bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/) { uint32 pointId = (uint32)player->movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { DoEventIfAny(player, i_path[i_currentNode], departureEvent); while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front().PathIndex <= i_currentNode) { _pointsForPathSwitch.pop_front(); player->m_taxi.NextTaxiDestination(); if (!_pointsForPathSwitch.empty()) { player->UpdateCriteria(CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, _pointsForPathSwitch.front().Cost); player->ModifyMoney(-_pointsForPathSwitch.front().Cost); } } if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode) PreloadEndGrid(); i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; } while (true); } return i_currentNode < (i_path.size() - 1); }
bool FlightPathMovementGenerator::DoUpdate(Player* owner, uint32 diff) { if (!owner) return false; if (!owner->isAlive()) return false; uint32 pointId = (uint32)owner->movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { DoEventIfAny(owner, (*i_path)[i_currentNode], departureEvent); if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode) PreloadEndGrid(); i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; } while (true); } return i_currentNode < (i_path->size() - 1); }
void Transport::Update(uint32 p_diff) { if (!AI()) { if (!AIM_Initialize()) sLog->outError(LOG_FILTER_TRANSPORTS, "Could not initialize GameObjectAI for Transport"); } else AI()->UpdateAI(p_diff); if (m_WayPoints.size() <= 1) return; m_timer = getMSTime() % m_period; while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime)) { DoEventIfAny(*m_curr, true); m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); DoEventIfAny(*m_curr, false); // first check help in case client-server transport coordinates de-synchronization if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport) { TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); } else { Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z, GetAngle(m_next->second.x, m_next->second.y) + float(M_PI)); UpdateNPCPositions(); // COME BACK MARKER // Esto obliga al server a actualizar posiciones en el transporte para players UpdatePlayerPositions(); } sScriptMgr->OnRelocate(this, m_curr->first, m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); m_nextNodeTime = m_curr->first; if (m_curr == m_WayPoints.begin()) sLog->outDebug(LOG_FILTER_TRANSPORTS, " ************ BEGIN ************** %s", m_name.c_str()); sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %d %f %f %f %d", m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid); } sScriptMgr->OnTransportUpdate(this, p_diff); }
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) { if (MovementInProgress()) { Traveller<Player> traveller(player); if (i_destinationHolder.UpdateTraveller(traveller, diff)) { i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); if (i_destinationHolder.HasArrived()) { DoEventIfAny(player,(*i_path)[i_currentNode], false); uint32 curMap = (*i_path)[i_currentNode].mapid; ++i_currentNode; if (MovementInProgress()) { DoEventIfAny(player,(*i_path)[i_currentNode], true); sLog->outStaticDebug("loading node %u for player %s", i_currentNode, player.GetName()); 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); } // check if it's time to preload the flightmaster grid at path end if (i_currentNode == m_preloadTargetNode) PreloadEndGrid(); return true; } //else HasArrived() } else return true; } else return true; } // we have arrived at the end of the path return false; }
void Transport::Update(uint32 /*p_time*/) { if (m_WayPoints.size() <= 1) return; m_timer = getMSTime() % m_period; while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime)) { DoEventIfAny(*m_curr,true); m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); DoEventIfAny(*m_curr,false); // first check help in case client-server transport coordinates de-synchronization if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport) { TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); } else { Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z); } /* for(PlayerSet::const_iterator itr = m_passengers.begin(); itr != m_passengers.end();) { PlayerSet::const_iterator it2 = itr; ++itr; //(*it2)->SetPosition( m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO() ); } */ m_nextNodeTime = m_curr->first; if (m_curr == m_WayPoints.begin()) DETAIL_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, " ************ BEGIN ************** %s", GetName()); DETAIL_FILTER_LOG(LOG_FILTER_TRANSPORT_MOVES, "%s moved to %f %f %f %d", GetName(), m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid); } }
