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* from https://www.codefactor.io/repository/github/azerothcore/azerothcore-wotlk/issues?category=Style&groupId=838&lang=5&page=75
532 lines
19 KiB
C++
532 lines
19 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2
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* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*/
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#include "TransportMgr.h"
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#include "Transport.h"
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#include "InstanceScript.h"
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#include "MoveSpline.h"
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#include "MapManager.h"
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TransportTemplate::~TransportTemplate()
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{
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// Collect shared pointers into a set to avoid deleting the same memory more than once
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std::set<TransportSpline*> splines;
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for (size_t i = 0; i < keyFrames.size(); ++i)
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splines.insert(keyFrames[i].Spline);
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for (std::set<TransportSpline*>::iterator itr = splines.begin(); itr != splines.end(); ++itr)
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delete *itr;
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}
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TransportMgr::TransportMgr() { }
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TransportMgr::~TransportMgr() { }
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TransportMgr* TransportMgr::instance()
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{
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static TransportMgr instance;
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return &instance;
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}
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void TransportMgr::Unload()
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{
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_transportTemplates.clear();
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}
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void TransportMgr::LoadTransportTemplates()
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{
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uint32 oldMSTime = getMSTime();
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QueryResult result = WorldDatabase.Query("SELECT entry FROM gameobject_template WHERE type = 15 ORDER BY entry ASC");
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if (!result)
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{
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sLog->outString(">> Loaded 0 transport templates. DB table `gameobject_template` has no transports!");
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 entry = fields[0].GetUInt32();
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GameObjectTemplate const* goInfo = sObjectMgr->GetGameObjectTemplate(entry);
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if (goInfo == nullptr)
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{
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sLog->outError("Transport %u has no associated GameObjectTemplate from `gameobject_template` , skipped.", entry);
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continue;
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}
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if (goInfo->moTransport.taxiPathId >= sTaxiPathNodesByPath.size())
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{
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sLog->outError("Transport %u (name: %s) has an invalid path specified in `gameobject_template`.`data0` (%u) field, skipped.", entry, goInfo->name.c_str(), goInfo->moTransport.taxiPathId);
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continue;
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}
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// paths are generated per template, saves us from generating it again in case of instanced transports
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TransportTemplate& transport = _transportTemplates[entry];
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transport.entry = entry;
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GeneratePath(goInfo, &transport);
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// transports in instance are only on one map
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if (transport.inInstance)
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_instanceTransports[*transport.mapsUsed.begin()].insert(entry);
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++count;
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} while (result->NextRow());
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sLog->outString(">> Loaded %u transport templates in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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}
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class SplineRawInitializer
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{
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public:
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SplineRawInitializer(Movement::PointsArray& points) : _points(points) { }
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void operator()(uint8& mode, bool& cyclic, Movement::PointsArray& points, int& lo, int& hi) const
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{
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mode = Movement::SplineBase::ModeCatmullrom;
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cyclic = false;
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points.assign(_points.begin(), _points.end());
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lo = 1;
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hi = points.size() - 2;
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}
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Movement::PointsArray& _points;
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};
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void TransportMgr::GeneratePath(GameObjectTemplate const* goInfo, TransportTemplate* transport)
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{
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uint32 pathId = goInfo->moTransport.taxiPathId;
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TaxiPathNodeList const& path = sTaxiPathNodesByPath[pathId];
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std::vector<KeyFrame>& keyFrames = transport->keyFrames;
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Movement::PointsArray splinePath, allPoints;
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bool mapChange = false;
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for (size_t i = 0; i < path.size(); ++i)
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allPoints.push_back(G3D::Vector3(path[i]->x, path[i]->y, path[i]->z));
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// Add extra points to allow derivative calculations for all path nodes
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allPoints.insert(allPoints.begin(), allPoints.front().lerp(allPoints[1], -0.2f));
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allPoints.push_back(allPoints.back().lerp(allPoints[allPoints.size() - 2], -0.2f));
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allPoints.push_back(allPoints.back().lerp(allPoints[allPoints.size() - 2], -1.0f));
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SplineRawInitializer initer(allPoints);
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TransportSpline orientationSpline;
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orientationSpline.init_spline_custom(initer);
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orientationSpline.initLengths();
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for (size_t i = 0; i < path.size(); ++i)
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{
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if (!mapChange)
