Core/Vehicles: Refactor some parts of vehicle system

- Fix a few crashes:
Closes #9235
- Simplify and get rid of lots of redundant and silly code
- Optimisations in Unit::ChangeSeat
- More documentation
This commit is contained in:
Machiavelli
2013-02-18 00:39:58 +01:00
parent fab33f0774
commit 01fbbf3b93
5 changed files with 368 additions and 163 deletions

View File

@@ -1270,14 +1270,14 @@ bool Creature::CreateFromProto(uint32 guidlow, uint32 Entry, uint32 vehId, uint3
if (!vehId)
vehId = cinfo->VehicleId;
if (vehId && !CreateVehicleKit(vehId, Entry))
vehId = 0;
Object::_Create(guidlow, Entry, vehId ? HIGHGUID_VEHICLE : HIGHGUID_UNIT);
if (!UpdateEntry(Entry, team, data))
return false;
if (vehId && !CreateVehicleKit(vehId, Entry))
vehId = 0;
return true;
}

View File

@@ -11388,8 +11388,6 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
{
if (CreateVehicleKit(VehicleId, creatureEntry))
{
GetVehicleKit()->Reset();
// Send others that we now have a vehicle
WorldPacket data(SMSG_PLAYER_VEHICLE_DATA, GetPackGUID().size()+4);
data.appendPackGUID(GetGUID());
@@ -15458,7 +15456,10 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
// dismount players when charmed
if (GetTypeId() == TYPEID_PLAYER)
Dismount();
RemoveAurasByType(SPELL_AURA_MOUNTED);
if (charmer->GetTypeId() == TYPEID_PLAYER)
charmer->RemoveAurasByType(SPELL_AURA_MOUNTED);
ASSERT(type != CHARM_TYPE_POSSESS || charmer->GetTypeId() == TYPEID_PLAYER);
ASSERT((type == CHARM_TYPE_VEHICLE) == IsVehicle());
@@ -16581,26 +16582,9 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a
{
if (vehicle->GetBase()->GetTypeId() == TYPEID_PLAYER && player->isInCombat())
return;
InterruptNonMeleeSpells(false);
player->StopCastingCharm();
player->StopCastingBindSight();
Dismount();
RemoveAurasByType(SPELL_AURA_MOUNTED);
// drop flag at invisible in bg
if (Battleground* bg = player->GetBattleground())
bg->EventPlayerDroppedFlag(player);
WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
player->GetSession()->SendPacket(&data);
player->UnsummonPetTemporaryIfAny();
}
ASSERT(!m_vehicle);
(void)vehicle->AddPassenger(this, seatId);
}
@@ -16609,15 +16593,17 @@ void Unit::ChangeSeat(int8 seatId, bool next)
if (!m_vehicle)
return;
if (seatId < 0)
{
seatId = m_vehicle->GetNextEmptySeat(GetTransSeat(), next);
if (seatId < 0)
return;
}
else if (seatId == GetTransSeat() || !m_vehicle->HasEmptySeat(seatId))
// Don't change if current and new seat are identical
if (seatId == GetTransSeat())
return;
SeatMap::const_iterator seat = (seatId < 0 ? m_vehicle->GetNextEmptySeat(GetTransSeat(), next) : m_vehicle->Seats.find(seatId));
// The second part of the check will only return true if seatId >= 0. @Vehicle::GetNextEmptySeat makes sure of that.
if (seat == m_vehicle->Seats.end() || seat->second.Passenger)
return;
// Todo: the functions below could be consolidated and refactored to take
// SeatMap::const_iterator as parameter, to save redundant map lookups.
m_vehicle->RemovePassenger(this);
if (!m_vehicle->AddPassenger(this, seatId))
ASSERT(false);
@@ -16644,6 +16630,9 @@ void Unit::ExitVehicle(Position const* /*exitPosition*/)
void Unit::_ExitVehicle(Position const* exitPosition)
{
/// It's possible m_vehicle is NULL, when this function is called indirectly from @VehicleJoinEvent::Abort.
