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[12221] Implement interface for Vehicles
Signed-off-by: Schmoozerd <schmoozerd@cmangos>
This commit is contained in:
parent
164c2e137b
commit
1aaf756c7e
7 changed files with 280 additions and 18 deletions
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@ -589,7 +589,7 @@ enum VehicleSeatFlags
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SEAT_FLAG_UNK18 = 0x00100000,
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SEAT_FLAG_UNK19 = 0x00200000,
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SEAT_FLAG_UNK20 = 0x00400000, // "RecHasVehicleEnterAnim"
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SEAT_FLAG_UNK21 = 0x00800000,
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SEAT_FLAG_UNK21 = 0x00800000, // Lua_IsUsingVehicleControls
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SEAT_FLAG_UNK22 = 0x01000000, // "EnableVehicleZoom"
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SEAT_FLAG_USABLE = 0x02000000, // Lua_CanExitVehicle
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SEAT_FLAG_CAN_SWITCH = 0x04000000, // Lua_CanSwitchVehicleSeats
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@ -462,7 +462,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
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if (updateFlags & UPDATEFLAG_VEHICLE)
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{
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*data << float(NormalizeOrientation(((WorldObject*)this)->GetOrientation()));
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*data << uint32(((Unit*)this)->GetVehicleInfo()->GetEntry()->m_ID); // vehicle id
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*data << uint32(((Unit*)this)->GetVehicleInfo()->GetVehicleEntry()->m_ID); // vehicle id
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}
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// used only with GO's, placeholder
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@ -103,9 +103,9 @@ void TransportBase::UpdateGlobalPositionOf(WorldObject* passenger, float lx, flo
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else
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m_owner->GetMap()->CreatureRelocation((Creature*)passenger, gx, gy, gz, go);
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//// If passenger is vehicle
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//if (((Unit*)passenger)->IsVehicle())
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// ((Unit*)passenger)->GetVehicleInfo()->UpdateGlobalPositions();
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// If passenger is vehicle
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if (((Unit*)passenger)->IsVehicle())
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((Unit*)passenger)->GetVehicleInfo()->UpdateGlobalPositions();
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}
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// ToDo: Add gameobject relocation
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// ToDo: Add passenger relocation for MO transports
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@ -623,6 +623,10 @@ void Unit::Update(uint32 update_diff, uint32 p_time)
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setAttackTimer(OFF_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff));
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}
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// Update passenger positions if we are the first vehicle
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if (IsVehicle() && !IsBoarded())
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m_vehicleInfo->Update(update_diff);
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// update abilities available only for fraction of time
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UpdateReactives(update_diff);
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@ -11482,7 +11486,7 @@ void Unit::SetVehicleId(uint32 entry)
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VehicleEntry const* ventry = sVehicleStore.LookupEntry(entry);
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MANGOS_ASSERT(ventry != NULL);
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m_vehicleInfo = new VehicleInfo(ventry);
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m_vehicleInfo = new VehicleInfo(this, ventry);
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m_updateFlag |= UPDATEFLAG_VEHICLE;
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}
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else
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@ -16,14 +16,216 @@
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/**
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* @addtogroup TransportSystem
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* @{
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*
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* @file Vehicle.cpp
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* This file contains the code needed for CMaNGOS to support vehicles
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* Currently implemented
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* - TODO Board
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* - TODO Unboard
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* - TODO Switch
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* - CanBoard to check if a passenger can board a vehicle
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* - Internal helper to control the available seats of a vehicle
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*/
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#include "Common.h"
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#include "SharedDefines.h"
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#include "ObjectGuid.h"
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#include "Log.h"
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#include "Unit.h"
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#include "Creature.h"
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#include "ObjectMgr.h"
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#include "Vehicle.h"
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#include "Unit.h"
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#include "Util.h"
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#include "movement/MoveSplineInit.h"
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#include "movement/MoveSpline.h"
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#include "MapManager.h"
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VehicleInfo::VehicleInfo(VehicleEntry const* entry) :
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m_vehicleEntry(entry)
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/**
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* Constructor of VehicleInfo
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*
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* @param owner MUST be provided owner of the vehicle (type Unit)
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* @param vehicleEntry MUST be provided dbc-entry of the vehicle
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*
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* This function will initialise the VehicleInfo of the vehicle owner
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* Also the seat-map is created here
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*/
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VehicleInfo::VehicleInfo(Unit* owner, VehicleEntry const* vehicleEntry) : TransportBase(owner),
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m_vehicleEntry(vehicleEntry),
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m_creatureSeats(0),
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m_playerSeats(0)
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{
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MANGOS_ASSERT(vehicleEntry);
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// Initial fill of available seats for the vehicle
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for (uint8 i = 0; i < MAX_VEHICLE_SEAT; ++i)
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{
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if (uint32 seatId = vehicleEntry->m_seatID[i])
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{
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if (VehicleSeatEntry const* seatEntry = sVehicleSeatStore.LookupEntry(seatId))
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{
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m_vehicleSeats.insert(VehicleSeatMap::value_type(i, seatEntry));
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if (IsUsableSeatForCreature(seatEntry->m_flags))
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m_creatureSeats |= 1 << i;
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if (IsUsableSeatForPlayer(seatEntry->m_flags))
