예제 #1
0
bool FillTransporterPathVector(uint32 PathID, TransportPath & Path)
{
    // Store dbc values into current Path array
    Path.Resize(sTaxiPathNodeStore.GetNumRows());

    uint32 i = 0;
    for (uint32 j = 0; j < sTaxiPathNodeStore.GetNumRows(); ++j)
    {
        auto pathnode = sTaxiPathNodeStore.LookupEntry(j);
        if (pathnode == nullptr)
            continue;

        if (pathnode->path == PathID)
        {
            Path[i].mapid = pathnode->mapid;
            Path[i].x = pathnode->x;
            Path[i].y = pathnode->y;
            Path[i].z = pathnode->z;
            Path[i].actionFlag = pathnode->flags;
            Path[i].delay = pathnode->waittime;
            ++i;
        }
    }

    Path.Resize(i);
    return (i > 0 ? true : false);
}
예제 #2
0
bool FillPathVector(uint32 PathID, TransportPath & Path)
{
    Path.Resize(dbcTaxiPathNode.GetNumRows());
    uint32 i = 0;

    for(uint32 j = 0; j < dbcTaxiPathNode.GetNumRows(); j++)
    {
        DBCTaxiPathNode *pathnode = dbcTaxiPathNode.LookupRow(j);
        if(pathnode->PathId == PathID)
        {
            Path[i].mapid       = pathnode->ContinentID;
            Path[i].x           = pathnode->LocX;
            Path[i].y           = pathnode->LocY;
            Path[i].z           = pathnode->LocZ;
            Path[i].actionFlag  = pathnode->flags;
            Path[i].delay       = pathnode->delay;
            ++i;
        }
    }

    Path.Resize(i);
    return (i > 0 ? true : false);
}
예제 #3
0
bool FillPathVector(uint32 PathID, TransportPath & Path)
{
	Path.Resize(dbcTaxiPathNode.GetNumRows());
	uint32 i = 0;

	for(uint32 j = 0; j < dbcTaxiPathNode.GetNumRows(); j++)
	{
		DBCTaxiPathNode *pathnode = dbcTaxiPathNode.LookupRow(j);
		if(pathnode->path == PathID)
		{
			Path[i].mapid		= pathnode->mapid;
			Path[i].x			= pathnode->x;
			Path[i].y			= pathnode->y;
			Path[i].z			= pathnode->z;
			Path[i].actionFlag	= pathnode->flag;
			Path[i].delay		= pathnode->waittime;
			++i;
		}
	}

	Path.Resize(i);
	return (i > 0 ? true : false);
}
예제 #4
0
bool Transporter::GenerateWaypoints()
{
    TransportPath path;
    FillPathVector(GetInfo()->MoTransport.TaxiPathId, path);

    if(path.Size() == 0) return false;

    vector<keyFrame> keyFrames;
    int mapChange = 0;
    for (int i = 1; i < (int)path.Size() - 1; i++)
    {
        if (mapChange == 0)
        {
            if ((path[i].mapid == path[i+1].mapid))
            {
                keyFrame k(path[i].x, path[i].y, path[i].z, path[i].mapid, path[i].actionFlag, path[i].delay);
                keyFrames.push_back(k);
            }
            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].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-1].actionflag == 1) || (keyFrames[i].mapid != keyFrames[i-1].mapid))
        {
            keyFrames[i].distFromPrev = 0;
        }
        else
        {
            keyFrames[i].distFromPrev =
                sqrt(pow(keyFrames[i].x - keyFrames[i - 1].x, 2) +
                pow(keyFrames[i].y - keyFrames[i - 1].y, 2) +
                pow(keyFrames[i].z - keyFrames[i - 1].z, 2));
        }
        if (keyFrames[i].actionflag == 2)
        {
            if(firstStop<0)
                firstStop=(int)i;

            lastStop = (int)i;
        }
    }

    float tmpDist = 0;
    for (int i = 0; i < (int)keyFrames.size(); i++)
    {
        if( lastStop < 0 || firstStop < 0 ) // IT NEVER STOPS :O
            continue;

        int j = (i + lastStop) % (int)keyFrames.size();

        if (keyFrames[j].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)) % (int)keyFrames.size();
        tmpDist += keyFrames[(j + 1) % keyFrames.size()].distFromPrev;
        keyFrames[j].distUntilStop = tmpDist;
        if (keyFrames[j].actionflag == 2)
            tmpDist = 0;
    }

    for (size_t i = 0; i < keyFrames.size(); i++)
    {
        if (keyFrames[i].distSinceStop < (30 * 30 * 0.5))
            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 * 0.5))
            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].mapid != keyFrames[0].mapid)
        teleport = true;