/// In that case it was not possible to add the passenger to the vehicle. The vehicle aura has already been removed
/// from the target in the aforementioned function and we don't need to do anything else at this point.
if (!m_vehicle)
return;

View File

@@ -31,6 +31,8 @@
#include "MoveSplineInit.h"
#include "TemporarySummon.h"
#include "EventProcessor.h"
#include "Player.h"
#include "Battleground.h"
Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) :
_me(unit), _vehicleInfo(vehInfo), UsableSeatNum(0), _creatureEntry(creatureEntry), _status(STATUS_NONE)
@@ -46,6 +48,12 @@ _me(unit), _vehicleInfo(vehInfo), UsableSeatNum(0), _creatureEntry(creatureEntry
}
}
// Set or remove correct flags based on available seats. Will overwrite db data (if wrong).
if (UsableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
else
_me->RemoveFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
InitMovementInfoForBase();
}
@@ -57,6 +65,15 @@ Vehicle::~Vehicle()
ASSERT(!itr->second.Passenger);
}
/**
* @fn void Vehicle::Install()
*
* @brief Initializes power type for vehicle. Nothing more.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::Install()
{
if (Creature* creature = _me->ToCreature())
@@ -115,10 +132,20 @@ void Vehicle::InstallAllAccessories(bool evading)
InstallAccessory(itr->AccessoryEntry, itr->SeatId, itr->IsMinion, itr->SummonedType, itr->SummonTime);
}
/**
* @fn void Vehicle::Uninstall()
*
* @brief Removes all passengers and sets status to STATUS_UNINSTALLING.
* No new passengers can be added to the vehicle after this call.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::Uninstall()
{
/// @Prevent recursive uninstall call. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
if (_status == STATUS_UNINSTALLING)
if (_status == STATUS_UNINSTALLING && !GetBase()->HasUnitTypeMask(UNIT_MASK_MINION))
{
sLog->outError(LOG_FILTER_VEHICLES, "Vehicle GuidLow: %u, Entry: %u attempts to uninstall, but already has STATUS_UNINSTALLING! "
"Check Uninstall/PassengerBoarded script hooks for errors.", _me->GetGUIDLow(), _me->GetEntry());
@@ -129,31 +156,43 @@ void Vehicle::Uninstall()
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Uninstall Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
RemoveAllPassengers();
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnUninstall(this);
}
/**
* @fn void Vehicle::Reset(bool evading )
*
* @brief Reapplies immunities and reinstalls accessories. Only has effect for creatures.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param evading true if called from CreatureAI::EnterEvadeMode
*/
void Vehicle::Reset(bool evading /*= false*/)
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
if (_me->GetTypeId() == TYPEID_PLAYER)
{
if (UsableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
}
else
{
ApplyAllImmunities();
InstallAllAccessories(evading);
if (UsableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
if (GetBase()->GetTypeId() != TYPEID_UNIT)
return;
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnReset(this);
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset (Entry: %u, GuidLow: %u, DBGuid: %u)", GetCreatureEntry(), _me->GetGUIDLow(), _me->ToCreature()->GetDBTableGUIDLow());
ApplyAllImmunities();
InstallAllAccessories(evading);
sScriptMgr->OnReset(this);
}
/**
* @fn void Vehicle::ApplyAllImmunities()
*
* @brief Applies specific immunities that cannot be set in DB.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::ApplyAllImmunities()
{
// This couldn't be done in DB, because some spells have MECHANIC_NONE
@@ -202,10 +241,28 @@ void Vehicle::ApplyAllImmunities()
}
}
/**
* @fn void Vehicle::RemoveAllPassengers()
*
* @brief Removes all current and pending passengers from the vehicle.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::RemoveAllPassengers()
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::RemoveAllPassengers. Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
/// Setting to_Abort to true will cause @VehicleJoinEvent::Abort to be executed on next @Unit::UpdateEvents call
/// This will properly "reset" the pending join process for the passenger.
while (_pendingJoinEvents.size())
{
VehicleJoinEvent* e = _pendingJoinEvents.front();
e->to_Abort = true;
_pendingJoinEvents.pop_front();
}
// Passengers always cast an aura with SPELL_AURA_CONTROL_VEHICLE on the vehicle
// We just remove the aura and the unapply handler will make the target leave the vehicle.
