void Transporter::Update() { if (m_WayPoints.size() <= 1) return; m_timer = Util::getMSTime() % m_period; while (((m_timer - mCurrentWaypoint->first) % m_pathTime) > ((mNextWaypoint->first - mCurrentWaypoint->first) % m_pathTime)) { GetNextWaypoint(); // first check help in case client-server transport coordinates de-synchronization if (mCurrentWaypoint->second.mapid != GetMapId() || mCurrentWaypoint->second.teleport) { TeleportTransport(mCurrentWaypoint->second.mapid, GetMapId(), mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z); break; } else { SetPosition(mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z, std::atan2(mNextWaypoint->second.x, mNextWaypoint->second.y) + float(M_PI), false); UpdatePlayerPositions(mCurrentWaypoint->second.x, mCurrentWaypoint->second.y, mCurrentWaypoint->second.z, std::atan2(mNextWaypoint->second.x, mNextWaypoint->second.y) + float(M_PI)); // After a few tests (Durotar<->Northrend we need this, otherwise npc disappear on entering new map/zone/area DankoDJ // Update Creature Position with Movement Info from Gameobject too prevent coord changes from Transporter Waypoint and Gameobject Position Aaron02 #if VERSION_STRING != Cata UpdateNPCPositions(obj_movement_info.transport_data.relativePosition.x, obj_movement_info.transport_data.relativePosition.y, obj_movement_info.transport_data.relativePosition.z, std::atan2(obj_movement_info.transport_data.relativePosition.x, obj_movement_info.transport_data.relativePosition.y) + float(M_PI)); #else UpdateNPCPositions(obj_movement_info.getTransportPosition()->x, obj_movement_info.getTransportPosition()->y, obj_movement_info.getTransportPosition()->z, std::atan2(obj_movement_info.getTransportPosition()->x, obj_movement_info.getTransportPosition()->y) + float(M_PI)); #endif } if (mCurrentWaypoint->second.delayed) { switch (GetGameObjectProperties()->display_id) { case 3015: case 7087: { PlaySoundToSet(5154); // ShipDocked LightHouseFogHorn.wav } break; case 3031: { PlaySoundToSet(11804); // ZeppelinDocked ZeppelinHorn.wav } break; default: { PlaySoundToSet(5495); // BoatDockingWarning BoatDockedWarning.wav } break; } TransportGossip(GetGameObjectProperties()->display_id); } } }
void Transport::Update(uint32 p_diff) { UpdateNPCPositions(); if (!AI()) { if (!AIM_Initialize()) sLog->outError("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)); } 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); }
void Transport::Update(uint32 p_diff) { if (!AI()) { if (!AIM_Initialize()) TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport"); } else AI()->UpdateAI(p_diff); if (m_WayPoints.size() <= 1) return; if (!m_period) 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 // This forces the server to update positions in transportation for players -- gunship 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()) TC_LOG_DEBUG("entities.transport", " ************ BEGIN ************** %s", m_name.c_str()); TC_LOG_DEBUG("entities.transport", "%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); }
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)) { m_lastMovement = getMSTime(); m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); if (m_curr->second.teleport == true) { map <uint32, WayPoint>::iterator iterPrev = m_curr; TeleportTransport(GetMapId(), m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); } else { //MapManager::Instance().GetMap(m_curr->second.mapid)->GameobjectRelocation((GameObject *)this, m_curr->second.x, m_curr->second.y, m_curr->second.z, this->m_orientation); this->Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.o); } m_curMap = m_curr->second.mapid; for(set<Player *>::iterator itr = m_passengers.begin(); itr != m_passengers.end();) { set<Player *>::iterator it2 = itr; ++itr; //(*it2)->SetPosition( m_curr->second.x + (*it2)->m_transX, m_curr->second.y + (*it2)->m_transY, m_curr->second.z + (*it2)->m_transZ, (*it2)->GetOrientation() ); } m_nextNodeTime = m_curr->first; if (m_curr == m_WayPoints.begin() && (sWorld.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0) sLog.outDetail(" >>>>>>>>>>>> BEGIN <<<<<<<<<<<<<< %s", this->m_name.c_str()); // MapManager::Instance().GetMap(m_curr->second.mapid)->Add(&this); // -> // ->Add(t); //MapManager::Instance().GetMap(m_curr->second.mapid)->Remove((GameObject *)this, false); // -> // ->Add(t); //MapManager::Instance().GetMap(m_curr->second.mapid)->Add((GameObject *)this); // -> // ->Add(t); if ((sWorld.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0) sLog.outDetail("%s moved to %f %f %f", this->m_name.c_str(), m_curr->second.x, m_curr->second.y, m_curr->second.z); } }
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)) { m_lastMovement = getMSTime(); m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); // first check help in case client-server transport coordinates de-synchronization if (m_curr->second.mapid != GetMapId() || m_curr->second.teleport) { TeleportTransport(GetMapId(), m_curr->second.mapid, m_curr->second.x, m_curr->second.y, m_curr->second.z); } else { //MapManager::Instance().GetMap(m_curr->second.mapid)->GameobjectRelocation((GameObject *)this, m_curr->second.x, m_curr->second.y, m_curr->second.z, this->m_orientation); Relocate(m_curr->second.x, m_curr->second.y, m_curr->second.z); } /* for(PlayerSet::iterator itr = m_passengers.begin(); itr != m_passengers.end();) { PlayerSet::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()); // MapManager::Instance().GetMap(m_curr->second.mapid)->Add(&this); // -> // ->Add(t); //MapManager::Instance().GetMap(m_curr->second.mapid)->Remove((GameObject *)this, false); // -> // ->Add(t); //MapManager::Instance().GetMap(m_curr->second.mapid)->Add((GameObject *)this); // -> // ->Add(t); if ((sLog.getLogFilter() & LOG_FILTER_TRANSPORT_MOVES)==0) sLog.outDetail("%s moved to %f %f %f %d", this->m_name.c_str(), m_curr->second.x, m_curr->second.y, m_curr->second.z, m_curr->second.mapid); } }
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); } }
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)) { m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); // 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::iterator itr = m_passengers.begin(); itr != m_passengers.end();) { PlayerSet::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->outDebug(" ************ BEGIN ************** %s", this->m_name.c_str()); if ((sLog->getLogFilter() & LOG_FILTER_TRANSPORT_MOVES) == 0) sLog->outDebug("%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); //Transport Event System CheckForEvent(this->GetEntry(), m_curr->second.id); } }
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)) { m_curr = GetNextWayPoint(); m_next = GetNextWayPoint(); // 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); //Transport Event System CheckForEvent(this->GetEntry(), m_curr->second.id); } }
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); }