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-rw-r--r--src/game/CreatureAI.h3
-rw-r--r--src/game/Unit.cpp6
-rw-r--r--src/game/Vehicle.cpp8
-rw-r--r--src/game/Vehicle.h2
4 files changed, 17 insertions, 2 deletions
diff --git a/src/game/CreatureAI.h b/src/game/CreatureAI.h
index 061b3d273c2..6f8a14afbe1 100644
--- a/src/game/CreatureAI.h
+++ b/src/game/CreatureAI.h
@@ -159,6 +159,9 @@ class TRINITY_DLL_SPEC CreatureAI : public UnitAI
void SetGazeOn(Unit *target);
+ virtual void PassengerBoarded(Unit *who, int8 seatId) {}
+ virtual void PassengerLeft(Unit *who, int8 seatId) {}
+
protected:
bool _EnterEvadeMode();
};
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 567a3628c9c..038a8cdcb1a 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -14555,11 +14555,17 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId)
if(m_Vehicle == vehicle)
{
if(seatId >= 0)
+ {
+ sLog.outDebug("EnterVehicle: %u leave vehicle %u seat %d and enter %d.", GetEntry(), m_Vehicle->GetEntry(), GetTransSeat(), seatId);
ChangeSeat(seatId);
+ }
return;
}
else
+ {
+ sLog.outDebug("EnterVehicle: %u exit %u and enter %u.", GetEntry(), m_Vehicle->GetEntry(), vehicle->GetEntry());
ExitVehicle();
+ }
}
if(GetTypeId() == TYPEID_PLAYER)
diff --git a/src/game/Vehicle.cpp b/src/game/Vehicle.cpp
index 3cad7963d0b..d54bd04dcec 100644
--- a/src/game/Vehicle.cpp
+++ b/src/game/Vehicle.cpp
@@ -300,7 +300,7 @@ bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
assert(!seat->second.passenger);
}
- sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
+ sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow(), (int32)seat->first);
seat->second.passenger = unit;
if(seat->second.seatInfo->IsUsable())
@@ -335,6 +335,9 @@ bool Vehicle::AddPassenger(Unit *unit, int8 seatId)
GetMap()->CreatureRelocation(this, GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
}
+ if(AI())
+ AI()->PassengerBoarded(unit, seat->first);
+
//if(unit->GetTypeId() == TYPEID_PLAYER)
// ((Player*)unit)->SendTeleportAckMsg();
//unit->SendMovementFlagUpdate();
@@ -372,6 +375,9 @@ void Vehicle::RemovePassenger(Unit *unit)
if(unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.seatInfo->m_flags & 0x800)
RemoveCharmedBy(unit);
+ if(AI())
+ AI()->PassengerLeft(unit, seat->first);
+
// only for flyable vehicles?
//CastSpell(this, 45472, true); // Parachute
}
diff --git a/src/game/Vehicle.h b/src/game/Vehicle.h
index 9639597bd8f..075644e5cba 100644
--- a/src/game/Vehicle.h
+++ b/src/game/Vehicle.h
@@ -57,6 +57,7 @@ class TRINITY_DLL_SPEC Vehicle : public Creature
int8 GetNextEmptySeat(int8 seatId, bool next) const;
bool AddPassenger(Unit *passenger, int8 seatId = -1);
void RemovePassenger(Unit *passenger);
+ void RemoveAllPassengers();
void InstallAllAccessories();
void Dismiss();
@@ -67,7 +68,6 @@ class TRINITY_DLL_SPEC Vehicle : public Creature
VehicleEntry const *m_vehicleInfo;
uint32 m_usableSeatNum;
- void RemoveAllPassengers();
void InstallAccessory(uint32 entry, int8 seatId);
private: