Use original taxipath data in taxi flight movement generator. Author: Vladimir

+ Cleanup

--HG--
branch : trunk
This commit is contained in:
Machiavelli
2010-06-23 00:57:16 +02:00
parent 1daa1c09f9
commit d50cb473cb
14 changed files with 169 additions and 161 deletions
@@ -229,24 +229,20 @@ template bool WaypointMovementGenerator<Player>::Update(Player &, const uint32 &
template void WaypointMovementGenerator<Player>::MovementInform(Player &);
//----------------------------------------------------//
void FlightPathMovementGenerator::LoadPath(Player &)
{
objmgr.GetTaxiPathNodes(i_pathId, i_path,i_mapIds);
}
uint32 FlightPathMovementGenerator::GetPathAtMapEnd() const
{
if (i_currentNode >= i_mapIds.size())
return i_mapIds.size();
if (i_currentNode >= i_path->size())
return i_path->size();
uint32 curMapId = i_mapIds[i_currentNode];
for (uint32 i = i_currentNode; i < i_mapIds.size(); ++i)
uint32 curMapId = (*i_path)[i_currentNode].mapid;
for (uint32 i = i_currentNode; i < i_path->size(); ++i)
{
if (i_mapIds[i] != curMapId)
if ((*i_path)[i].mapid != curMapId)
return i;
}
return i_mapIds.size();
return i_path->size();
}
void FlightPathMovementGenerator::Initialize(Player &player)
@@ -254,23 +250,12 @@ void FlightPathMovementGenerator::Initialize(Player &player)
player.getHostileRefManager().setOnlineOfflineState(false);
player.addUnitState(UNIT_STAT_IN_FLIGHT);
player.SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
LoadPath(player);
Traveller<Player> traveller(player);
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
// For preloading end grid
InitEndGridInfo();
player.SendMonsterMoveByPath(GetPath(), GetCurrentNode(), GetPathAtMapEnd());
// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
uint32 nodeCount = i_mapIds.size(); // Get the number of nodes in the path. i_path and i_mapIds are the
// same size when loaded in ObjectMgr::GetTaxiPathNodes, called from LoadPath()
m_endMapId = i_mapIds[nodeCount -1]; // Get the map ID from the last node
m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
m_endGridX = i_path[nodeCount -1].x; // Get the X position from the last node
m_endGridY = i_path[nodeCount -1].y; // Get tye Y position from the last node
}
void FlightPathMovementGenerator::Finalize(Player & player)
@@ -280,6 +265,7 @@ void FlightPathMovementGenerator::Finalize(Player & player)
float x, y, z;
i_destinationHolder.GetLocationNow(player.GetBaseMap(), x, y, z);
player.SetPosition(x, y, z, player.GetOrientation());
}
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
@@ -292,18 +278,18 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE);
if (i_destinationHolder.HasArrived())
{
uint32 curMap = i_mapIds[i_currentNode];
uint32 curMap = (*i_path)[i_currentNode].mapid;
++i_currentNode;
if (MovementInProgress())
{
DEBUG_LOG("loading node %u for player %s", i_currentNode, player.GetName());
if (i_mapIds[i_currentNode] == curMap)
if ((*i_path)[i_currentNode].mapid == curMap)
{
// do not send movement, it was sent already
i_destinationHolder.SetDestination(traveller, i_path[i_currentNode].x, i_path[i_currentNode].y, i_path[i_currentNode].z, false);
i_destinationHolder.SetDestination(traveller, (*i_path)[i_currentNode].x, (*i_path)[i_currentNode].y, (*i_path)[i_currentNode].z, false);
}
// check if it's time to preload the flightmaster grid at path end
// check if it's time to preload the flightmaster grid at path end
if (i_currentNode == m_preloadTargetNode)
PreloadEndGrid();
@@ -324,13 +310,13 @@ bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff)
void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
{
if (i_mapIds.empty())
if (i_path->empty())
return;
uint32 map0 = i_mapIds[0];
for (size_t i = 1; i < i_mapIds.size(); ++i)
uint32 map0 = (*i_path)[0].mapid;
for (size_t i = 1; i < i_path->size(); ++i)
{
if (i_mapIds[i] != map0)
if ((*i_path)[i].mapid != map0)
{
i_currentNode = i;
return;
@@ -338,6 +324,18 @@ void FlightPathMovementGenerator::SetCurrentNodeAfterTeleport()
}
}
void FlightPathMovementGenerator::InitEndGridInfo()
{
// Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
// be reinitialized for each flightmaster at the end of each spline (or stop) in the flight.