// We don't need to iterate over Seats
@@ -218,18 +275,18 @@ void Vehicle::RemoveAllPassengers()
// ASSERT(!itr->second.passenger);
}
void Vehicle::RemovePendingPassengers()
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::RemovePendingPassengers. Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
/// Setting to_Abort to true will cause @VehicleJoinEvent::Abort to be executed on next @Unit::UpdateEvents call
/// This will properly "reset" the pending join process for the passenger.
while (VehicleJoinEvent* e = _pendingJoinEvents.front())
{
e->to_Abort = true;
_pendingJoinEvents.pop_front();
}
}
/**
* @fn bool Vehicle::HasEmptySeat(int8 seatId) const
*
* @brief Checks if vehicle's seat specified by 'seatId' is empty.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param seatId Identifier for the seat.
*
* @return true if empty seat, false if not.
*/
bool Vehicle::HasEmptySeat(int8 seatId) const
{
@@ -239,6 +296,19 @@ bool Vehicle::HasEmptySeat(int8 seatId) const
return !seat->second.Passenger;
}
/**
* @fn Unit* Vehicle::GetPassenger(int8 seatId) const
*
* @brief Gets a passenger on specified seat.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param seatId Seat to look on.
*
* @return null if it not found, else pointer to passenger if in world
*/
Unit* Vehicle::GetPassenger(int8 seatId) const
{
SeatMap::const_iterator seat = Seats.find(seatId);
@@ -248,78 +318,105 @@ Unit* Vehicle::GetPassenger(int8 seatId) const
return ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger);
}
int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
/**
* @fn SeatMap::const_iterator Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
*
* @brief Gets the next empty seat based on current seat.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param seatId Identifier for the current seat.
* @param next true if iterating forward, false means iterating backwards.
*
* @return The next empty seat.
*/
SeatMap::const_iterator Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
return -1;
return seat;
while (seat->second.Passenger || (!seat->second.SeatInfo->CanEnterOrExit() && !seat->second.SeatInfo->IsUsableByOverride()))
{
if (next)
{
++seat;
if (seat == Seats.end())
if (++seat == Seats.end())
seat = Seats.begin();
}
else
{
if (seat == Seats.begin())
if (seat-- == Seats.begin())
seat = Seats.end();
--seat;
}
// Make sure we don't loop indefinetly
if (seat->first == seatId)
return -1; // no available seat
return Seats.end();
}
return seat->first;
return seat;
}
/**
* @fn void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type,
* uint32 summonTime)
*
* @brief Installs an accessory.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param entry The NPC entry of accessory.
* @param seatId Identifier for the seat to add the accessory to.
* @param minion true if accessory considered a 'minion'. Implies that the accessory will despawn when the vehicle despawns.
* Essentially that it has no life without the vehicle. Their fates are bound.
* @param type See enum @SummonType.
* @param summonTime Time after which the minion is despawned in case of a timed despawn @type specified.
*/
void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime)
{
/// @Prevent adding accessories when vehicle is uninstalling. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
if (_status == STATUS_UNINSTALLING)
{
sLog->outError(LOG_FILTER_VEHICLES, "Vehicle GuidLow: %u, Entry: %u attempts to install accessory Entry: %u on seat %d with STATUS_UNINSTALLING! "
"Check Uninstall/PassengerBoarded script hooks for errors.", _me->GetGUIDLow(), _me->GetEntry(), entry, (int32)seatId);
sLog->outError(LOG_FILTER_VEHICLES, "Vehicle (GuidLow: %u, DB GUID: %u, Entry: %u) attempts to install accessory (Entry: %u) on seat %i with STATUS_UNINSTALLING! "
"Check Uninstall/PassengerBoarded script hooks for errors.", _me->GetGUIDLow(),
(_me->GetTypeId() == TYPEID_UNIT ? _me->ToCreature()->GetDBTableGUIDLow() : _me->GetGUIDLow()), GetCreatureEntry(), entry, (int32)seatId);
return;
}
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle: Installing accessory entry %u on vehicle entry %u (seat:%i)", entry, GetCreatureEntry(), seatId);
if (Unit* passenger = GetPassenger(seatId))
{
// already installed
if (passenger->GetEntry() == entry)
{
ASSERT(passenger->GetTypeId() == TYPEID_UNIT);
if (_me->GetTypeId() == TYPEID_UNIT)
{
if (_me->ToCreature()->IsInEvadeMode() && passenger->ToCreature()->IsAIEnabled)
passenger->ToCreature()->AI()->EnterEvadeMode();
return;
}
}
else
passenger->ExitVehicle(); // this should not happen
}
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle (GuidLow: %u, DB Guid: %u, Entry %u): installing accessory (Entry: %u) on seat: %i",
_me->GetGUIDLow(), (_me->GetTypeId() == TYPEID_UNIT ? _me->ToCreature()->GetDBTableGUIDLow() : _me->GetGUIDLow()), GetCreatureEntry(),
entry, (int32)seatId);
if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
{
if (minion)
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime);
ASSERT(accessory);
if (!_me->HandleSpellClick(accessory, seatId))
{
accessory->UnSummon();
return;
}
if (minion)
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnInstallAccessory(this, accessory);
}
(void)_me->HandleSpellClick(accessory, seatId);
/// If for some reason adding accessory to vehicle fails it will unsummon in
/// @VehicleJoinEvent::Abort
}
/**
* @fn bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
*
* @brief Attempts to add a passenger to the vehicle on 'seatId'.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param [in,out] The prospective passenger.
