[12221] Implement interface for Vehicles

Signed-off-by: Schmoozerd <schmoozerd@cmangos>
This commit is contained in:
kid10 2012-09-14 01:31:39 +02:00 committed by Antz
parent 164c2e137b
commit 1aaf756c7e
7 changed files with 280 additions and 18 deletions

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@ -589,7 +589,7 @@ enum VehicleSeatFlags
SEAT_FLAG_UNK18 = 0x00100000,
SEAT_FLAG_UNK19 = 0x00200000,
SEAT_FLAG_UNK20 = 0x00400000, // "RecHasVehicleEnterAnim"
SEAT_FLAG_UNK21 = 0x00800000,
SEAT_FLAG_UNK21 = 0x00800000, // Lua_IsUsingVehicleControls
SEAT_FLAG_UNK22 = 0x01000000, // "EnableVehicleZoom"
SEAT_FLAG_USABLE = 0x02000000, // Lua_CanExitVehicle
SEAT_FLAG_CAN_SWITCH = 0x04000000, // Lua_CanSwitchVehicleSeats

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@ -462,7 +462,7 @@ void Object::BuildMovementUpdate(ByteBuffer * data, uint16 updateFlags) const
if (updateFlags & UPDATEFLAG_VEHICLE)
{
*data << float(NormalizeOrientation(((WorldObject*)this)->GetOrientation()));
*data << uint32(((Unit*)this)->GetVehicleInfo()->GetEntry()->m_ID); // vehicle id
*data << uint32(((Unit*)this)->GetVehicleInfo()->GetVehicleEntry()->m_ID); // vehicle id
}
// used only with GO's, placeholder

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@ -103,9 +103,9 @@ void TransportBase::UpdateGlobalPositionOf(WorldObject* passenger, float lx, flo
else
m_owner->GetMap()->CreatureRelocation((Creature*)passenger, gx, gy, gz, go);
//// If passenger is vehicle
//if (((Unit*)passenger)->IsVehicle())
// ((Unit*)passenger)->GetVehicleInfo()->UpdateGlobalPositions();
// If passenger is vehicle
if (((Unit*)passenger)->IsVehicle())
((Unit*)passenger)->GetVehicleInfo()->UpdateGlobalPositions();
}
// ToDo: Add gameobject relocation
// ToDo: Add passenger relocation for MO transports

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@ -623,6 +623,10 @@ void Unit::Update(uint32 update_diff, uint32 p_time)
setAttackTimer(OFF_ATTACK, (update_diff >= base_att ? 0 : base_att - update_diff));
}
// Update passenger positions if we are the first vehicle
if (IsVehicle() && !IsBoarded())
m_vehicleInfo->Update(update_diff);
// update abilities available only for fraction of time
UpdateReactives(update_diff);
@ -11482,7 +11486,7 @@ void Unit::SetVehicleId(uint32 entry)
VehicleEntry const* ventry = sVehicleStore.LookupEntry(entry);
MANGOS_ASSERT(ventry != NULL);
m_vehicleInfo = new VehicleInfo(ventry);
m_vehicleInfo = new VehicleInfo(this, ventry);
m_updateFlag |= UPDATEFLAG_VEHICLE;
}
else