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) { if (MovementInProgress()) { Traveller<Player> traveller(player); if( i_destinationHolder.UpdateTraveller(traveller, diff, false) ) { if (!IsActive(player)) // force stop processing (movement can move out active zone with cleanup movegens list) return true; // not expire now, but already lost i_destinationHolder.ResetUpdate(FLIGHT_TRAVEL_UPDATE); if (i_destinationHolder.HasArrived()) { DoEventIfAny(player,(*i_path)[i_currentNode],false); uint32 curMap = (*i_path)[i_currentNode].mapid; ++i_currentNode; if (MovementInProgress()) { DoEventIfAny(player,(*i_path)[i_currentNode],true); DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "loading node %u for player %s", i_currentNode, player.GetName()); 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); } return true; } } else return true; } else return true; } // we have arrived at the end of the path return false; }
bool FlightPathMovementGenerator::Update(Player &player, const uint32 &diff) { uint32 pointId = (uint32)player.movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { DoEventIfAny(player,(*i_path)[i_currentNode],departureEvent); if (pointId == i_currentNode) break; i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; } while(true); } return i_currentNode < (i_path->size()-1); }
bool FlightPathMovementGenerator::DoUpdate(Player &player, uint32 /*diff*/) { uint32 pointId = (uint32)player.movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { DoEventIfAny(player, (*i_path)[i_currentNode], departureEvent); if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode) PreloadEndGrid(); i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; } while (true); } return i_currentNode < (i_path->size()-1); }
bool FlightPathMovementGenerator::DoUpdate(Player* player, uint32 /*diff*/) { // xinef: map was switched if (_mapSwitch) { DoInitialize(player); _mapSwitch = false; return true; } uint32 pointId = (uint32)player->movespline->currentPathIdx(); if (pointId > i_currentNode) { bool departureEvent = true; do { if (i_currentNode >= i_path.size()) { sLog->outMisc("TAXI NODE WAS GREATER THAN PATH SIZE, GUID: %u, POINTID: %u, NODESIZE: %lu, CURRENT: %u", player->GetGUIDLow(), pointId, i_path.size(), i_currentNode); player->CleanupAfterTaxiFlight(); return false; } if (i_path[i_currentNode]->mapid != player->GetMapId()) { sLog->outMisc("Player on different map, curmap: %u, pointmap: %u, nodesize: %lu, currentnode: %u", player->GetMapId(), i_path[i_currentNode]->mapid, i_path.size(), i_currentNode); player->CleanupAfterTaxiFlight(); return false; } DoEventIfAny(player, i_path[i_currentNode], departureEvent); // xinef: erase any previous points uint32 curSize = _pointsForPathSwitch.size(); while (!_pointsForPathSwitch.empty() && _pointsForPathSwitch.front() <= i_currentNode) _pointsForPathSwitch.pop_front(); // xinef: switch destination only once if (curSize != _pointsForPathSwitch.size()) player->m_taxi.NextTaxiDestination(); if (pointId == i_currentNode) break; if (i_currentNode == _preloadTargetNode && player->GetMapId() == _endMapId) PreloadEndGrid(); i_currentNode += (uint32)departureEvent; departureEvent = !departureEvent; // xinef: map should be switched, do not rely on client packets QQ if (i_currentNode + 1 < i_path.size() && i_path[i_currentNode+1]->mapid != player->GetMapId()) { ++i_currentNode; _mapSwitch = true; player->TeleportTo(i_path[i_currentNode]->mapid, i_path[i_currentNode]->x, i_path[i_currentNode]->y, i_path[i_currentNode]->z, player->GetOrientation(), TELE_TO_NOT_LEAVE_TAXI); return true; } // xinef: reached the end if (i_currentNode >= i_path.size() - 1) { player->CleanupAfterTaxiFlight(); player->SetFallInformation(time(NULL), player->GetPositionZ()); if (player->pvpInfo.IsHostile) player->CastSpell(player, 2479, true); return false; } } while (true); } return i_currentNode < (i_path.size() - 1); }
