/*
* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#include "Vehicle.h"
#include "AreaDefines.h"
#include "BattlefieldWG.h"
#include "Log.h"
#include "MoveSplineInit.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "ScriptMgr.h"
#include "TemporarySummon.h"
#include "Unit.h"
#include "Util.h"
Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) :
_me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry), _status(STATUS_NONE)
{
for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
{
if (uint32 seatId = _vehicleInfo->m_seatID[i])
if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
{
VehicleSeatAddon const* addon = sObjectMgr->GetVehicleSeatAddon(seatId);
Seats.insert(std::make_pair(i, VehicleSeat(veSeat, addon)));
if (veSeat->CanEnterOrExit())
++_usableSeatNum;
}
}
// Set or remove correct flags based on available seats. Will overwrite db data (if wrong).
if (_usableSeatNum)
_me->SetNpcFlag((_me->IsPlayer() ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
else
_me->RemoveNpcFlag((_me->IsPlayer() ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
InitMovementInfoForBase();
}
Vehicle::~Vehicle()
{
/// @Uninstall must be called before this.
ASSERT(_status == STATUS_UNINSTALLING);
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.Passenger.Guid)
{
if (Unit* unit = ObjectAccessor::GetUnit(*_me, itr->second.Passenger.Guid))
{
LOG_FATAL("vehicles", "Vehicle(), unit: {}, entry: {}, typeid: {}, this_entry: {}, this_typeid: {}!", unit->GetName(), unit->GetEntry(), unit->GetTypeId(), _me ? _me->GetEntry() : 0, _me ? _me->GetTypeId() : 0);
unit->_ExitVehicle();
}
else
LOG_FATAL("vehicles", "Vehicle(), unknown guid!");
}
}
void Vehicle::Install()
{
if (_me->IsCreature())
{
if (PowerDisplayEntry const* powerDisplay = sPowerDisplayStore.LookupEntry(_vehicleInfo->m_powerDisplayId))
_me->setPowerType(Powers(powerDisplay->PowerType));
else if (_me->IsClass(CLASS_ROGUE, CLASS_CONTEXT_ABILITY))
_me->setPowerType(POWER_ENERGY);
}
_status = STATUS_INSTALLED;
if (GetBase()->IsCreature())
sScriptMgr->OnInstall(this);
}
void Vehicle::InstallAllAccessories(bool evading)
{
if (GetBase()->IsPlayer() || !evading)
RemoveAllPassengers(); // We might have aura's saved in the DB with now invalid casters - remove
VehicleAccessoryList const* accessories = sObjectMgr->GetVehicleAccessoryList(this);
if (!accessories)
return;
for (VehicleAccessoryList::const_iterator itr = accessories->begin(); itr != accessories->end(); ++itr)
if (!evading || itr->IsMinion) // only install minions on evade mode
InstallAccessory(itr->AccessoryEntry, itr->SeatId, itr->IsMinion, itr->SummonedType, itr->SummonTime);
}
void Vehicle::Uninstall()
{
/// @Prevent recursive uninstall call. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
if (_status == STATUS_UNINSTALLING && !GetBase()->HasUnitTypeMask(UNIT_MASK_MINION))
{
LOG_ERROR("vehicles", "Vehicle {} attempts to uninstall, but already has STATUS_UNINSTALLING! "
"Check Uninstall/PassengerBoarded script hooks for errors.", _me->GetGUID().ToString());
return;
}
_status = STATUS_UNINSTALLING;
LOG_DEBUG("vehicles", "Vehicle::Uninstall {}", _me->GetGUID().ToString());
RemoveAllPassengers();
if (_me && _me->IsCreature())
{
sScriptMgr->OnUninstall(this);
}
}
void Vehicle::Reset(bool evading /*= false*/)
{
LOG_DEBUG("vehicles", "Vehicle::Reset: {}", _me->GetGUID().ToString());
if (_me->IsPlayer())
{
if (_usableSeatNum)
_me->SetNpcFlag(UNIT_NPC_FLAG_PLAYER_VEHICLE);
}
else
{
ApplyAllImmunities();
InstallAllAccessories(evading);
if (_usableSeatNum)
_me->SetNpcFlag(UNIT_NPC_FLAG_SPELLCLICK);
}
if (GetBase()->IsCreature())
sScriptMgr->OnReset(this);
}
void Vehicle::ApplyAllImmunities()
{
// This couldn't be done in DB, because some spells have MECHANIC_NONE
// Vehicles should be immune on Knockback ...
