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Viano-Core/src/server/game/Entities/Vehicle/Vehicle.h
T

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5.1 KiB
C++

/*
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef __TRINITY_VEHICLE_H
#define __TRINITY_VEHICLE_H
#include "ObjectDefines.h"
#include "Object.h"
#include "VehicleDefines.h"
#include "Unit.h"
#include <list>
struct VehicleEntry;
class Unit;
class VehicleJoinEvent;
class TC_GAME_API Vehicle : public TransportBase
{
protected:
friend bool Unit::CreateVehicleKit(uint32 id, uint32 creatureEntry);
Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry);
friend void Unit::RemoveVehicleKit();
~Vehicle();
public:
void Install();
void Uninstall();
void Reset(bool evading = false);
void InstallAllAccessories(bool evading);
void ApplyAllImmunities();
void InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime); //! May be called from scripts
Unit* GetBase() const { return _me; }
VehicleEntry const* GetVehicleInfo() const { return _vehicleInfo; }
uint32 GetCreatureEntry() const { return _creatureEntry; }
bool HasEmptySeat(int8 seatId) const;
Unit* GetPassenger(int8 seatId) const;
SeatMap::const_iterator GetNextEmptySeat(int8 seatId, bool next) const;
uint8 GetAvailableSeatCount() const;
bool AddPassenger(Unit* passenger, int8 seatId = -1);
void EjectPassenger(Unit* passenger, Unit* controller);
Vehicle* RemovePassenger(Unit* passenger);
void RelocatePassengers();
void RemoveAllPassengers();
bool IsVehicleInUse() const;
void SetLastShootPos(Position const& pos) { _lastShootPos.Relocate(pos); }
Position const& GetLastShootPos() const { return _lastShootPos; }
SeatMap Seats; ///< The collection of all seats on the vehicle. Including vacant ones.
VehicleSeatEntry const* GetSeatForPassenger(Unit const* passenger) const;
void RemovePendingEventsForPassenger(Unit* passenger);
protected:
friend class VehicleJoinEvent;
uint32 UsableSeatNum; ///< Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags
private:
enum Status
{
STATUS_NONE,
STATUS_INSTALLED,
STATUS_UNINSTALLING,
};
SeatMap::iterator GetSeatIteratorForPassenger(Unit* passenger);
void InitMovementInfoForBase();
/// This method transforms supplied transport offsets into global coordinates
void CalculatePassengerPosition(float& x, float& y, float& z, float* o /*= NULL*/) const override
{
TransportBase::CalculatePassengerPosition(x, y, z, o,
GetBase()->GetPositionX(), GetBase()->GetPositionY(),
GetBase()->GetPositionZ(), GetBase()->GetOrientation());
}
/// This method transforms supplied global coordinates into local offsets
void CalculatePassengerOffset(float& x, float& y, float& z, float* o /*= NULL*/) const override
{
TransportBase::CalculatePassengerOffset(x, y, z, o,
GetBase()->GetPositionX(), GetBase()->GetPositionY(),
GetBase()->GetPositionZ(), GetBase()->GetOrientation());
}
void RemovePendingEvent(VehicleJoinEvent* e);
void RemovePendingEventsForSeat(int8 seatId);
private:
Unit* _me; ///< The underlying unit with the vehicle kit. Can be player or creature.
VehicleEntry const* _vehicleInfo; ///< DBC data for vehicle
GuidSet vehiclePlayers;
uint32 _creatureEntry; ///< Can be different than the entry of _me in case of players
Status _status; ///< Internal variable for sanity checks
Position _lastShootPos;
typedef std::list<VehicleJoinEvent*> PendingJoinEventContainer;
PendingJoinEventContainer _pendingJoinEvents; ///< Collection of delayed join events for prospective passengers
};
class TC_GAME_API VehicleJoinEvent : public BasicEvent
{
friend class Vehicle;
protected:
VehicleJoinEvent(Vehicle* v, Unit* u) : Target(v), Passenger(u), Seat(Target->Seats.end()) { }
bool Execute(uint64, uint32) override;
void Abort(uint64) override;
Vehicle* Target;
Unit* Passenger;
SeatMap::iterator Seat;
};
#endif