uint32 nodeCount = (*i_path).size(); // Get the number of nodes in the path.
m_endMapId = (*i_path)[nodeCount -1].mapid; // Get the map ID from the last node
m_preloadTargetNode = nodeCount / 2; // Split the number of nodes in half to preload the flightmaster half-way through the flight
m_endGridX = (*i_path)[nodeCount -1].x; // Get the X position from the last node
m_endGridY = (*i_path)[nodeCount -1].y; // Get the Y position from the last node
}
void FlightPathMovementGenerator::PreloadEndGrid()
{
// used to preload the final grid where the flightmaster is
@@ -42,18 +42,21 @@
#define STOP_TIME_FOR_PLAYER 3 * MINUTE * IN_MILISECONDS // 3 Minutes
#define TIMEDIFF_NEXT_WP 250
template<class T, class P = Path>
template<class T, class P>
class PathMovementBase
{
public:
PathMovementBase() : i_currentNode(0) {}
virtual ~PathMovementBase() {};
bool MovementInProgress(void) const { return i_currentNode < i_path.Size(); }
bool MovementInProgress(void) const { return i_currentNode < i_path->size(); }
void LoadPath(T &);
void ReloadPath(T &);
uint32 GetCurrentNode() const { return i_currentNode; }
bool GetDestination(float& x, float& y, float& z) const { i_destinationHolder.GetDestination(x,y,z); return true; }
bool GetPosition(float& x, float& y, float& z) const { i_destinationHolder.GetLocationNowNoMicroMovement(x,y,z); return true; }
protected:
uint32 i_currentNode;
@@ -64,7 +67,7 @@ class PathMovementBase
template<class T>
class WaypointMovementGenerator
: public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T>
: public MovementGeneratorMedium< T, WaypointMovementGenerator<T> >, public PathMovementBase<T, WaypointPath const*>
{
public:
WaypointMovementGenerator(uint32 _path_id = 0, bool _repeating = true) :
@@ -93,28 +96,29 @@ class WaypointMovementGenerator
*/
class FlightPathMovementGenerator
: public MovementGeneratorMedium< Player, FlightPathMovementGenerator >,
public PathMovementBase<Player>
public PathMovementBase<Player,TaxiPathNodeList const*>
{
uint32 i_pathId;
std::vector<uint32> i_mapIds;
public:
explicit FlightPathMovementGenerator(uint32 id, uint32 startNode = 0) : i_pathId(id) { i_currentNode = startNode; }
explicit FlightPathMovementGenerator(TaxiPathNodeList const& pathnodes, uint32 startNode = 0)
{
i_path = &pathnodes;
i_currentNode = startNode;
}
void Initialize(Player &);
void Reset(Player &u){};
void Finalize(Player &);
void Reset(Player &) {}
bool Update(Player &, const uint32 &);
MovementGeneratorType GetMovementGeneratorType() { return FLIGHT_MOTION_TYPE; }
void LoadPath(Player &);
void ReloadPath(Player &) { /* don't reload flight path */ }
Path& GetPath() { return i_path; }
TaxiPathNodeList const& GetPath() { return *i_path; }
uint32 GetPathAtMapEnd() const;
bool HasArrived() const { return (i_currentNode >= i_path.Size()); }
bool HasArrived() const { return (i_currentNode >= i_path->size()); }
void SetCurrentNodeAfterTeleport();
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 { return PathMovementBase<Player,TaxiPathNodeList const*>::GetDestination(x,y,z); }
void PreloadEndGrid();
void InitEndGridInfo();
private:
// storage for preloading the flightmaster grid at end
// before reaching final waypoint
@@ -122,7 +126,6 @@ public PathMovementBase<Player>
uint32 m_preloadTargetNode;
float m_endGridX;
float m_endGridY;
void PreloadEndGrid();
};
#endif