_nextMoveTime.Passed() ) // This is at the end of waypoint segment or has been stopped by player
{
if( creature.IsStopped() ) // If stopped then begin a new move segment
{
creature.addUnitState(UNIT_STAT_ROAMING);
if (creature.canFly())
creature.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
const WaypointNode &node = i_path->at(i_currentNode);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
uint32 idx = i_currentNode > 0 ? i_currentNode-1 : i_path->size()-1;
if (i_path->at(idx).orientation !=100)
creature.SetOrientation(i_path->at(idx).orientation);
if(WaypointBehavior *behavior = i_path->at(idx).behavior )
{
i_hasDone[idx] = false;
if(behavior->model2 != 0)
creature.SetDisplayId(behavior->model2);
creature.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
}
}
else // If not stopped then stop it and set the reset of TimeTracker to waittime
{
creature.StopMoving();
SetStopedByPlayer(false);
i_nextMoveTime.Reset(i_path->at(i_currentNode).delay);
++i_currentNode;
if( i_currentNode >= i_path->size() )
i_currentNode = 0;
}
}
return true;
}
template<>
void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit) void WaypointMovementGenerator<Creature>::MovementInform(Creature &unit)
{ {
if(unit.AI()) unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
unit.AI()->MovementInform(WAYPOINT_MOTION_TYPE, i_currentNode);
} }
template<>
void WaypointMovementGenerator<Creature>::Reset(Creature &unit){}
template<>
void WaypointMovementGenerator<Player>::Reset(Player &unit){}
template<>
void WaypointMovementGenerator<Creature>::InitTraveller(Creature &unit, const WaypointData &node)
{
node.run ? unit.RemoveUnitMovementFlag(MOVEMENTFLAG_WALK_MODE): unit.AddUnitMovementFlag(MOVEMENTFLAG_WALK_MODE);
unit.SetUInt32Value(UNIT_NPC_EMOTESTATE, 0);
unit.SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
if(unit.canFly())
unit.AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
unit.addUnitState(UNIT_STAT_ROAMING);
}
template<>
void WaypointMovementGenerator<Player>::InitTraveller(Player &unit, const WaypointData &node){}
template<class T>
bool
WaypointMovementGenerator<T>::Update(T &unit, const uint32 &diff)
{
return false;
}
template<>
bool
WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
{
if(!&unit)
return true;
if(!path_id)
return false;
// Waypoint movement can be switched on/off
// This is quite handy for escort quests and other stuff
if(unit.hasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
return true;
// Clear the generator if the path doesn't exist
if(!waypoints || !waypoints->size())
return false;
Traveller<Creature> traveller(unit);
i_nextMoveTime.Update(diff);
i_destinationHolder.UpdateTraveller(traveller, diff, false, true);
if(i_nextMoveTime.Passed())
{
if(unit.IsStopped())
{
if(StopedByPlayer)
{
InitTraveller(unit,node);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
StopedByPlayer = false;
return true;
}
if(i_currentNode == waypoints->size() - 1) //If that's our last waypoint
{
if(repeating) //If the movement is repeating
i_currentNode = 0; //Start moving all over again
else
{
unit.GetMotionMaster()->Initialize();
return false; //Clear the waypoint movement
}
}
else
i_currentNode++;
node = *(waypoints->at(i_currentNode));
InitTraveller(unit,node);
i_destinationHolder.SetDestination(traveller, node.x, node.y, node.z);
i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
}
else
{
//Determine waittime
if(node.delay)
i_nextMoveTime.Reset(node.delay);
else
i_nextMoveTime.Reset(100); //Prevents some lag
if(node.event_id && rand()%100 < node.event_chance && !ExecuteScript)
{
sWorld.ScriptsStart(sWaypointScripts, node.event_id, &unit, NULL);
ExecuteScript = true;
}
MovementInform(unit);
unit.UpdateWaypointID(i_currentNode);
traveller.Relocation(node.x, node.y, node.z);
unit.clearUnitState(UNIT_STAT_MOVING);
}
}
else
{
if(unit.IsStopped() && !i_destinationHolder.HasArrived())
{
if(!StopedByPlayer)
{
i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