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{
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TaxiPathNodeEntry const* node_i = path[i];
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if (i != path.size() - 1 && (node_i->actionFlag & 1 || node_i->mapid != path[i + 1]->mapid))
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{
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keyFrames.back().Teleport = true;
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mapChange = true;
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}
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else
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{
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KeyFrame k(node_i);
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G3D::Vector3 h;
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orientationSpline.evaluate_derivative(i + 1, 0.0f, h);
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k.InitialOrientation = Position::NormalizeOrientation(atan2(h.y, h.x) + M_PI);
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keyFrames.push_back(k);
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splinePath.push_back(G3D::Vector3(node_i->x, node_i->y, node_i->z));
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transport->mapsUsed.insert(k.Node->mapid);
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}
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}
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else
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mapChange = false;
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}
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if (splinePath.size() >= 2)
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{
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// Remove special catmull-rom spline points
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//if (!keyFrames.front().IsStopFrame() && !keyFrames.front().Node->arrivalEventID && !keyFrames.front().Node->departureEventID)
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{
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splinePath.erase(splinePath.begin());
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keyFrames.erase(keyFrames.begin());
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}
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//if (!keyFrames.back().IsStopFrame() && !keyFrames.back().Node->arrivalEventID && !keyFrames.back().Node->departureEventID)
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{
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splinePath.pop_back();
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keyFrames.pop_back();
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}
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}
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ASSERT(!keyFrames.empty());
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if (transport->mapsUsed.size() > 1)
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{
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for (std::set<uint32>::const_iterator itr = transport->mapsUsed.begin(); itr != transport->mapsUsed.end(); ++itr)
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ASSERT(!sMapStore.LookupEntry(*itr)->Instanceable());
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transport->inInstance = false;
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}
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else
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transport->inInstance = sMapStore.LookupEntry(*transport->mapsUsed.begin())->Instanceable();
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// last to first is always "teleport", even for closed paths
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keyFrames.back().Teleport = true;
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const float speed = float(goInfo->moTransport.moveSpeed);
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const float accel = float(goInfo->moTransport.accelRate);
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const float accel_dist = 0.5f * speed * speed / accel;
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transport->accelTime = speed / accel;
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transport->accelDist = accel_dist;
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int32 firstStop = -1;
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int32 lastStop = -1;
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// first cell is arrived at by teleportation :S
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keyFrames[0].DistFromPrev = 0;
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keyFrames[0].Index = 1;
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if (keyFrames[0].IsStopFrame())
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{
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firstStop = 0;
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lastStop = 0;
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}
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// find the rest of the distances between key points
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// Every path segment has its own spline
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size_t start = 0;
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for (size_t i = 1; i < keyFrames.size(); ++i)
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{
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if (keyFrames[i - 1].Teleport || i + 1 == keyFrames.size())
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{
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size_t extra = !keyFrames[i - 1].Teleport ? 1 : 0;
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TransportSpline* spline = new TransportSpline();
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spline->init_spline(&splinePath[start], i - start + extra, Movement::SplineBase::ModeCatmullrom);
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spline->initLengths();
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for (size_t j = start; j < i + extra; ++j)
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{
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keyFrames[j].Index = j - start + 1;
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keyFrames[j].DistFromPrev = spline->length(j - start, j + 1 - start);
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if (j > 0)
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keyFrames[j - 1].NextDistFromPrev = keyFrames[j].DistFromPrev;
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keyFrames[j].Spline = spline;
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}
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if (keyFrames[i - 1].Teleport)
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{
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keyFrames[i].Index = i - start + 1;
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keyFrames[i].DistFromPrev = 0.0f;
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keyFrames[i - 1].NextDistFromPrev = 0.0f;
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keyFrames[i].Spline = spline;
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}
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start = i;
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}
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if (keyFrames[i].IsStopFrame())
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{
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// remember first stop frame
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if (firstStop == -1)
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firstStop = i;
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lastStop = i;
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}
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}
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keyFrames.back().NextDistFromPrev = keyFrames.front().DistFromPrev;
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if (firstStop == -1 || lastStop == -1)
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firstStop = lastStop = 0;
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// at stopping keyframes, we define distSinceStop == 0,
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// and distUntilStop is to the next stopping keyframe.