void Transport::Update(uint32 diff) { uint32 const positionUpdateDelay = 200; if (AI()) AI()->UpdateAI(diff); else if (!AIM_Initialize()) TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport"); if (GetKeyFrames().size() <= 1) return; m_goValue.Transport.PathProgress += diff; uint32 timer = m_goValue.Transport.PathProgress % GetPeriod(); // Set current waypoint // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime // ... arrive | ... delay ... | departure // event / event / for (;;) { if (timer >= _currentFrame->ArriveTime) { if (!_triggeredArrivalEvent) { DoEventIfAny(*_currentFrame, false); _triggeredArrivalEvent = true; } if (timer < _currentFrame->DepartureTime) { SetMoving(false); if (_pendingStop) SetGoState(GO_STATE_READY); break; // its a stop frame and we are waiting } } if (_pendingStop && timer >= _currentFrame->DepartureTime && GetGoState() == GO_STATE_READY) { m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod()); m_goValue.Transport.PathProgress *= GetPeriod(); m_goValue.Transport.PathProgress += _currentFrame->ArriveTime; break; } if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent) { DoEventIfAny(*_currentFrame, true); // departure event _triggeredDepartureEvent = true; } if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime) break; // found current waypoint MoveToNextWaypoint(); // not waiting anymore SetMoving(true); // Enable movement if (GetGOInfo()->moTransport.canBeStopped) SetGoState(GO_STATE_ACTIVE); sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z); TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z); // Departure event if (_currentFrame->IsTeleportFrame()) if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z)) return; // Update more in new map thread } // Add model to map after we are fully done with moving maps if (_delayedAddModel) { _delayedAddModel = false; if (m_model) GetMap()->InsertGameObjectModel(*m_model); } // Set position _positionChangeTimer.Update(diff); if (_positionChangeTimer.Passed()) { _positionChangeTimer.Reset(positionUpdateDelay); if (IsMoving()) { float t = CalculateSegmentPos(float(timer) * 0.001f); G3D::Vector3 pos, dir; _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos); _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir); UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.x, dir.y)); } } sScriptMgr->OnTransportUpdate(this, diff); }
void Transport::Update(uint32 diff) { uint32 const positionUpdateDelay = 200; if (AI()) AI()->UpdateAI(diff); else if (!AIM_Initialize()) TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport"); if (GetKeyFrames().size() <= 1) return; if (IsMoving() || !_pendingStop) m_goValue.Transport.PathProgress += diff; uint32 timer = m_goValue.Transport.PathProgress % GetTransportPeriod(); bool justStopped = false; // Set current waypoint // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime // ... arrive | ... delay ... | departure // event / event / for (;;) { if (timer >= _currentFrame->ArriveTime) { if (!_triggeredArrivalEvent) { DoEventIfAny(*_currentFrame, false); _triggeredArrivalEvent = true; } if (timer < _currentFrame->DepartureTime) { SetMoving(false); justStopped = true; if (_pendingStop && GetGoState() != GO_STATE_READY) { SetGoState(GO_STATE_READY); m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod()); m_goValue.Transport.PathProgress *= GetTransportPeriod(); m_goValue.Transport.PathProgress += _currentFrame->ArriveTime; } break; // its a stop frame and we are waiting } } if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent) { DoEventIfAny(*_currentFrame, true); // departure event _triggeredDepartureEvent = true; } // not waiting anymore SetMoving(true); // Enable movement if (GetGOInfo()->moTransport.allowstopping) SetGoState(GO_STATE_ACTIVE); if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime) break; // found current waypoint MoveToNextWaypoint(); sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z); TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z); // Departure event if (_currentFrame->IsTeleportFrame()) if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation)) return; // Update more in new map thread } // Add