server/src/game/Vehicle.cpp
Schmoozerd a05738717a [c12536] Happy New Year 2013
Update authorship information and prepare for easier ways next year

Signed-off-by: Schmoozerd <schmoozerd@cmangos>

(based on commit [12325] - b7dbcda)
2020-02-16 21:25:01 +00:00

231 lines
7.4 KiB
C++

/*
* This file is part of the Continued-MaNGOS Project
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* 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 "Util.h"
#include "movement/MoveSplineInit.h"
#include "movement/MoveSpline.h"
#include "MapManager.h"
/**
* 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 = 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)
{
}
/*! @} */