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// this is required to properly handle cases of two stopping frames in a row (yes they do exist)
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float tmpDist = 0.0f;
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for (size_t i = 0; i < keyFrames.size(); ++i)
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{
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int32 j = (i + lastStop) % keyFrames.size();
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if (keyFrames[j].IsStopFrame() || j == lastStop)
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tmpDist = 0.0f;
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else
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tmpDist += keyFrames[j].DistFromPrev;
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keyFrames[j].DistSinceStop = tmpDist;
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}
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tmpDist = 0.0f;
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for (int32 i = int32(keyFrames.size()) - 1; i >= 0; i--)
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{
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int32 j = (i + firstStop) % keyFrames.size();
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tmpDist += keyFrames[(j + 1) % keyFrames.size()].DistFromPrev;
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keyFrames[j].DistUntilStop = tmpDist;
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if (keyFrames[j].IsStopFrame() || j == firstStop)
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tmpDist = 0.0f;
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}
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for (size_t i = 0; i < keyFrames.size(); ++i)
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{
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float total_dist = keyFrames[i].DistSinceStop + keyFrames[i].DistUntilStop;
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if (total_dist < 2 * accel_dist) // won't reach full speed
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{
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if (keyFrames[i].DistSinceStop < keyFrames[i].DistUntilStop) // is still accelerating
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{
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// calculate accel+brake time for this short segment
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float segment_time = 2.0f * sqrt((keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / accel);
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// substract acceleration time
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keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
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}
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else // slowing down
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keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
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}
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else if (keyFrames[i].DistSinceStop < accel_dist) // still accelerating (but will reach full speed)
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{
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// calculate accel + cruise + brake time for this long segment
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float segment_time = (keyFrames[i].DistUntilStop + keyFrames[i].DistSinceStop) / speed + (speed / accel);
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// substract acceleration time
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keyFrames[i].TimeTo = segment_time - sqrt(2 * keyFrames[i].DistSinceStop / accel);
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}
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else if (keyFrames[i].DistUntilStop < accel_dist) // already slowing down (but reached full speed)
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keyFrames[i].TimeTo = sqrt(2 * keyFrames[i].DistUntilStop / accel);
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else // at full speed
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keyFrames[i].TimeTo = (keyFrames[i].DistUntilStop / speed) + (0.5f * speed / accel);
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}
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// calculate tFrom times from tTo times
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float segmentTime = 0.0f;
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for (size_t i = 0; i < keyFrames.size(); ++i)
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{
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int32 j = (i + lastStop) % keyFrames.size();
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if (keyFrames[j].IsStopFrame() || j == lastStop)
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segmentTime = keyFrames[j].TimeTo;
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keyFrames[j].TimeFrom = segmentTime - keyFrames[j].TimeTo;
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}
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// calculate path times
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keyFrames[0].ArriveTime = 0;
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float curPathTime = 0.0f;
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if (keyFrames[0].IsStopFrame())
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{
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curPathTime = float(keyFrames[0].Node->delay);
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keyFrames[0].DepartureTime = uint32(curPathTime * IN_MILLISECONDS);
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}
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for (size_t i = 1; i < keyFrames.size(); ++i)
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{
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curPathTime += keyFrames[i - 1].TimeTo;
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if (keyFrames[i].IsStopFrame())
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{
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keyFrames[i].ArriveTime = uint32(curPathTime * IN_MILLISECONDS);
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keyFrames[i - 1].NextArriveTime = keyFrames[i].ArriveTime;
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curPathTime += float(keyFrames[i].Node->delay);
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keyFrames[i].DepartureTime = uint32(curPathTime * IN_MILLISECONDS);