* @param seatId Identifier for the seat. Value of -1 indicates the next available seat.
*
* @return true if it succeeds, false if it fails.
*/
bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
{
/// @Prevent adding passengers when vehicle is uninstalling. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
@@ -330,16 +427,15 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
return false;
}
if (unit->GetVehicle() != this)
return false;
sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s scheduling enter vehicle (entry: %u, vehicleId: %u, guid: %u (dbguid: %s) on seat %d",
unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(),
(_me->GetTypeId() == TYPEID_UNIT ? _me->ToCreature()->GetDBTableGUIDLow() : 0), seatId);
// The seat selection code may kick other passengers off the vehicle.
// While the validity of the following may be arguable, it is possible that when such a passenger
// exits the vehicle will dismiss. That's why the actual adding the passenger to the vehicle is scheduled
// asynchronously, so it can be cancelled easily in case the vehicle is uninstalled meanwhile.
SeatMap::iterator seat;
sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s scheduling enter vehicle entry %u id %u dbguid %u seat %d",
unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), seatId);
VehicleJoinEvent* e = new VehicleJoinEvent(this, unit);
unit->m_Events.AddEvent(e, unit->m_Events.CalculateTime(0));
_pendingJoinEvents.push_back(e);
@@ -370,10 +466,9 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
e->Seat = seat;
if (seat->second.Passenger)
{
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger))
passenger->ExitVehicle();
else
seat->second.Passenger = 0;
Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger);
ASSERT(passenger);
passenger->ExitVehicle();
}
ASSERT(!seat->second.Passenger);
@@ -382,6 +477,17 @@ bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
return true;
}
/**
* @fn void Vehicle::RemovePassenger(Unit* unit)
*
* @brief Removes the passenger from the vehicle.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param [in,out] unit The passenger to remove..