//_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK, true);
//_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_KNOCK_BACK_DEST, true);
// Mechanical units & vehicles ( which are not Bosses, they have own immunities in DB ) should be also immune on healing ( exceptions in switch below )
if (_me->ToCreature() && _me->ToCreature()->GetCreatureTemplate()->type == CREATURE_TYPE_MECHANICAL && !_me->ToCreature()->isWorldBoss())
{
// Heal & dispel ...
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL, true);
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_PCT, true);
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_HEAL_MAX_HEALTH, true); // Xinef
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_DISPEL, true);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_PERIODIC_HEAL, true);
// ... Shield & Immunity grant spells ...
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_IMMUNITY, true);
//_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_UNATTACKABLE, true);
_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_IMMUNE_SHIELD, true);
if (_me->GetZoneId() == AREA_WINTERGRASP || _me->ToCreature()->GetSpawnId() || (_me->FindMap() && _me->FindMap()->Instanceable()))
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_ABSORB, true);
// ... Resistance, Split damage, Change stats ...
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_DAMAGE_SHIELD, true);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SPLIT_DAMAGE_PCT, true);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_RESISTANCE, true);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_STAT, true);
// Taunt
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_TAUNT, true);
_me->ApplySpellImmune(0, IMMUNITY_EFFECT, SPELL_EFFECT_ATTACK_ME, true);
}
// Different immunities for vehicles goes below
switch (GetVehicleInfo()->m_ID)
{
case 160: //Isle of conquest turret
case 244: //Wintergrasp turret
case 510: // Isle of Conquest
case 452: // Isle of Conquest
case 543: // Isle of Conquest
//_me->SetControlled(true, UNIT_STATE_ROOT);
//me->AddUnitMovementFlag(MOVEMENTFLAG_ROOT);
//me->SetSpeed(MOVE_TURN_RATE, 0.7f);
//me->SetSpeed(MOVE_PITCH_RATE, 0.7f);
//me->m_movementInfo.flags2=59;
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
break;
// Ulduar vehicles, remove immunities used in flame leviathan spells
case 335:
case 336:
case 338:
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, false);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_SCHOOL_ABSORB, false);
break;
default:
break;
}
}
void Vehicle::RemoveAllPassengers()
{
LOG_DEBUG("vehicles", "Vehicle::RemoveAllPassengers. {}", _me->GetGUID().ToString());
// 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
_me->RemoveAurasByType(SPELL_AURA_CONTROL_VEHICLE);
// Following the above logic, this assertion should NEVER fail.
// Even in 'hacky' cases, there should at least be VEHICLE_SPELL_RIDE_HARDCODED on us.
// SeatMap::const_iterator itr;
// for (itr = Seats.begin(); itr != Seats.end(); ++itr)
// ASSERT(!itr->second.passenger.Guid);
}
bool Vehicle::HasEmptySeat(int8 seatId) const
{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
return false;
return seat->second.IsEmpty();
}
Unit* Vehicle::GetPassenger(int8 seatId) const
{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
return nullptr;
return ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger.Guid);
}
VehicleSeatAddon const* Vehicle::GetSeatAddonForSeatOfPassenger(Unit const* passenger) const
{
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); itr++)
if (!itr->second.IsEmpty() && itr->second.Passenger.Guid == passenger->GetGUID())
return itr->second.SeatAddon;
return nullptr;
}
int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
return -1;
while (!seat->second.IsEmpty() || (!seat->second.SeatInfo->CanEnterOrExit() && !seat->second.SeatInfo->IsUsableByOverride()))
{
if (next)
{
++seat;
if (seat == Seats.end())
seat = Seats.begin();
}
else
{