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}
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else
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{
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curPathTime -= keyFrames[i].TimeTo;
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keyFrames[i].ArriveTime = uint32(curPathTime * IN_MILLISECONDS);
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keyFrames[i - 1].NextArriveTime = keyFrames[i].ArriveTime;
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keyFrames[i].DepartureTime = keyFrames[i].ArriveTime;
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}
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}
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keyFrames.back().NextArriveTime = keyFrames.back().DepartureTime;
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transport->pathTime = keyFrames.back().DepartureTime;
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}
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void TransportMgr::AddPathNodeToTransport(uint32 transportEntry, uint32 timeSeg, TransportAnimationEntry const* node)
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{
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TransportAnimation& animNode = _transportAnimations[transportEntry];
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if (animNode.TotalTime < timeSeg)
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animNode.TotalTime = timeSeg;
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animNode.Path[timeSeg] = node;
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}
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MotionTransport* TransportMgr::CreateTransport(uint32 entry, uint32 guid /*= 0*/, Map* map /*= NULL*/)
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{
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// instance case, execute GetGameObjectEntry hook
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if (map)
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{
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// SetZoneScript() is called after adding to map, so fetch the script using map
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if (map->IsDungeon())
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if (InstanceScript* instance = static_cast<InstanceMap*>(map)->GetInstanceScript())
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entry = instance->GetGameObjectEntry(0, entry);
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if (!entry)
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return nullptr;
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}
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TransportTemplate const* tInfo = GetTransportTemplate(entry);
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if (!tInfo)
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{
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sLog->outError("Transport %u will not be loaded, `transport_template` missing", entry);
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return nullptr;
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}
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// create transport...
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MotionTransport* trans = new MotionTransport();
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// ...at first waypoint
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TaxiPathNodeEntry const* startNode = tInfo->keyFrames.begin()->Node;
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uint32 mapId = startNode->mapid;
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float x = startNode->x;
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float y = startNode->y;
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float z = startNode->z;
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float o = tInfo->keyFrames.begin()->InitialOrientation;
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// initialize the gameobject base
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uint32 guidLow = guid ? guid : sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT);
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if (!trans->CreateMoTrans(guidLow, entry, mapId, x, y, z, o, 255))
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{
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delete trans;
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return nullptr;
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}
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if (MapEntry const* mapEntry = sMapStore.LookupEntry(mapId))
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{
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if (mapEntry->Instanceable() != tInfo->inInstance)
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{
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sLog->outError("Transport %u (name: %s) attempted creation in instance map (id: %u) but it is not an instanced transport!", entry, trans->GetName().c_str(), mapId);
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delete trans;
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return nullptr;
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}
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}
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// use preset map for instances (need to know which instance)
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trans->SetMap(map ? map : sMapMgr->CreateMap(mapId, nullptr));
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if (map && map->IsDungeon())
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trans->m_zoneScript = map->ToInstanceMap()->GetInstanceScript();
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// xinef: transports are active so passengers can be relocated (grids must be loaded)
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trans->setActive(true);
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trans->GetMap()->AddToMap<MotionTransport>(trans);
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return trans;
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}
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void TransportMgr::SpawnContinentTransports()
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{
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if (_transportTemplates.empty())
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return;
