Files
TrinityCore/src/game/Vehicle.cpp
megamage c6765f9365 *Allow to force to respawn creatures.
*Save creature data for vehicles.
*Change some visibility update sequence of respawned creatures.
*Fix bugs of quest 12687: dark rider may not be on horse / horse cannot be used twice / horse does not respawn at correct phase

--HG--
branch : trunk
2009-06-17 01:01:39 -05:00

447 lines
13 KiB
C++

/*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Vehicle.h"
#include "Unit.h"
#include "Util.h"
#include "WorldPacket.h"
#include "CreatureAI.h"
#include "ZoneScript.h"
Vehicle::Vehicle() : Creature(), m_vehicleInfo(NULL), m_usableSeatNum(0)
{
m_summonMask |= SUMMON_MASK_VEHICLE;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_VEHICLE);
}
Vehicle::~Vehicle()
{
}
void Vehicle::AddToWorld()
{
if(!IsInWorld())
{
if(m_zoneScript)
m_zoneScript->OnCreatureCreate(this, true);
ObjectAccessor::Instance().AddObject(this);
for(uint32 i = 0; i < MAX_SPELL_VEHICLE; ++i)
{
if(!m_spells[i])
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i]);
if(!spellInfo)
continue;
if(spellInfo->powerType == POWER_MANA)
break;
if(spellInfo->powerType == POWER_ENERGY)
{
setPowerType(POWER_ENERGY);
SetMaxPower(POWER_ENERGY, 100);
break;
}
}
InstallAllAccessories();
Unit::AddToWorld();
AIM_Initialize();
}
}
void Vehicle::InstallAllAccessories()
{
switch(GetEntry())
{
//case 27850:InstallAccessory(27905,1);break;
case 28782:InstallAccessory(28768,0);break; // Acherus Deathcharger
case 28312:InstallAccessory(28319,7);break;
case 32627:InstallAccessory(32629,7);break;
case 33109:InstallAccessory(33167,1);break;
case 33060:InstallAccessory(33067,7);break;
case 33113:
InstallAccessory(33114,0);
InstallAccessory(33114,1);
InstallAccessory(33114,2);
InstallAccessory(33114,3);
InstallAccessory(33139,7);
break;
case 33114:
InstallAccessory(33143,1);
//InstallAccessory(33142,0);
InstallAccessory(33142,2);
break;
}
}
void Vehicle::RemoveFromWorld()
{
if(IsInWorld())
{
if(m_zoneScript)
m_zoneScript->OnCreatureCreate(this, false);
RemoveAllPassengers();
///- Don't call the function for Creature, normal mobs + totems go in a different storage
Unit::RemoveFromWorld();
ObjectAccessor::Instance().RemoveObject(this);
}
}
void Vehicle::setDeathState(DeathState s) // overwrite virtual Creature::setDeathState and Unit::setDeathState
{
if(s == JUST_DIED)
{
for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
{
if(Unit *passenger = itr->second.passenger)
if(passenger->GetOwnerGUID() == GetGUID())
{
passenger->ExitVehicle();
((Vehicle*)passenger)->setDeathState(s);
}
}
RemoveAllPassengers();
}
Creature::setDeathState(s);
if(s == JUST_ALIVED)
{
InstallAllAccessories();
if(m_usableSeatNum)
SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
}
void Vehicle::Update(uint32 diff)
{
Creature::Update(diff);
//310
if(getPowerType() == POWER_ENERGY) // m_vehicleInfo->36
ModifyPower(POWER_ENERGY, 100);
}
bool Vehicle::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehicleId, uint32 team, float x, float y, float z, float o, const CreatureData * data)
{
if(!Creature::Create(guidlow, map, phaseMask, Entry, team, x, y, z, o, data))
return false;
SetVehicleId(vehicleId);
return true;
}
void Vehicle::RemoveAllPassengers()
{
for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
if(Unit *passenger = itr->second.passenger)
{
if(passenger->GetTypeId() == TYPEID_UNIT && ((Creature*)passenger)->isVehicle())
((Vehicle*)passenger)->RemoveAllPassengers();
passenger->ExitVehicle();
assert(!itr->second.passenger);
}
}
void Vehicle::SetVehicleId(uint32 id)
{
if(m_vehicleInfo && id == m_vehicleInfo->m_ID)
return;
VehicleEntry const *ve = sVehicleStore.LookupEntry(id);
if(!ve)
return;
m_vehicleInfo = ve;
RemoveAllPassengers();
m_Seats.clear();
m_usableSeatNum = 0;
for(uint32 i = 0; i < 8; ++i)
{
if(uint32 seatId = m_vehicleInfo->m_seatID[i])
if(VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(seatId))
{
m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
if(veSeat->IsUsable())
++m_usableSeatNum;
}
}
assert(!m_Seats.empty());
if(m_usableSeatNum)
SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
bool Vehicle::HasEmptySeat(int8 seatId) const
{
SeatMap::const_iterator seat = m_Seats.find(seatId);
if(seat == m_Seats.end()) return false;
return !seat->second.passenger;
}
Unit *Vehicle::GetPassenger(int8 seatId) const
{
SeatMap::const_iterator seat = m_Seats.find(seatId);
if(seat == m_Seats.end()) return NULL;
return seat->second.passenger;
}
int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
{
SeatMap::const_iterator seat = m_Seats.find(seatId);
if(seat == m_Seats.end()) return -1;
while(seat->second.passenger || !seat->second.seatInfo->IsUsable())
{
if(next)
{
++seat;
if(seat == m_Seats.end())
seat = m_Seats.begin();
}
else
{
if(seat == m_Seats.begin())
seat = m_Seats.end();
--seat;
}
if(seat->first == seatId)
return -1; // no available seat
}
