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https://github.com/TrinityCore/TrinityCore.git
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*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
447 lines
13 KiB
C++
447 lines
13 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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#include "WorldPacket.h"
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#include "CreatureAI.h"
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#include "ZoneScript.h"
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Vehicle::Vehicle() : Creature(), m_vehicleInfo(NULL), m_usableSeatNum(0)
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{
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m_summonMask |= SUMMON_MASK_VEHICLE;
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m_updateFlag = (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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if(m_zoneScript)
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m_zoneScript->OnCreatureCreate(this, true);
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ObjectAccessor::Instance().AddObject(this);
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for(uint32 i = 0; i < MAX_SPELL_VEHICLE; ++i)
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{
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if(!m_spells[i])
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continue;
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(m_spells[i]);
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if(!spellInfo)
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continue;
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if(spellInfo->powerType == POWER_MANA)
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break;
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if(spellInfo->powerType == POWER_ENERGY)
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{
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setPowerType(POWER_ENERGY);
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SetMaxPower(POWER_ENERGY, 100);
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break;
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}
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}
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InstallAllAccessories();
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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::InstallAllAccessories()
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{
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switch(GetEntry())
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{
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//case 27850:InstallAccessory(27905,1);break;
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case 28782:InstallAccessory(28768,0);break; // Acherus Deathcharger
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case 28312:InstallAccessory(28319,7);break;
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case 32627:InstallAccessory(32629,7);break;
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case 33109:InstallAccessory(33167,1);break;
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case 33060:InstallAccessory(33067,7);break;
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case 33113:
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InstallAccessory(33114,0);
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InstallAccessory(33114,1);
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InstallAccessory(33114,2);
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InstallAccessory(33114,3);
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InstallAccessory(33139,7);
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break;
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case 33114:
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InstallAccessory(33143,1);
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//InstallAccessory(33142,0);
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InstallAccessory(33142,2);
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break;
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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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if(m_zoneScript)
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m_zoneScript->OnCreatureCreate(this, false);
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RemoveAllPassengers();
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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(s == JUST_DIED)
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{
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for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
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{
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if(Unit *passenger = itr->second.passenger)
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if(passenger->GetOwnerGUID() == GetGUID())
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{
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passenger->ExitVehicle();
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((Vehicle*)passenger)->setDeathState(s);
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}
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}
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RemoveAllPassengers();
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}
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Creature::setDeathState(s);
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if(s == JUST_ALIVED)
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{
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InstallAllAccessories();
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if(m_usableSeatNum)
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SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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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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//310
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if(getPowerType() == POWER_ENERGY) // m_vehicleInfo->36
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ModifyPower(POWER_ENERGY, 100);
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}
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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)
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{
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if(!Creature::Create(guidlow, map, phaseMask, Entry, team, x, y, z, o, data))
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return false;
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SetVehicleId(vehicleId);
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return true;
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}
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void Vehicle::RemoveAllPassengers()
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{
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for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
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if(Unit *passenger = itr->second.passenger)
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{
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if(passenger->GetTypeId() == TYPEID_UNIT && ((Creature*)passenger)->isVehicle())
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((Vehicle*)passenger)->RemoveAllPassengers();
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passenger->ExitVehicle();
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assert(!itr->second.passenger);
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}
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}
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void Vehicle::SetVehicleId(uint32 id)
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{
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if(m_vehicleInfo && id == m_vehicleInfo->m_ID)
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return;
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VehicleEntry const *ve = sVehicleStore.LookupEntry(id);
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if(!ve)
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return;
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m_vehicleInfo = ve;
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RemoveAllPassengers();
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m_Seats.clear();
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m_usableSeatNum = 0;
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for(uint32 i = 0; i < 8; ++i)
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{
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if(uint32 seatId = m_vehicleInfo->m_seatID[i])
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if(VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(seatId))
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{
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m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
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if(veSeat->IsUsable())
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++m_usableSeatNum;
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}
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}
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assert(!m_Seats.empty());
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if(m_usableSeatNum)
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SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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bool Vehicle::HasEmptySeat(int8 seatId) const
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{
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SeatMap::const_iterator seat = m_Seats.find(seatId);
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if(seat == m_Seats.end()) return false;
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return !seat->second.passenger;
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}
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Unit *Vehicle::GetPassenger(int8 seatId) const
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{
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SeatMap::const_iterator seat = m_Seats.find(seatId);
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if(seat == m_Seats.end()) return NULL;
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return seat->second.passenger;
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}
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int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
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{
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SeatMap::const_iterator seat = m_Seats.find(seatId);
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if(seat == m_Seats.end()) return -1;
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while(seat->second.passenger || !seat->second.seatInfo->IsUsable())
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{
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if(next)
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{
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++seat;
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if(seat == m_Seats.end())
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seat = m_Seats.begin();
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}
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else
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{
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if(seat == m_Seats.begin())
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seat = m_Seats.end();
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--seat;
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}
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if(seat->first == seatId)
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return -1; // no available seat
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}
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return seat->first;
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}
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void Vehicle::InstallAccessory(uint32 entry, int8 seatId)
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{
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if(Unit *passenger = GetPassenger(seatId))
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{
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// already installed
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if(passenger->GetEntry() == entry)
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return;
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passenger->ExitVehicle(); // this should not happen
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}
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const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(entry);
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if(!cInfo)
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return;
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Creature *accessory;
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if(cInfo->VehicleId)
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accessory = SummonVehicle(entry, GetPositionX(), GetPositionY(), GetPositionZ());
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else
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accessory = SummonCreature(entry, GetPositionX(), GetPositionY(), GetPositionZ());
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if(!accessory)
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return;
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accessory->m_Vehicle = this;
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AddPassenger(accessory, seatId);
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// This is not good, we have to send update twice
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accessory->SendMovementFlagUpdate();
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}
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bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
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{
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if(unit->m_Vehicle != this)
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return false;
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SeatMap::iterator seat;
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if(seatId < 0) // no specific seat requirement
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{
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for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
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if(!seat->second.passenger && seat->second.seatInfo->IsUsable())
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break;
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if(seat == m_Seats.end()) // no available seat
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return false;
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}
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else
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{
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seat = m_Seats.find(seatId);
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if(seat == m_Seats.end())
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return false;
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if(seat->second.passenger)
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seat->second.passenger->ExitVehicle();
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assert(!seat->second.passenger);
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}
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sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
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seat->second.passenger = unit;
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if(seat->second.seatInfo->IsUsable())
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{
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assert(m_usableSeatNum);
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--m_usableSeatNum;
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if(!m_usableSeatNum)
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RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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}
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//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
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unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
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VehicleSeatEntry const *veSeat = seat->second.seatInfo;
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unit->m_movementInfo.t_x = veSeat->m_attachmentOffsetX;
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unit->m_movementInfo.t_y = veSeat->m_attachmentOffsetY;
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unit->m_movementInfo.t_z = veSeat->m_attachmentOffsetZ;
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unit->m_movementInfo.t_o = 0;
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unit->m_movementInfo.t_time = 0; // 1 for player
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unit->m_movementInfo.t_seat = seat->first;
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if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->IsUsable()) // not right
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SetCharmedBy(unit, CHARM_TYPE_VEHICLE);
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if(IsInWorld())
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unit->SendMonsterMoveTransport(this);
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//if(unit->GetTypeId() == TYPEID_PLAYER)
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// ((Player*)unit)->SendTeleportAckMsg();
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//unit->SendMovementFlagUpdate();
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return true;
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}
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void Vehicle::RemovePassenger(Unit *unit)
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{
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if(unit->m_Vehicle != this)
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return;
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SeatMap::iterator seat;
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for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
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{
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if(seat->second.passenger == unit)
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{
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seat->second.passenger = NULL;
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if(seat->second.seatInfo->IsUsable())
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{
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if(!m_usableSeatNum)
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SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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++m_usableSeatNum;
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}
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break;
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}
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}
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assert(seat != m_Seats.end());
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sLog.outDebug("Unit %s exit vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
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//SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
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if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->IsUsable())
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RemoveCharmedBy(unit);
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// only for flyable vehicles?
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//CastSpell(this, 45472, true); // Parachute
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}
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void Vehicle::Dismiss()
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{
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for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
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{
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if(Unit *passenger = itr->second.passenger)
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if(passenger->GetTypeId() == TYPEID_UNIT && ((Creature*)passenger)->isVehicle())
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{
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passenger->ExitVehicle();
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((Vehicle*)passenger)->Dismiss();
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}
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}
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RemoveAllPassengers();
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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,data->posX,data->posY,data->posZ,data->orientation,data))
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return false;
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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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m_creatureData = data;
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return true;
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}
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