model to map after we are fully done with moving maps if (_delayedAddModel) { _delayedAddModel = false; if (m_model) GetMap()->InsertGameObjectModel(*m_model); } // Set position _positionChangeTimer.Update(diff); if (_positionChangeTimer.Passed()) { _positionChangeTimer.Reset(positionUpdateDelay); if (IsMoving()) { float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f; G3D::Vector3 pos, dir; _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos); _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir); UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI)); } else if (justStopped) UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation); else { /* There are four possible scenarios that trigger loading/unloading passengers: 1. transport moves from inactive to active grid 2. the grid that transport is currently in becomes active 3. transport moves from active to inactive grid 4. the grid that transport is currently in unloads */ bool gridActive = GetMap()->IsGridLoaded(GetPositionX(), GetPositionY()); if (_staticPassengers.empty() && gridActive) // 2. LoadStaticPassengers(); else if (!_staticPassengers.empty() && !gridActive) // 4. - if transports stopped on grid edge, some passengers can remain in active grids // unload all static passengers otherwise passengers won't load correctly when the grid that transport is currently in becomes active UnloadStaticPassengers(); } } sScriptMgr->OnTransportUpdate(this, diff); }
void Transport::Update(uint32 diff) { uint32 const positionUpdateDelay = 200; if (AI()) AI()->UpdateAI(diff); else if (!AIM_Initialize()) TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport"); if (GetKeyFrames().size() <= 1) return; if (IsMoving() || !_pendingStop) m_goValue.Transport.PathProgress += diff; uint32 timer = m_goValue.Transport.PathProgress % GetPeriod(); // Set current waypoint // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime // ... arrive | ... delay ... | departure // event / event / for (;;) { if (timer >= _currentFrame->ArriveTime) { if (!_triggeredArrivalEvent) { DoEventIfAny(*_currentFrame, false); _triggeredArrivalEvent = true; } if (timer < _currentFrame->DepartureTime) { SetMoving(false); if (_pendingStop && GetGoState() != GO_STATE_READY) { SetGoState(GO_STATE_READY); m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetPeriod()); m_goValue.Transport.PathProgress *= GetPeriod(); m_goValue.Transport.PathProgress += _currentFrame->ArriveTime; } break; // its a stop frame and we are waiting } } if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent) { DoEventIfAny(*_currentFrame, true); // departure event _triggeredDepartureEvent = true; } // not waiting anymore SetMoving(true); // Enable movement if (GetGOInfo()->moTransport.canBeStopped) SetGoState(GO_STATE_ACTIVE); if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime) break; // found current waypoint MoveToNextWaypoint(); sScriptMgr->OnRelocate(this, _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z); TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->index, _currentFrame->Node->mapid, _currentFrame->Node->x, _currentFrame->Node->y, _currentFrame->Node->z); // Departure event if (_currentFrame->IsTeleportFrame()) if (TeleportTransport(_nextFrame->Node->mapid, _nextFrame->Node->x, _nextFrame->Node->y, _nextFrame->Node->z, _nextFrame->InitialOrientation)) return; // Update more in new map thread } // Set position _positionChangeTimer.Update(diff); if (_positionChangeTimer.Passed()) { _positionChangeTimer.Reset(positionUpdateDelay); if (IsMoving()) { float t = CalculateSegmentPos(float(timer) * 0.001f); G3D::Vector3 pos, dir; _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos); _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir); UpdatePosition(pos.x, pos.y, pos.z, atan2(dir.y, dir.x) + M_PI); } else { /* There are four possible scenarios that trigger loading/unloading passengers: 1. transport moves from inactive to active grid 2. the grid that transport is currently in becomes active 3. transport moves from active to inactive grid 4. the grid that transport is currently in unloads */ if (_staticPassengers.empty() && GetMap()->IsGridLoaded(GetPositionX(), GetPositionY())) // 2. LoadStaticPassengers(); } } sScriptMgr->OnTransportUpdate(this, diff); }