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m_playerSeats |= 1 << i;
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}
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}
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}
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}
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/**
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* This function will board a passenger onto a vehicle
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*
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* @param passenger MUST be provided. This Unit will be boarded onto the vehicles (if it checks out)
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* @param seat Seat to which the passenger will be boarded (if can, elsewise an alternative will be selected if possible)
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*/
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void VehicleInfo::Board(Unit* passenger, uint8 seat)
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{
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MANGOS_ASSERT(passenger);
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DEBUG_LOG("VehicleInfo::Board: Try to board passenger %s to seat %u", passenger->GetObjectGuid().GetString().c_str(), seat);
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}
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/**
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* This function will switch the seat of a passenger
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*
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* @param passenger MUST be provided. This Unit will change its seat on the vehicle
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* @param seat Seat to which the passenger will be switched
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*/
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void VehicleInfo::SwitchSeat(Unit* passenger, uint8 seat)
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{
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MANGOS_ASSERT(passenger);
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}
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/**
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* This function will Unboard a passenger
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*
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* @param passenger MUST be provided. This Unit will be unboarded from the vehicle
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* @param changeVehicle If set, the passenger is expected to be directly boarded to another vehicle,
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* and hence he will not be unboarded but only removed from this vehicle.
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*/
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void VehicleInfo::UnBoard(Unit* passenger, bool changeVehicle)
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{
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MANGOS_ASSERT(passenger);
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DEBUG_LOG("VehicleInfo::Unboard: passenger: %s", passenger->GetObjectGuid().GetString().c_str());
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}
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/**
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* This function will check if a passenger can be boarded
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*
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* @param passenger Unit that attempts to board onto a vehicle
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*/
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bool VehicleInfo::CanBoard(Unit* passenger) const
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{
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if (!passenger)
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return false;
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// Passenger is this vehicle
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if (passenger == m_owner)
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return false;
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// Check if we have at least one empty seat
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if (!GetEmptySeats())
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return false;
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// Passenger is already boarded
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if (m_passengers.find(passenger) != m_passengers.end())
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return false;
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// Check for empty player seats
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if (passenger->GetTypeId() == TYPEID_PLAYER)
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return GetEmptySeatsMask() & m_playerSeats;
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// Check for empty creature seats
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return GetEmptySeatsMask() & m_creatureSeats;
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}
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// Helper function to undo the turning of the vehicle to calculate a relative position of the passenger when boarding
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void VehicleInfo::CalculateBoardingPositionOf(float gx, float gy, float gz, float go, float &lx, float &ly, float &lz, float &lo)
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{
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NormalizeRotatedPosition(gx - m_owner->GetPositionX(), gy - m_owner->GetPositionY(), lx, ly);
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lz = gz - m_owner->GetPositionZ();
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lo = MapManager::NormalizeOrientation(go - m_owner->GetOrientation());
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}
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/* ************************************************************************************************
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* Helper function for seat control
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* ***********************************************************************************************/
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/// Get the Vehicle SeatEntry of a seat by position
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VehicleSeatEntry const* VehicleInfo::GetSeatEntry(uint8 seat) const
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{
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VehicleSeatMap::const_iterator itr = m_vehicleSeats.find(seat);
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return itr != m_vehicleSeats.end() ? itr->second : NULL;
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}
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/**
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* This function will get a usable seat for a passenger
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*
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* @param passenger MUST be provided. Unit for which to try to get a free seat
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* @param seat will contain an available seat if returned true
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* @return return TRUE if and only if an available seat was found. In this case @seat will contain the id
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*/
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bool VehicleInfo::GetUsableSeatFor(Unit* passenger, uint8& seat) const
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{
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MANGOS_ASSERT(passenger);
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uint8 possibleSeats = (passenger->GetTypeId() == TYPEID_PLAYER) ? (GetEmptySeatsMask() & m_playerSeats) : (GetEmptySeatsMask() & m_creatureSeats);
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// No usable seats available
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if (!possibleSeats)
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return false;
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// Start with 0
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seat = 0;
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for (uint8 i = 1; seat < MAX_VEHICLE_SEAT; i <<= 1, ++seat)
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if (possibleSeats & i)
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return true;
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return false;
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}
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/// Returns if a @passenger could board onto @seat - @passenger MUST be provided
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bool VehicleInfo::IsSeatAvailableFor(Unit* passenger, uint8 seat) const
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{