StopedByPlayer = true;
}
}
}
return true;
}
template void WaypointMovementGenerator<Player>::Initialize(Player &);
template bool WaypointMovementGenerator<Player>::Update(Player &, const uint32 &);
template void WaypointMovementGenerator<Player>::MovementInform(Player &);
//----------------------------------------------------// //----------------------------------------------------//
void void
FlightPathMovementGenerator::LoadPath(Player &) FlightPathMovementGenerator::LoadPath(Player &)
+24 -46
View File
@@ -50,64 +50,41 @@ class TRINITY_DLL_SPEC PathMovementBase
inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); } inline bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
// template pattern, not defined .. override required
void LoadPath(T &); void LoadPath(T &);
void ReloadPath(T &); void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; } uint32 GetCurrentNode() const { return i_currentNode; }
protected: protected:
uint32 i_currentNode; uint32 i_currentNode;
DestinationHolder< Traveller<T> > i_destinationHolder; DestinationHolder< Traveller<T> > i_destinationHolder;
P i_path; P i_path;
}; };
/** 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 T> template<class T>
class TRINITY_DLL_SPEC WaypointMovementGenerator;
template<> class TRINITY_DLL_SPEC WaypointMovementGenerator
class TRINITY_DLL_SPEC WaypointMovementGenerator<Creature> : public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
: public MovementGeneratorMedium< Creature, WaypointMovementGenerator<Creature> >,
public PathMovementBase<Creature, WaypointPath*>
{ {
TimeTrackerSmall i_nextMoveTime; public:
std::vector<bool> i_hasDone; WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
public: i_nextMoveTime(0), path_id(_path_id), repeating(_repeating), StopedByPlayer(false){}
WaypointMovementGenerator(Creature &) : i_nextMoveTime(0) {}
~WaypointMovementGenerator() { ClearWaypoints(); } void Initialize(T &);
void Initialize(Creature &u) void Finalize(T &);
{ void MovementInform(T &);
i_nextMoveTime.Reset(0); // TODO: check the lower bound (0 is probably too small) void InitTraveller(T &, const WaypointData &);
u.StopMoving(); void GeneratePathId(T &);
LoadPath(u); void Reset(T &unit);
} bool Update(T &, const uint32 &);
void Finalize(Creature &) {} bool GetDestination(float &x, float &y, float &z) const{if(i_destinationHolder.HasArrived())return false; i_destinationHolder.GetDestination(x, y, z); return true;}
void Reset(Creature &u) { ReloadPath(u); } MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; }
bool Update(Creature &u, const uint32 &diff);
void MovementInform(Creature &); private:
WaypointData node;
MovementGeneratorType GetMovementGeneratorType() { return WAYPOINT_MOTION_TYPE; } uint32 i_currentNode, path_id;
TimeTrackerSmall i_nextMoveTime;
// now path movement implmementation WaypointPath *waypoints;
void LoadPath(Creature &c); bool repeating, custom_path, ExecuteScript, StopedByPlayer;
void ReloadPath(Creature &c) { ClearWaypoints(); LoadPath(c); }
// Player stoping creature
bool IsStopedByPlayer() { return b_StopedByPlayer; }
void SetStopedByPlayer(bool val) { b_StopedByPlayer = val; }
// statics
static void Initialize(void);
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
private:
void ClearWaypoints();
bool b_StopedByPlayer;
}; };
/** FlightPathMovementGenerator generates movement of the player for the paths /** FlightPathMovementGenerator generates movement of the player for the paths
@@ -135,6 +112,7 @@ public PathMovementBase<Player>
inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); } inline bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
void SetCurrentNodeAfterTeleport(); void SetCurrentNodeAfterTeleport();
void SkipCurrentNode() { ++i_currentNode; } void SkipCurrentNode() { ++i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; } bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
}; };
#endif #endif