void Transport::Update(uint32 /*p_time*/) { if (m_WayPoints.size() <= 1) return; m_timer = getMSTime() % m_period; while (((m_timer - m_curr->first) % m_pathTime) > ((m_next->first - m_curr->first) % m_pathTime)) { DoEventIfAny(*m_curr, true); m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); DoEventIfAny(*m_curr,false); // first check help in case client-server transport coordinates de-synchronization if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport) { TeleportTransport(m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); } else { Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z); } /* if (m_curr->second.delayed) { switch (GetEntry()) { case 176495: case 164871: case 175080: SendPlaySound(11804, false); break; // ZeppelinDocked case 20808: case 181646: case 176231: case 176244: case 176310: case 177233: SendPlaySound(5495, false);break; // BoatDockingWarning default: SendPlaySound(5154, false); break; // ShipDocked } } */ /* for (PlayerSet::const_iterator itr = m_passengers.begin(); itr != m_passengers.end();) { PlayerSet::const_iterator it2 = itr; ++itr; //(*it2)->SetPosition(m_curr->second.x + (*it2)->GetTransOffsetX(), m_curr->second.y + (*it2)->GetTransOffsetY(), m_curr->second.z + (*it2)->GetTransOffsetZ(), (*it2)->GetTransOffsetO()); } */ m_nextNodeTime = m_curr->first; if (m_curr == m_WayPoints.begin() && (sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0) sLog.outDetail(" ************ BEGIN ************** %s", this->m_name.c_str()); if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0) sLog.outDetail("%s moved to %d %f %f %f %d", this->m_name.c_str(), m_curr->second.id, m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid); } }
void Transport::Update(uint32 diff) { if (!AI()) { if (!AIM_Initialize()) sLog->outError("Could not initialize GameObjectAI for Transport"); } else AI()->UpdateAI(diff); if (_isStopped) return; if (GetKeyFrames().size() <= 1) return; //_moveTimer = getMSTime() % _transportInfo->pathTime; _moveTimer += diff; _moveTimer %= _transportInfo->pathTime; // need restart path from beginning /* if (m_timer < m_curr->pathTime) { m_curr = keyFrames.begin(); m_next = m_curr + 1; } */ while (_moveTimer > _nextFrame->pathTime || _moveTimer < _currentFrame->departureTime) { // arrived at next stop point if (_transportInfo->pathTime > _nextFrame->pathTime && _moveTimer < _nextFrame->departureTime) { if (IsMoving()) { SetMoving(false); DoEventIfAny(*_currentFrame, false); } break; } MoveToNextWayPoint(); SetMoving(true); DoEventIfAny(*_currentFrame, true); // first check help in case client-server transport coordinates de-synchronization if (_currentFrame->IsTeleportFrame()) TeleportTransport(_nextFrame->node->mapid, _nextFrame->node->x, _nextFrame->node->y, _nextFrame->node->z); ASSERT(_nextFrame != GetKeyFrames().begin()); sScriptMgr->OnRelocate(this, _currentFrame->node->index, _currentFrame->node->mapid, _currentFrame->node->x, _currentFrame->node->y, _currentFrame->node->z); sLog->outDebug(LOG_FILTER_TRANSPORTS, "%s moved to %f %f %f %d", GetName(), GetPositionX(), GetPositionY(), GetPositionZ(), _currentFrame->node->mapid); } if (IsMoving()) { if (_moveTimer < _currentFrame->departureTime || _moveTimer > _nextFrame->pathTime) sLog->outError("strange times, c.dep:%u, n.pt:%u (%s, %u)", _currentFrame->departureTime, _nextFrame->pathTime, GetName(), m_goInfo->moTransport.mapID); float t = CalculateSegmentPos((float)_moveTimer/(float)IN_MILLISECONDS); //if (t < -0.01f || t > 1.01f) // sLog.outError("strange t=%f (%s, %u)", t, GetName(), m_goInfo->moTransport.mapID); //G3D::Vector3 pos; //m_spline->Evaluate(m_curr->node->index - 1, t, pos); //G3D::Vector3 dir; //m_spline->EvaluateDerivative(m_curr->node->index - 1, t, dir); //dir.z = 0.0f; //dir = -dir.direction(); //Relocate(pos.x, pos.y, pos.z); float x = _currentFrame->node->x * (1.0f - t) + _nextFrame->node->x * t; float y = _currentFrame->node->y * (1.0f - t) + _nextFrame->node->y * t; float z = _currentFrame->node->z * (1.0f - t) + _nextFrame->node->z * t; float o = GetAngle(_nextFrame->node->x, _nextFrame->node->y) + float(M_PI); Relocate(x, y, z, o); UpdatePassengerPositions(); } sScriptMgr->OnTransportUpdate(this, diff); }