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@ -16,14 +16,216 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/**
* @addtogroup TransportSystem
* @{
*
* @file Vehicle.cpp
* This file contains the code needed for CMaNGOS to support vehicles
* Currently implemented
* - TODO Board
* - TODO Unboard
* - TODO Switch
* - CanBoard to check if a passenger can board a vehicle
* - Internal helper to control the available seats of a vehicle
*/
#include "Common.h"
#include "SharedDefines.h"
#include "ObjectGuid.h"
#include "Log.h"
#include "Unit.h"
#include "Creature.h"
#include "ObjectMgr.h"
#include "Vehicle.h"
#include "Unit.h"
#include "Util.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include "MapManager.h"
VehicleInfo::VehicleInfo(VehicleEntry const* entry) :
m_vehicleEntry(entry)
/**
* Constructor of VehicleInfo
*
* @param owner MUST be provided owner of the vehicle (type Unit)
* @param vehicleEntry MUST be provided dbc-entry of the vehicle
*
* This function will initialise the VehicleInfo of the vehicle owner
* Also the seat-map is created here
*/
VehicleInfo::VehicleInfo(Unit* owner, VehicleEntry const* vehicleEntry) : TransportBase(owner),
m_vehicleEntry(vehicleEntry),
m_creatureSeats(0),
m_playerSeats(0)
{
MANGOS_ASSERT(vehicleEntry);
// Initial fill of available seats for the vehicle
for (uint8 i = 0; i < MAX_VEHICLE_SEAT; ++i)
{
if (uint32 seatId = vehicleEntry->m_seatID[i])
{
if (VehicleSeatEntry const* seatEntry = sVehicleSeatStore.LookupEntry(seatId))
{
m_vehicleSeats.insert(VehicleSeatMap::value_type(i, seatEntry));
if (IsUsableSeatForCreature(seatEntry->m_flags))
m_creatureSeats |= 1 << i;
if (IsUsableSeatForPlayer(seatEntry->m_flags))
m_playerSeats |= 1 << i;
}
}
}
}
/**
* This function will board a passenger onto a vehicle
*
* @param passenger MUST be provided. This Unit will be boarded onto the vehicles (if it checks out)
* @param seat Seat to which the passenger will be boarded (if can, elsewise an alternative will be selected if possible)
*/
void VehicleInfo::Board(Unit* passenger, uint8 seat)
{
MANGOS_ASSERT(passenger);
DEBUG_LOG("VehicleInfo::Board: Try to board passenger %s to seat %u", passenger->GetObjectGuid().GetString().c_str(), seat);
}
/**
* This function will switch the seat of a passenger
*
* @param passenger MUST be provided. This Unit will change its seat on the vehicle
* @param seat Seat to which the passenger will be switched
*/
void VehicleInfo::SwitchSeat(Unit* passenger, uint8 seat)
{
MANGOS_ASSERT(passenger);
}
/**
* This function will Unboard a passenger
*
* @param passenger MUST be provided. This Unit will be unboarded from the vehicle
* @param changeVehicle If set, the passenger is expected to be directly boarded to another vehicle,
* and hence he will not be unboarded but only removed from this vehicle.
*/
void VehicleInfo::UnBoard(Unit* passenger, bool changeVehicle)
{
MANGOS_ASSERT(passenger);
DEBUG_LOG("VehicleInfo::Unboard: passenger: %s", passenger->GetObjectGuid().GetString().c_str());
}
/**
* This function will check if a passenger can be boarded
*
* @param passenger Unit that attempts to board onto a vehicle
*/
bool VehicleInfo::CanBoard(Unit* passenger) const
{
if (!passenger)
return false;
// Passenger is this vehicle
if (passenger == m_owner)
return false;
// Check if we have at least one empty seat
if (!GetEmptySeats())
return false;
// Passenger is already boarded
if (m_passengers.find(passenger) != m_passengers.end())
return false;
// Check for empty player seats
if (passenger->GetTypeId() == TYPEID_PLAYER)
return GetEmptySeatsMask() & m_playerSeats;
// Check for empty creature seats
return GetEmptySeatsMask() & m_creatureSeats;
}
// Helper function to undo the turning of the vehicle to calculate a relative position of the passenger when boarding
void VehicleInfo::CalculateBoardingPositionOf(float gx, float gy, float gz, float go, float &lx, float &ly, float &lz, float &lo)
{
NormalizeRotatedPosition(gx - m_owner->GetPositionX(), gy - m_owner->GetPositionY(), lx, ly);
lz = gz - m_owner->GetPositionZ();
lo = MapManager::NormalizeOrientation(go - m_owner->GetOrientation());
}
/* ************************************************************************************************
* Helper function for seat control
* ***********************************************************************************************/
/// Get the Vehicle SeatEntry of a seat by position
VehicleSeatEntry const* VehicleInfo::GetSeatEntry(uint8 seat) const
{
VehicleSeatMap::const_iterator itr = m_vehicleSeats.find(seat);
return itr != m_vehicleSeats.end() ? itr->second : NULL;
}
/**
* This function will get a usable seat for a passenger
*
* @param passenger MUST be provided. Unit for which to try to get a free seat
* @param seat will contain an available seat if returned true
* @return return TRUE if and only if an available seat was found. In this case @seat will contain the id
*/
bool VehicleInfo::GetUsableSeatFor(Unit* passenger, uint8& seat) const
{
MANGOS_ASSERT(passenger);
uint8 possibleSeats = (passenger->GetTypeId() == TYPEID_PLAYER) ? (GetEmptySeatsMask() & m_playerSeats) : (GetEmptySeatsMask() & m_creatureSeats);
// No usable seats available
if (!possibleSeats)
return false;
// Start with 0
seat = 0;
for (uint8 i = 1; seat < MAX_VEHICLE_SEAT; i <<= 1, ++seat)
if (possibleSeats & i)
return true;
return false;
}
/// Returns if a @passenger could board onto @seat - @passenger MUST be provided
bool VehicleInfo::IsSeatAvailableFor(Unit* passenger, uint8 seat) const
{
MANGOS_ASSERT(passenger);
return seat < MAX_VEHICLE_SEAT &&
(GetEmptySeatsMask() & (passenger->GetTypeId() == TYPEID_PLAYER ? m_playerSeats : m_creatureSeats) & (1 << seat));
}
/// Wrapper to collect all taken seats
uint8 VehicleInfo::GetTakenSeatsMask() const
{
uint8 takenSeatsMask = 0;
for (PassengerMap::const_iterator itr = m_passengers.begin(); itr != m_passengers.end(); ++itr)
takenSeatsMask |= 1 << itr->second->GetTransportSeat();
return takenSeatsMask;
}
bool VehicleInfo:: IsUsableSeatForPlayer(uint32 seatFlags) const
{
return seatFlags & SEAT_FLAG_USABLE;
}
/// Add control and such modifiers to a passenger if required
void VehicleInfo::ApplySeatMods(Unit* passenger, uint32 seatFlags)
{
}
/// Remove control and such modifiers to a passenger if they were added
void VehicleInfo::RemoveSeatMods(Unit* passenger, uint32 seatFlags)
{
}
/*! @} */

