mirror of
https://github.com/TrinityCore/TrinityCore.git
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175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "Log.h"
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#include "ObjectMgr.h"
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#include "Vehicle.h"
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#include "Unit.h"
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#include "Util.h"
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Vehicle::Vehicle() : Creature(), m_vehicleId(0)
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{
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m_summonMask |= SUMMON_MASK_VEHICLE;
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m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_VEHICLE);
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}
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Vehicle::~Vehicle()
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{
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}
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void Vehicle::AddToWorld()
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{
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if(!IsInWorld())
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{
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ObjectAccessor::Instance().AddObject(this);
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Unit::AddToWorld();
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AIM_Initialize();
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}
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}
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void Vehicle::RemoveFromWorld()
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{
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if(IsInWorld())
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{
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///- Don't call the function for Creature, normal mobs + totems go in a different storage
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Unit::RemoveFromWorld();
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ObjectAccessor::Instance().RemoveObject(this);
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}
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}
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void Vehicle::setDeathState(DeathState s) // overwrite virtual Creature::setDeathState and Unit::setDeathState
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{
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if(Unit *charmer = GetCharmer())
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if(charmer->GetTypeId() == TYPEID_PLAYER)
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((Player*)charmer)->ExitVehicle(this);
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Creature::setDeathState(s);
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}
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void Vehicle::Update(uint32 diff)
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{
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Creature::Update(diff);
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}
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bool Vehicle::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehicleId, uint32 team)
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{
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SetMapId(map->GetId());
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SetInstanceId(map->GetInstanceId());
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Object::_Create(guidlow, Entry, HIGHGUID_VEHICLE);
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if(!InitEntry(Entry, team))
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return false;
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m_defaultMovementType = IDLE_MOTION_TYPE;
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SetVehicleId(vehicleId);
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SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
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CreatureInfo const *ci = GetCreatureInfo();
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setFaction(team == ALLIANCE ? ci->faction_A : ci->faction_H);
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SetMaxHealth(ci->maxhealth);
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SelectLevel(ci);
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SetHealth(GetMaxHealth());
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return true;
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}
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void Vehicle::Dismiss()
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{
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SendObjectDeSpawnAnim(GetGUID());
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CombatStop();
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CleanupsBeforeDelete();
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AddObjectToRemoveList();
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}
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bool Vehicle::LoadFromDB(uint32 guid, Map *map)
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{
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CreatureData const* data = objmgr.GetCreatureData(guid);
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if(!data)
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{
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sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
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return false;
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}
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uint32 id = 0;
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if(const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(data->id))
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id = cInfo->VehicleId;
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if(!id || !sVehicleStore.LookupEntry(id))
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return false;
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m_DBTableGuid = guid;
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if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_VEHICLE);
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uint16 team = 0;
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if(!Create(guid,map,data->phaseMask,data->id,id,team))
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return false;
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Relocate(data->posX,data->posY,data->posZ,data->orientation);
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if(!IsPositionValid())
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{
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sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY());
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return false;
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}
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//We should set first home position, because then AI calls home movement
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SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);
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m_respawnradius = data->spawndist;
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m_respawnDelay = data->spawntimesecs;
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m_isDeadByDefault = data->is_dead;
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m_deathState = m_isDeadByDefault ? DEAD : ALIVE;
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m_respawnTime = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
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if(m_respawnTime > time(NULL)) // not ready to respawn
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{
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m_deathState = DEAD;
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if(canFly())
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{
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float tz = GetMap()->GetHeight(data->posX,data->posY,data->posZ,false);
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if(data->posZ - tz > 0.1)
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Relocate(data->posX,data->posY,tz);
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}
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}
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else if(m_respawnTime) // respawn time set but expired
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{
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m_respawnTime = 0;
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objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
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}
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uint32 curhealth = data->curhealth;
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if(curhealth)
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{
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curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
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if(curhealth < 1)
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curhealth = 1;
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}
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SetHealth(m_deathState == ALIVE ? curhealth : 0);
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SetPower(POWER_MANA,data->curmana);
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// checked at creature_template loading
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m_defaultMovementType = MovementGeneratorType(data->movementType);
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return true;
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}
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