*/
void Vehicle::RemovePassenger(Unit* unit)
{
if (unit->GetVehicle() != this)
@@ -390,20 +496,12 @@ void Vehicle::RemovePassenger(Unit* unit)
SeatMap::iterator seat = GetSeatIteratorForPassenger(unit);
ASSERT(seat != Seats.end());
sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s exit vehicle entry %u id %u dbguid %u seat %d", unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s exit vehicle entry %u id %u dbguid %u seat %d",
unit->GetName().c_str(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
seat->second.Passenger = 0;
if (seat->second.SeatInfo->CanEnterOrExit())
{
if (!UsableSeatNum)
{
if (_me->GetTypeId() == TYPEID_PLAYER)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
else
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
++UsableSeatNum;
}
if (seat->second.SeatInfo->CanEnterOrExit() && ++UsableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, (_me->GetTypeId() == TYPEID_PLAYER ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
unit->ClearUnitState(UNIT_STATE_ONVEHICLE);
@@ -413,7 +511,7 @@ void Vehicle::RemovePassenger(Unit* unit)
if (_me->IsInWorld())
{
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
unit->m_movementInfo.t_pos.Relocate(0, 0, 0, 0);
unit->m_movementInfo.t_pos.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
unit->m_movementInfo.t_time = 0;
unit->m_movementInfo.t_seat = 0;
}
@@ -429,7 +527,15 @@ void Vehicle::RemovePassenger(Unit* unit)
sScriptMgr->OnRemovePassenger(this, unit);
}
//! Must be called after m_base::Relocate
/**
* @fn void Vehicle::RelocatePassengers()
*
* @brief Relocate passengers. Must be called after m_base::Relocate
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::RelocatePassengers()
{
ASSERT(_me->GetMap());
@@ -449,16 +555,34 @@ void Vehicle::RelocatePassengers()
}
}
/**
* @fn void Vehicle::Dismiss()
*
* @brief Dismiss the vehicle. Removes passengers and despawns self. Only valid for creatures.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::Dismiss()
{
if (GetBase()->GetTypeId() != TYPEID_UNIT)
return;
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Dismiss Entry: %u, GuidLow %u", _creatureEntry, _me->GetGUIDLow());
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Dismiss Entry: %u, GuidLow %u, DBGuid: %u", GetCreatureEntry(), _me->GetGUIDLow(), _me->ToCreature()->GetDBTableGUIDLow());
Uninstall();
GetBase()->ToCreature()->DespawnOrUnsummon();
}
/**
* @fn void Vehicle::InitMovementInfoForBase()
*
* @brief Sets correct MovementFlags2 based on VehicleFlags from DBC.
*
* @author Machiavelli
* @date 17-2-2013
*/
void Vehicle::InitMovementInfoForBase()
{
uint32 vehicleFlags = GetVehicleInfo()->m_flags;
@@ -475,6 +599,19 @@ void Vehicle::InitMovementInfoForBase()
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
}
/**
* @fn VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit* passenger)
*
* @brief Returns information on the seat of specified passenger, represented by the format in VehicleSeat.dbc
*
* @author Machiavelli
* @date 17-2-2013
*
* @param [in,out] The passenger for which we check the seat info.
*
* @return null if passenger not found on vehicle, else the DBC record for the seat.
*/
VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit* passenger)
{
SeatMap::iterator itr;
@@ -485,6 +622,19 @@ VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit* passenger)
return NULL;
}
/**
* @fn SeatMap::iterator Vehicle::GetSeatIteratorForPassenger(Unit* passenger)
*
* @brief Gets seat iterator for specified passenger.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param [in,out] passenger Passenger to look up.
*
* @return The seat iterator for specified passenger if it's found on the vehicle. Otherwise Seats.end() (invalid iterator).
*/
SeatMap::iterator Vehicle::GetSeatIteratorForPassenger(Unit* passenger)
{
SeatMap::iterator itr;
@@ -495,6 +645,17 @@ SeatMap::iterator Vehicle::GetSeatIteratorForPassenger(Unit* passenger)
return Seats.end();
}
/**
* @fn uint8 Vehicle::GetAvailableSeatCount() const
*
* @brief Gets the available seat count.
*
* @author Machiavelli
* @date 17-2-2013
*
* @return The available seat count.
*/
uint8 Vehicle::GetAvailableSeatCount() const
{
uint8 ret = 0;
@@ -526,17 +687,45 @@ void Vehicle::CalculatePassengerOffset(float& x, float& y, float& z, float& o)
x = (inx + iny * tan(GetBase()->GetOrientation())) / (cos(GetBase()->GetOrientation()) + std::sin(GetBase()->GetOrientation()) * tan(GetBase()->GetOrientation()));
}
/**
* @fn void Vehicle::CancelJoinEvent(VehicleJoinEvent* e)
*
* @brief Aborts delayed @VehicleJoinEvent objects.
* Implies that the related unit will not be boarding the vehicle after all.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param [in,out] e The VehicleJoinEvent* to process.
*/
void Vehicle::CancelJoinEvent(VehicleJoinEvent* e)
{
e->to_Abort = true;
_pendingJoinEvents.pop_back();
}
/**
* @fn bool VehicleJoinEvent::Execute(uint64, uint32)
*
* @brief Actually adds the passenger @Passenger to vehicle @Target.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param parameter1 Unused
* @param parameter2 Unused.
*
* @return true, cannot fail.
*
*/
bool VehicleJoinEvent::Execute(uint64, uint32)
{
ASSERT(Passenger->GetVehicle() == Target);
Passenger->m_vehicle = Target;
ASSERT(Passenger->IsInWorld());
ASSERT(Target->GetBase()->IsInWorld());
Passenger->m_vehicle = Target;
Seat->second.Passenger = Passenger->GetGUID();
if (Seat->second.SeatInfo->CanEnterOrExit())
{
@@ -551,55 +740,85 @@ bool VehicleJoinEvent::Execute(uint64, uint32)
}
}
Passenger->InterruptNonMeleeSpells(false);
Player* player = Passenger->ToPlayer();
if (player)
{
// drop flag
if (Battleground* bg = player->GetBattleground())
bg->EventPlayerDroppedFlag(player);
WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
player->GetSession()->SendPacket(&data);
player->UnsummonPetTemporaryIfAny();
}
if (Seat->second.SeatInfo->m_flags && !(Seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING))
Passenger->AddUnitState(UNIT_STATE_ONVEHICLE);
Passenger->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
VehicleSeatEntry const* veSeat = Seat->second.SeatInfo;
Passenger->m_movementInfo.t_pos.m_positionX = veSeat->m_attachmentOffsetX;
Passenger->m_movementInfo.t_pos.m_positionY = veSeat->m_attachmentOffsetY;
Passenger->m_movementInfo.t_pos.m_positionZ = veSeat->m_attachmentOffsetZ;
Passenger->m_movementInfo.t_pos.SetOrientation(0.0f);
Passenger->m_movementInfo.t_pos.Relocate(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
Passenger->m_movementInfo.t_time = 0; // 1 for player
Passenger->m_movementInfo.t_seat = Seat->first;
Passenger->m_movementInfo.t_guid = Target->GetBase()->GetGUID();
if (Target->GetBase()->GetTypeId() == TYPEID_UNIT && Passenger->GetTypeId() == TYPEID_PLAYER &&
Seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
ASSERT(Target->GetBase()->SetCharmedBy(Passenger, CHARM_TYPE_VEHICLE))
ASSERT(Target->GetBase()->SetCharmedBy(Passenger, CHARM_TYPE_VEHICLE)) // SMSG_CLIENT_CONTROL
if (Target->GetBase()->IsInWorld())
{
Passenger->SendClearTarget(); // SMSG_BREAK_TARGET
Passenger->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
// also adds MOVEMENTFLAG_ROOT
Movement::MoveSplineInit init(Passenger);
init.DisableTransportPathTransformations();
init.MoveTo(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
init.SetFacing(0.0f);
init.SetTransportEnter();
init.Launch();
if (Target->GetBase()->GetTypeId() == TYPEID_UNIT)
{
if (Target->GetBase()->ToCreature()->IsAIEnabled)
Target->GetBase()->ToCreature()->AI()->PassengerBoarded(Passenger, Seat->first, true);
// update all passenger's positions
//Passenger's spline OR vehicle movement will update positions
//RelocatePassengers(_me->GetPositionX(), _me->GetPositionY(), _me->GetPositionZ(), _me->GetOrientation());
}
}
Passenger->SendClearTarget(); // SMSG_BREAK_TARGET
Passenger->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
// also adds MOVEMENTFLAG_ROOT
Movement::MoveSplineInit init(Passenger);
init.DisableTransportPathTransformations();
init.MoveTo(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
init.SetFacing(0.0f);
init.SetTransportEnter();
init.Launch();
if (Target->GetBase()->GetTypeId() == TYPEID_UNIT)
{
if (Target->GetBase()->ToCreature()->IsAIEnabled)
Target->GetBase()->ToCreature()->AI()->PassengerBoarded(Passenger, Seat->first, true);
sScriptMgr->OnAddPassenger(Target, Passenger, Seat->first);
// Actually quite a redundant hook. Could just use OnAddPassenger and check for unit typemask inside script.
if (Passenger->HasUnitTypeMask(UNIT_MASK_ACCESSORY))
sScriptMgr->OnInstallAccessory(Target, Passenger->ToCreature());
// update all passenger's positions
//Passenger's spline OR vehicle movement will update positions
//RelocatePassengers(_me->GetPositionX(), _me->GetPositionY(), _me->GetPositionZ(), _me->GetOrientation());
}
return true;
}
/**
* @fn void VehicleJoinEvent::Abort(uint64)
*
* @brief Aborts the event. Implies that unit @Passenger will not be boarding vehicle @Target after all.