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@ -16,24 +16,80 @@
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/**
* @addtogroup TransportSystem to provide abstract support for transported entities
* The Transport System in MaNGOS consists of these files:
* - TransportSystem.h to provide the basic classes TransportBase and TransportInfo
* - TransportSystem.cpp which implements these classes
* - Vehicle.h as a vehicle is a transporter it will inherit itr transporter-information from TransportBase
* - Transports.h to implement the MOTransporter (subclas of gameobject) - Remains TODO
* as well of
* - impacts to various files
*
* @{
*
* @file Vehicle.h
* This file contains the headers for the functionality required by Vehicles
*
*/
#ifndef MANGOSSERVER_VEHICLE_H
#define MANGOSSERVER_VEHICLE_H
#include "Common.h"
#include "ObjectGuid.h"
#include "Creature.h"
#include "Unit.h"
#include "SharedDefines.h"
#include "TransportSystem.h"
class Unit;
struct VehicleEntry;
struct VehicleSeatEntry;
class VehicleInfo
typedef std::map<uint8 /*seatPosition*/, VehicleSeatEntry const*> VehicleSeatMap;
/**
* A class to provide support for each vehicle. This includes
* - Boarding and unboarding of passengers, including support to switch vehicles
* - Basic checks if a passenger can board
*/
class VehicleInfo : public TransportBase
{
VehicleEntry const* m_vehicleEntry;
public:
explicit VehicleInfo(VehicleEntry const* entry);
explicit VehicleInfo(Unit* owner, VehicleEntry const* vehicleEntry);
VehicleEntry const* GetEntry() const { return m_vehicleEntry; }
VehicleEntry const* GetVehicleEntry() const { return m_vehicleEntry; }
void Board(Unit* passenger, uint8 seat); // Board a passenger to a vehicle
void SwitchSeat(Unit* passenger, uint8 seat); // Used to switch seats of a passenger
void UnBoard(Unit* passenger, bool changeVehicle); // Used to Unboard a passenger from a vehicle
bool CanBoard(Unit* passenger) const; // Used to check if a Unit can board a vehicle
private:
// Internal use to calculate the boarding position
void CalculateBoardingPositionOf(float gx, float gy, float gz, float go, float &lx, float &ly, float &lz, float &lo);
// Seat information
VehicleSeatEntry const* GetSeatEntry(uint8 seat) const;
bool GetUsableSeatFor(Unit* passenger, uint8& seat) const;
bool IsSeatAvailableFor(Unit* passenger, uint8 seat) const;
uint8 GetTakenSeatsMask() const;
uint8 GetEmptySeatsMask() const { return ~GetTakenSeatsMask(); }
uint8 GetEmptySeats() const { return m_vehicleSeats.size() - m_passengers.size(); }
bool IsUsableSeatForPlayer(uint32 seatFlags) const;
bool IsUsableSeatForCreature(uint32 seatFlags) const { return true; } // special flag?, !IsUsableSeatForPlayer(seatFlags)?
// Apply/ Remove Controlling of the vehicle
void ApplySeatMods(Unit* passenger, uint32 seatFlags);
void RemoveSeatMods(Unit* passenger, uint32 seatFlags);
VehicleEntry const* m_vehicleEntry;
VehicleSeatMap m_vehicleSeats; ///< Stores the available seats of the vehicle (filled in constructor)
uint8 m_creatureSeats; ///< Mask that stores which seats are avaiable for creatures
uint8 m_playerSeats; ///< Mask that stores which seats are avaiable for players
};
#endif
/*! @} */

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "12220"
#define REVISION_NR "12221"
#endif // __REVISION_NR_H__