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MANGOS_ASSERT(passenger);
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return seat < MAX_VEHICLE_SEAT &&
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(GetEmptySeatsMask() & (passenger->GetTypeId() == TYPEID_PLAYER ? m_playerSeats : m_creatureSeats) & (1 << seat));
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}
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/// Wrapper to collect all taken seats
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uint8 VehicleInfo::GetTakenSeatsMask() const
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{
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uint8 takenSeatsMask = 0;
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for (PassengerMap::const_iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
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takenSeatsMask |= 1 << itr->second->GetTransportSeat();
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return takenSeatsMask;
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}
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bool VehicleInfo:: IsUsableSeatForPlayer(uint32 seatFlags) const
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{
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return seatFlags & SEAT_FLAG_USABLE;
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}
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/// Add control and such modifiers to a passenger if required
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void VehicleInfo::ApplySeatMods(Unit* passenger, uint32 seatFlags)
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{
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}
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/// Remove control and such modifiers to a passenger if they were added
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void VehicleInfo::RemoveSeatMods(Unit* passenger, uint32 seatFlags)
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{
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}
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/*! @} */
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@ -16,24 +16,80 @@
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/**
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* @addtogroup TransportSystem to provide abstract support for transported entities
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* The Transport System in MaNGOS consists of these files:
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* - TransportSystem.h to provide the basic classes TransportBase and TransportInfo
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* - TransportSystem.cpp which implements these classes
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* - Vehicle.h as a vehicle is a transporter it will inherit itr transporter-information from TransportBase
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* - Transports.h to implement the MOTransporter (subclas of gameobject) - Remains TODO
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* as well of
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* - impacts to various files
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*
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* @{
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*
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* @file Vehicle.h
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* This file contains the headers for the functionality required by Vehicles
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*
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*/
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#ifndef MANGOSSERVER_VEHICLE_H
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#define MANGOSSERVER_VEHICLE_H
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#include "Common.h"
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#include "ObjectGuid.h"
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#include "Creature.h"
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#include "Unit.h"
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#include "SharedDefines.h"
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#include "TransportSystem.h"
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class Unit;
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struct VehicleEntry;
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struct VehicleSeatEntry;
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class VehicleInfo
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typedef std::map<uint8 /*seatPosition*/, VehicleSeatEntry const*> VehicleSeatMap;
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/**
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* A class to provide support for each vehicle. This includes
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* - Boarding and unboarding of passengers, including support to switch vehicles
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* - Basic checks if a passenger can board
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*/
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class VehicleInfo : public TransportBase
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{
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VehicleEntry const* m_vehicleEntry;
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public:
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explicit VehicleInfo(VehicleEntry const* entry);
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explicit VehicleInfo(Unit* owner, VehicleEntry const* vehicleEntry);
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VehicleEntry const* GetEntry() const { return m_vehicleEntry; }
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VehicleEntry const* GetVehicleEntry() const { return m_vehicleEntry; }
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void Board(Unit* passenger, uint8 seat); // Board a passenger to a vehicle
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void SwitchSeat(Unit* passenger, uint8 seat); // Used to switch seats of a passenger
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void UnBoard(Unit* passenger, bool changeVehicle); // Used to Unboard a passenger from a vehicle
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bool CanBoard(Unit* passenger) const; // Used to check if a Unit can board a vehicle
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private:
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// Internal use to calculate the boarding position
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void CalculateBoardingPositionOf(float gx, float gy, float gz, float go, float &lx, float &ly, float &lz, float &lo);
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// Seat information
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VehicleSeatEntry const* GetSeatEntry(uint8 seat) const;
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bool GetUsableSeatFor(Unit* passenger, uint8& seat) const;
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bool IsSeatAvailableFor(Unit* passenger, uint8 seat) const;
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uint8 GetTakenSeatsMask() const;
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uint8 GetEmptySeatsMask() const { return ~GetTakenSeatsMask(); }
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uint8 GetEmptySeats() const { return m_vehicleSeats.size() - m_passengers.size(); }
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bool IsUsableSeatForPlayer(uint32 seatFlags) const;
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bool IsUsableSeatForCreature(uint32 seatFlags) const { return true; } // special flag?, !IsUsableSeatForPlayer(seatFlags)?
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// Apply/ Remove Controlling of the vehicle
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void ApplySeatMods(Unit* passenger, uint32 seatFlags);
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void RemoveSeatMods(Unit* passenger, uint32 seatFlags);
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VehicleEntry const* m_vehicleEntry;
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VehicleSeatMap m_vehicleSeats; ///< Stores the available seats of the vehicle (filled in constructor)
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uint8 m_creatureSeats; ///< Mask that stores which seats are avaiable for creatures
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uint8 m_playerSeats; ///< Mask that stores which seats are avaiable for players
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};
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#endif
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/*! @} */
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "12220"
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#define REVISION_NR "12221"
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#endif // __REVISION_NR_H__
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