本文整理汇总了C++中TeleportTransport函数的典型用法代码示例。如果您正苦于以下问题:C++ TeleportTransport函数的具体用法?C++ TeleportTransport怎么用?C++ TeleportTransport使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了TeleportTransport函数的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: while
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);
}
}
}
示例2: UpdateNPCPositions
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);
}
示例3: TC_LOG_ERROR
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);
}
示例4: getMSTime
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);
}
}
示例5: getMSTime
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);
}
}
示例6: getMSTime
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);
}
}
示例7: AI
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);
}
示例8: AI
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
{
//.........这里部分代码省略.........
示例9: AI
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);
//.........这里部分代码省略.........
示例10: AI
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);
}