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uint32 oldMSTime, count = 0;
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oldMSTime = getMSTime();
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QueryResult result;
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if (sWorld->getBoolConfig(CONFIG_ENABLE_CONTINENT_TRANSPORT))
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{
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result = WorldDatabase.Query("SELECT guid, entry FROM transports");
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if (result)
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{
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do
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{
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Field* fields = result->Fetch();
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uint32 guid = fields[0].GetUInt32();
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uint32 entry = fields[1].GetUInt32();
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if (TransportTemplate const* tInfo = GetTransportTemplate(entry))
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if (!tInfo->inInstance)
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if (CreateTransport(entry, guid))
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++count;
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} while (result->NextRow());
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}
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sLog->outString(">> Spawned %u continent motion transports in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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if (sWorld->getBoolConfig(CONFIG_ENABLE_CONTINENT_TRANSPORT_PRELOADING))
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{
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// pussywizard: preload grids for continent static transports
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oldMSTime = getMSTime();
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result = WorldDatabase.Query("SELECT map, position_x, position_y FROM gameobject g JOIN gameobject_template t ON g.id = t.entry WHERE t.type = 11");
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count = 0;
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if (result)
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{
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do
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{
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Field* fields = result->Fetch();
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uint16 mapId = fields[0].GetUInt16();
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float x = fields[1].GetFloat();
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float y = fields[2].GetFloat();
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MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
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if (mapEntry && !mapEntry->Instanceable())
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if (Map* map = sMapMgr->CreateBaseMap(mapId))
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{
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map->LoadGrid(x, y);
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++count;
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}
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} while (result->NextRow());
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}
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sLog->outString(">> Preloaded grids for %u continent static transports in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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}
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}
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}
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void TransportMgr::CreateInstanceTransports(Map* map)
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{
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TransportInstanceMap::const_iterator mapTransports = _instanceTransports.find(map->GetId());
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// no transports here
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if (mapTransports == _instanceTransports.end() || mapTransports->second.empty())
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return;
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// create transports
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for (std::set<uint32>::const_iterator itr = mapTransports->second.begin(); itr != mapTransports->second.end(); ++itr)
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CreateTransport(*itr, 0, map);
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}
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bool TransportAnimation::GetAnimNode(uint32 time, TransportAnimationEntry const*& curr, TransportAnimationEntry const*& next, float& percPos) const
|
|
{
|
|
if (Path.empty())
|
|
return false;
|
|
|
|
for (TransportPathContainer::const_reverse_iterator itr = Path.rbegin(); itr != Path.rend(); ++itr)
|
|
if (time >= itr->first)
|
|
{
|
|
curr = itr->second;
|
|
ASSERT(itr != Path.rbegin());
|
|
--itr;
|
|
next = itr->second;
|
|
percPos = float(time - curr->TimeSeg) / float(next->TimeSeg - curr->TimeSeg);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void TransportAnimation::GetAnimRotation(uint32 time, G3D::Quat& curr, G3D::Quat& next, float& percRot) const
|
|
{
|
|
if (Rotations.empty())
|
|
{
|
|
curr = G3D::Quat(0.0f, 0.0f, 0.0f, 1.0f);
|
|
next = G3D::Quat(0.0f, 0.0f, 0.0f, 1.0f);
|
|
percRot = 0.0f;
|
|
return;
|
|
}
|
|
|
|
for (TransportPathRotationContainer::const_reverse_iterator itr = Rotations.rbegin(); itr != Rotations.rend(); ++itr)
|
|
if (time >= itr->first)
|
|
{
|
|
uint32 currSeg = itr->second->TimeSeg, nextSeg;
|
|
curr = G3D::Quat(itr->second->X, itr->second->Y, itr->second->Z, itr->second->W);
|
|
if (itr != Rotations.rbegin())
|
|
{
|
|
--itr;
|
|
next = G3D::Quat(itr->second->X, itr->second->Y, itr->second->Z, itr->second->W);
|
|
nextSeg = itr->second->TimeSeg;
|
|
}
|
|
else
|
|
{
|
|
next = G3D::Quat(Rotations.begin()->second->X, Rotations.begin()->second->Y, Rotations.begin()->second->Z, Rotations.begin()->second->W);
|
|
nextSeg = this->TotalTime;
|
|
}
|
|
percRot = float(time - currSeg) / float(nextSeg - currSeg);
|
|
return;
|
|
}
|
|
|
|
curr = G3D::Quat(0.0f, 0.0f, 0.0f, 1.0f);
|
|
next = G3D::Quat(0.0f, 0.0f, 0.0f, 1.0f);
|
|
percRot = 0.0f;
|
|
}
|