return seat->first;
}
void Vehicle::InstallAccessory(uint32 entry, int8 seatId)
{
if(Unit *passenger = GetPassenger(seatId))
{
// already installed
if(passenger->GetEntry() == entry)
return;
passenger->ExitVehicle(); // this should not happen
}
const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(entry);
if(!cInfo)
return;
Creature *accessory;
if(cInfo->VehicleId)
accessory = SummonVehicle(entry, GetPositionX(), GetPositionY(), GetPositionZ());
else
accessory = SummonCreature(entry, GetPositionX(), GetPositionY(), GetPositionZ());
if(!accessory)
return;
accessory->m_Vehicle = this;
AddPassenger(accessory, seatId);
// This is not good, we have to send update twice
accessory->SendMovementFlagUpdate();
}
bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
{
if(unit->m_Vehicle != this)
return false;
SeatMap::iterator seat;
if(seatId < 0) // no specific seat requirement
{
for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
if(!seat->second.passenger && seat->second.seatInfo->IsUsable())
break;
if(seat == m_Seats.end()) // no available seat
return false;
}
else
{
seat = m_Seats.find(seatId);
if(seat == m_Seats.end())
return false;
if(seat->second.passenger)
seat->second.passenger->ExitVehicle();
assert(!seat->second.passenger);
}
sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
seat->second.passenger = unit;
if(seat->second.seatInfo->IsUsable())
{
assert(m_usableSeatNum);
--m_usableSeatNum;
if(!m_usableSeatNum)
RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
VehicleSeatEntry const *veSeat = seat->second.seatInfo;
unit->m_movementInfo.t_x = veSeat->m_attachmentOffsetX;
unit->m_movementInfo.t_y = veSeat->m_attachmentOffsetY;
unit->m_movementInfo.t_z = veSeat->m_attachmentOffsetZ;
unit->m_movementInfo.t_o = 0;
unit->m_movementInfo.t_time = 0; // 1 for player
unit->m_movementInfo.t_seat = seat->first;
if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->IsUsable()) // not right
SetCharmedBy(unit, CHARM_TYPE_VEHICLE);
if(IsInWorld())
unit->SendMonsterMoveTransport(this);
//if(unit->GetTypeId() == TYPEID_PLAYER)
// ((Player*)unit)->SendTeleportAckMsg();
//unit->SendMovementFlagUpdate();
return true;
}
void Vehicle::RemovePassenger(Unit *unit)
{
if(unit->m_Vehicle != this)
return;
SeatMap::iterator seat;
for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
{
if(seat->second.passenger == unit)
{
seat->second.passenger = NULL;
if(seat->second.seatInfo->IsUsable())
{
if(!m_usableSeatNum)
SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
++m_usableSeatNum;
}
break;
}
}
assert(seat != m_Seats.end());
sLog.outDebug("Unit %s exit vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
//SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->IsUsable())
RemoveCharmedBy(unit);
// only for flyable vehicles?
//CastSpell(this, 45472, true); // Parachute
}
void Vehicle::Dismiss()
{
for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
{
if(Unit *passenger = itr->second.passenger)
if(passenger->GetTypeId() == TYPEID_UNIT && ((Creature*)passenger)->isVehicle())
{
passenger->ExitVehicle();
((Vehicle*)passenger)->Dismiss();
}
}
RemoveAllPassengers();
SendObjectDeSpawnAnim(GetGUID());
CombatStop();
CleanupsBeforeDelete();
AddObjectToRemoveList();
}
bool Vehicle::LoadFromDB(uint32 guid, Map *map)
{
CreatureData const* data = objmgr.GetCreatureData(guid);
if(!data)
{
sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
return false;
}
uint32 id = 0;
if(const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(data->id))
id = cInfo->VehicleId;
if(!id || !sVehicleStore.LookupEntry(id))
return false;
m_DBTableGuid = guid;
if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_VEHICLE);
uint16 team = 0;
if(!Create(guid,map,data->phaseMask,data->id,id,team,data->posX,data->posY,data->posZ,data->orientation,data))
return false;
//We should set first home position, because then AI calls home movement
SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);
m_respawnradius = data->spawndist;
m_respawnDelay = data->spawntimesecs;
m_isDeadByDefault = data->is_dead;
m_deathState = m_isDeadByDefault ? DEAD : ALIVE;
m_respawnTime = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
if(m_respawnTime > time(NULL)) // not ready to respawn
{
m_deathState = DEAD;
if(canFly())
{
float tz = GetMap()->GetHeight(data->posX,data->posY,data->posZ,false);
if(data->posZ - tz > 0.1)
Relocate(data->posX,data->posY,tz);
}
}
else if(m_respawnTime) // respawn time set but expired
{
m_respawnTime = 0;
objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
uint32 curhealth = data->curhealth;
if(curhealth)
{
curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
if(curhealth < 1)
curhealth = 1;
}
SetHealth(m_deathState == ALIVE ? curhealth : 0);
SetPower(POWER_MANA,data->curmana);
// checked at creature_template loading
m_defaultMovementType = MovementGeneratorType(data->movementType);
m_creatureData = data;
return true;
}