*
* @author Machiavelli
* @date 17-2-2013
*
* @param parameter1 Unused
*/
void VehicleJoinEvent::Abort(uint64)
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Passenger GuidLow: %u, Entry: %u, board on vehicle GuidLow: %u, Entry: %u SeatId: %i cancelled",
Passenger->GetGUIDLow(), Passenger->GetEntry(), Target->GetBase()->GetGUIDLow(), Target->GetBase()->GetEntry(), (int32)Seat->first);
// Passenger->m_vehicle = NULL;
/// @SPELL_AURA_CONTROL_VEHICLE auras can be applied even when the passenger is not (yet) on the vehicle.
/// When this code is triggered it means that something went wrong in @Vehicle::AddPassenger, and we should remove
/// the aura manually.
Target->GetBase()->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE, Passenger->GetGUID());
if (Passenger->HasUnitTypeMask(UNIT_MASK_ACCESSORY))
Passenger->ToTempSummon()->UnSummon();
}

View File

@@ -46,7 +46,7 @@ class Vehicle : public TransportBase
bool HasEmptySeat(int8 seatId) const;
Unit* GetPassenger(int8 seatId) const;
int8 GetNextEmptySeat(int8 seatId, bool next) const;
SeatMap::const_iterator GetNextEmptySeat(int8 seatId, bool next) const;
uint8 GetAvailableSeatCount() const;
bool AddPassenger(Unit* passenger, int8 seatId = -1);
@@ -54,7 +54,6 @@ class Vehicle : public TransportBase
void RemovePassenger(Unit* passenger);
void RelocatePassengers();
void RemoveAllPassengers();
void RemovePendingPassengers();
void Dismiss();
void TeleportVehicle(float x, float y, float z, float ang);
bool IsVehicleInUse() { return Seats.begin() != Seats.end(); }
@@ -62,13 +61,13 @@ class Vehicle : public TransportBase
void SetLastShootPos(Position const& pos) { m_lastShootPos.Relocate(pos); }
Position GetLastShootPos() { return m_lastShootPos; }
SeatMap Seats;
SeatMap Seats; ///< The collection of all seats on the vehicle. Including vacant ones.
VehicleSeatEntry const* GetSeatForPassenger(Unit* passenger);
protected:
friend class VehicleJoinEvent;
uint32 UsableSeatNum; // Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags
uint32 UsableSeatNum; ///< Number of seats that match VehicleSeatEntry::UsableByPlayer, used for proper display flags
protected:
friend bool Unit::CreateVehicleKit(uint32 id, uint32 creatureEntry);
@@ -93,15 +92,14 @@ class Vehicle : public TransportBase
/// This method transforms supplied global coordinates into local offsets
void CalculatePassengerOffset(float& x, float& y, float& z, float& o);
Unit* _me;
VehicleEntry const* _vehicleInfo;
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 me->GetBase()->GetEntry() in case of players
Status _status;
uint32 _creatureEntry; ///< Can be different than the entry of _me in case of players
Status _status; ///< Internal variable for sanity checks
Position m_lastShootPos;
std::deque<VehicleJoinEvent*> _pendingJoinEvents;
std::deque<VehicleJoinEvent*> _pendingJoinEvents; ///< Collection of delayed join events for prospective passengers
void CancelJoinEvent(VehicleJoinEvent* e);
};

View File

@@ -1587,8 +1587,7 @@ void WorldSession::HandleCancelMountAuraOpcode(WorldPacket& /*recvData*/)
return;
}
_player->Dismount();
_player->RemoveAurasByType(SPELL_AURA_MOUNTED);
_player->RemoveAurasByType(SPELL_AURA_MOUNTED); // Calls Dismount()
}
void WorldSession::HandleMoveSetCanFlyAckOpcode(WorldPacket& recvData)