    TWayPoint pos(keyFrames[0].mapid, keyFrames[0].x, keyFrames[0].y, keyFrames[0].z, teleport);
    uint32 last_t = 0;
    m_WayPoints[0] = pos;
    t += keyFrames[0].delay * 1000;

    int cM = keyFrames[0].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].x + (keyFrames[i + 1].x - keyFrames[i].x) * d / keyFrames[i + 1].distFromPrev;
                    newY = keyFrames[i].y + (keyFrames[i + 1].y - keyFrames[i].y) * d / keyFrames[i + 1].distFromPrev;
                    newZ = keyFrames[i].z + (keyFrames[i + 1].z - keyFrames[i].z) * d / keyFrames[i + 1].distFromPrev;

                    bool teleport = false;
                    if ((int)keyFrames[i].mapid != cM)
                    {
                        teleport = true;
                        cM = keyFrames[i].mapid;
                    }

                    //                  sLog.outString("T: %d, D: %f, x: %f, y: %f, z: %f", t, d, newX, newY, newZ);
                    TWayPoint pos(keyFrames[i].mapid, newX, newY, newZ, teleport);
                    if (teleport || ((t - last_t) >= 1000))
                    {
                        m_WayPoints[t] = pos;
                        last_t = t;
                    }
                }

                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].actionflag == 1) || (keyFrames[i + 1].mapid != keyFrames[i].mapid))
        {
            teleport = true;
            cM = keyFrames[i + 1].mapid;
        }

        TWayPoint pos(keyFrames[i + 1].mapid, keyFrames[i + 1].x, keyFrames[i + 1].y, keyFrames[i + 1].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;
        if(keyFrames[i+1].delay > 5)
            pos.delayed = true;

        m_WayPoints.insert(WaypointMap::value_type(t, pos));
        last_t = t;

        t += keyFrames[i + 1].delay * 1000;
        //      sLog.outString("------");
    }

    uint32 timer = t;

    mCurrentWaypoint = m_WayPoints.begin();
    //mCurrentWaypoint = GetNextWaypoint();
    mNextWaypoint = GetNextWaypoint();
    m_pathTime = timer;
    m_timer = 0;
    m_period = t;

    return true;
}
예제 #5
0
파일: Transport.cpp 프로젝트: Bootz/SF1
bool Transport::GenerateWaypoints(uint32 pathid, std::set<uint32> &mapids)
{
    TransportPath path;
    sObjectMgr->GetTransportPathNodes(pathid, path);

    if (path.Empty())
        return false;

    std::vector<keyFrame> keyFrames;
    int mapChange = 0;
    mapids.clear();
    for (size_t i = 1; i < path.Size() - 1; ++i)
    {
        if (mapChange == 0)
        {
            if ((path[i].mapid == path[i+1].mapid))
            {
                keyFrame k(path[i].x, path[i].y, path[i].z, path[i].mapid, path[i].actionFlag, path[i].delay);
                keyFrames.push_back(k);
                mapids.insert(k.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].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].actionflag == 1) || (keyFrames[i].mapid != keyFrames[i-1].mapid))
        {
            keyFrames[i].distFromPrev = 0;
        }
        else
        {
            keyFrames[i].distFromPrev =
                sqrt(pow(keyFrames[i].x - keyFrames[i - 1].x, 2) +
                pow(keyFrames[i].y - keyFrames[i - 1].y, 2) +
                pow(keyFrames[i].z - keyFrames[i - 1].z, 2));
        }
        if (keyFrames[i].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].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].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].mapid != keyFrames[0].mapid)
        teleport = true;

    WayPoint pos(keyFrames[0].mapid, keyFrames[0].x, keyFrames[0].y, keyFrames[0].z, teleport, 0);
    m_WayPoints[0] = pos;
    t += keyFrames[0].delay * 1000;

    uint32 cM = keyFrames[0].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].x + (keyFrames[i + 1].x - keyFrames[i].x) * d / keyFrames[i + 1].distFromPrev;
                    newY = keyFrames[i].y + (keyFrames[i + 1].y - keyFrames[i].y) * d / keyFrames[i + 1].distFromPrev;
                    newZ = keyFrames[i].z + (keyFrames[i + 1].z - keyFrames[i].z) * d / keyFrames[i + 1].distFromPrev;

                    bool teleport = false;
                    if (keyFrames[i].mapid != cM)
                    {
                        teleport = true;
                        cM = keyFrames[i].mapid;
                    }

                    //                    sLog->outString("T: %d, D: %f, x: %f, y: %f, z: %f", t, d, newX, newY, newZ);
                    WayPoint pos(keyFrames[i].mapid, newX, newY, newZ, teleport, i);
                    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].actionflag == 1) || (keyFrames[i + 1].mapid != keyFrames[i].mapid))
        {
            teleport = true;
            cM = keyFrames[i + 1].mapid;
        }

        WayPoint pos(keyFrames[i + 1].mapid, keyFrames[i + 1].x, keyFrames[i + 1].y, keyFrames[i + 1].z, teleport, i);

        //        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].delay * 1000;
        //        sLog->outString("------");
    }

    uint32 timer = t;

    //    sLog->outDetail("    Generated %d waypoints, total time %u.", m_WayPoints.size(), timer);

    m_curr = m_WayPoints.begin();
    m_curr = GetNextWayPoint();
    m_next = GetNextWayPoint();
    m_pathTime = timer;

    m_nextNodeTime = m_curr->first;

    return true;
}