Core/Transports: Extracted transport and vehicle passenger relocation to shared function

This commit is contained in:
Shauren
2022-05-22 16:38:33 +02:00
parent c13d26e1fa
commit 00bc0cea80
4 changed files with 65 additions and 54 deletions

View File

@@ -34,6 +34,61 @@
#include <G3D/Vector3.h>
#include <sstream>
void TransportBase::UpdatePassengerPosition(Map* map, WorldObject* passenger, float x, float y, float z, float o, bool setHomePosition)
{
// transport teleported but passenger not yet (can happen for players)
if (passenger->GetMap() != map)
return;
// if passenger is on vehicle we have to assume the vehicle is also on transport
// and its the vehicle that will be updating its passengers
if (Unit* unit = passenger->ToUnit())
if (unit->GetVehicle())
return;
// Do not use Unit::UpdatePosition here, we don't want to remove auras
// as if regular movement occurred
switch (passenger->GetTypeId())
{
case TYPEID_UNIT:
{
Creature* creature = passenger->ToCreature();
map->CreatureRelocation(creature, x, y, z, o, false);
if (setHomePosition)
{
creature->GetTransportHomePosition(x, y, z, o);
CalculatePassengerPosition(x, y, z, &o);
creature->SetHomePosition(x, y, z, o);
}
break;
}
case TYPEID_PLAYER:
//relocate only passengers in world and skip any player that might be still logging in/teleporting
if (passenger->IsInWorld() && !passenger->ToPlayer()->IsBeingTeleported())
{
map->PlayerRelocation(passenger->ToPlayer(), x, y, z, o);
passenger->ToPlayer()->SetFallInformation(0, passenger->GetPositionZ());
}
break;
case TYPEID_GAMEOBJECT:
map->GameObjectRelocation(passenger->ToGameObject(), x, y, z, o, false);
passenger->ToGameObject()->RelocateStationaryPosition(x, y, z, o);
break;
case TYPEID_DYNAMICOBJECT:
map->DynamicObjectRelocation(passenger->ToDynObject(), x, y, z, o);
break;
case TYPEID_AREATRIGGER:
map->AreaTriggerRelocation(passenger->ToAreaTrigger(), x, y, z, o);
break;
default:
break;
}
if (Unit* unit = passenger->ToUnit())
if (Vehicle* vehicle = unit->GetVehicleKit())
vehicle->RelocatePassengers();
}
Transport::Transport() : GameObject(),
_transportInfo(nullptr), _isMoving(true), _pendingStop(false),
_triggeredArrivalEvent(false), _triggeredDepartureEvent(false),
@@ -696,62 +751,14 @@ void Transport::DelayedTeleportTransport()
GetMap()->AddToMap<Transport>(this);
}
void Transport::UpdatePassengerPositions(PassengerSet& passengers)
void Transport::UpdatePassengerPositions(PassengerSet const& passengers)
{
for (PassengerSet::iterator itr = passengers.begin(); itr != passengers.end(); ++itr)
for (WorldObject* passenger : passengers)
{
WorldObject* passenger = *itr;
// transport teleported but passenger not yet (can happen for players)
if (passenger->GetMap() != GetMap())
continue;
// if passenger is on vehicle we have to assume the vehicle is also on transport
// and its the vehicle that will be updating its passengers
if (Unit* unit = passenger->ToUnit())
if (unit->GetVehicle())
continue;
// Do not use Unit::UpdatePosition here, we don't want to remove auras
// as if regular movement occurred
float x, y, z, o;
passenger->m_movementInfo.transport.pos.GetPosition(x, y, z, o);
CalculatePassengerPosition(x, y, z, &o);
switch (passenger->GetTypeId())
{
case TYPEID_UNIT:
{
Creature* creature = passenger->ToCreature();
GetMap()->CreatureRelocation(creature, x, y, z, o, false);
creature->GetTransportHomePosition(x, y, z, o);
CalculatePassengerPosition(x, y, z, &o);
creature->SetHomePosition(x, y, z, o);
break;
}
case TYPEID_PLAYER:
//relocate only passengers in world and skip any player that might be still logging in/teleporting
if (passenger->IsInWorld() && !passenger->ToPlayer()->IsBeingTeleported())
{
GetMap()->PlayerRelocation(passenger->ToPlayer(), x, y, z, o);
passenger->ToPlayer()->SetFallInformation(0, passenger->GetPositionZ());
}
break;
case TYPEID_GAMEOBJECT:
GetMap()->GameObjectRelocation(passenger->ToGameObject(), x, y, z, o, false);
passenger->ToGameObject()->RelocateStationaryPosition(x, y, z, o);
break;
case TYPEID_DYNAMICOBJECT:
GetMap()->DynamicObjectRelocation(passenger->ToDynObject(), x, y, z, o);
break;
case TYPEID_AREATRIGGER:
GetMap()->AreaTriggerRelocation(passenger->ToAreaTrigger(), x, y, z, o);
break;
default:
break;
}
if (Unit* unit = passenger->ToUnit())
if (Vehicle* vehicle = unit->GetVehicleKit())
vehicle->RelocatePassengers();
UpdatePassengerPosition(GetMap(), passenger, x, y, z, o, true);
}
}

View File

@@ -107,7 +107,7 @@ class TC_GAME_API Transport : public GameObject, public TransportBase
float CalculateSegmentPos(float perc);
bool TeleportTransport(uint32 newMapid, float x, float y, float z, float o);
void DelayedTeleportTransport();
void UpdatePassengerPositions(PassengerSet& passengers);
void UpdatePassengerPositions(PassengerSet const& passengers);
void DoEventIfAny(KeyFrame const& node, bool departure);
//! Helpers to know if stop frame was reached

View File

@@ -568,8 +568,8 @@ void Vehicle::RelocatePassengers()
}
}
for (auto const& pair : seatRelocation)
pair.first->UpdatePosition(pair.second);
for (auto const& [passenger, position] : seatRelocation)
UpdatePassengerPosition(_me->GetMap(), passenger, position.GetPositionX(), position.GetPositionY(), position.GetPositionZ(), position.GetOrientation(), false);
}
/**

View File

@@ -23,6 +23,8 @@
#include <vector>
#include <map>
class Map;
class WorldObject;
struct VehicleSeatEntry;
enum PowerType
@@ -161,6 +163,8 @@ public:
/// This method transforms supplied global coordinates into local offsets
virtual void CalculatePassengerOffset(float& x, float& y, float& z, float* o = nullptr) const = 0;
void UpdatePassengerPosition(Map* map, WorldObject* passenger, float x, float y, float z, float o, bool setHomePosition);
static void CalculatePassengerPosition(float& x, float& y, float& z, float* o, float transX, float transY, float transZ, float transO)
{
float inx = x, iny = y, inz = z;