if (seat == Seats.begin())
seat = Seats.end();
--seat;
}
if (seat->first == seatId)
return -1; // no available seat
}
return seat->first;
}
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)
{
LOG_ERROR("vehicles", "Vehicle {} attempts to install accessory Entry: {} on seat {} with STATUS_UNINSTALLING! "
"Check Uninstall/PassengerBoarded script hooks for errors.", _me->GetGUID().ToString(), entry, (int32)seatId);
return;
}
LOG_DEBUG("vehicles", "Vehicle: Installing accessory entry {} on vehicle entry {} (seat:{})", entry, GetCreatureEntry(), seatId);
if (Unit* passenger = GetPassenger(seatId))
{
// already installed
if (passenger->GetEntry() == entry)
{
ASSERT(passenger->IsCreature());
if (_me->IsCreature())
{
if (_me->ToCreature()->IsInEvadeMode() && passenger->ToCreature()->IsAIEnabled)
passenger->ToCreature()->AI()->EnterEvadeMode();
return;
}
}
else
passenger->ExitVehicle(); // this should not happen
}
if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
{
if (minion)
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
if (!_me->HandleSpellClick(accessory, seatId))
{
accessory->UnSummon();
return;
}
if (GetBase()->IsCreature())
sScriptMgr->OnInstallAccessory(this, accessory);
}
}
bool Vehicle::AddPassenger(Unit* unit, int8 seatId)
{
/// @Prevent adding passengers when vehicle is uninstalling. (Bad script in OnUninstall/OnRemovePassenger/PassengerBoarded hook.)
if (_status == STATUS_UNINSTALLING)
{
LOG_DEBUG("vehicles", "Passenger {}, attempting to board vehicle {} during uninstall! SeatId: {}",
unit->GetGUID().ToString(), _me->GetGUID().ToString(), (int32)seatId);
return false;
}
if (unit->GetVehicle() != this)
return false;
SeatMap::iterator seat;
if (seatId < 0) // no specific seat requirement
{
for (seat = Seats.begin(); seat != Seats.end(); ++seat)
if (seat->second.IsEmpty() && (seat->second.SeatInfo->CanEnterOrExit() || seat->second.SeatInfo->IsUsableByOverride()))
break;
if (seat == Seats.end()) // no available seat
return false;
}
else
{
seat = Seats.find(seatId);
if (seat == Seats.end())
return false;
if (!seat->second.IsEmpty())
{
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger.Guid))
passenger->ExitVehicle();
seat->second.Passenger.Guid.Clear();
}
ASSERT(seat->second.IsEmpty());
}
if (!seat->second.SeatInfo)
return false;
LOG_DEBUG("vehicles", "Unit {} enter vehicle entry {} id {} ({}) seat {}",
unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUID().ToString(), (int32)seat->first);
seat->second.Passenger.Guid = unit->GetGUID();
seat->second.Passenger.IsUnselectable = unit->HasUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
if (seat->second.SeatInfo->CanEnterOrExit())
{
ASSERT(_usableSeatNum);
--_usableSeatNum;
if (!_usableSeatNum)
_me->RemoveNpcFlag(_me->IsPlayer() ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK);
else
_me->SetNpcFlag(_me->IsPlayer() ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK);
}
if (!_me || !_me->IsInWorld() || _me->IsDuringRemoveFromWorld())
return false;
// Xinef: moved from unit.cpp, if aura passes seatId == -1 (choose automaticly) we wont get appropriate flags
if (unit->IsPlayer() && !(seat->second.SeatInfo->m_flagsB & VEHICLE_SEAT_FLAG_B_KEEP_PET))
unit->ToPlayer()->UnsummonPetTemporaryIfAny();
if (seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_PASSENGER_NOT_SELECTABLE)
unit->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
VehicleSeatEntry const* veSeat = seat->second.SeatInfo;
VehicleSeatAddon const* veSeatAddon = seat->second.SeatAddon;
float o = veSeatAddon ? veSeatAddon->SeatOrientationOffset : 0.f;
float x = veSeat->m_attachmentOffsetX;
float y = veSeat->m_attachmentOffsetY;
float z = veSeat->m_attachmentOffsetZ;
unit->m_movementInfo.transport.pos.Relocate(x, y, z, o);
unit->m_movementInfo.transport.time = 0;
unit->m_movementInfo.transport.seat = seat->first;
unit->m_movementInfo.transport.guid = _me->GetGUID();
// xinef: removed seat->first == 0 check...
if (_me->IsCreature()
&& unit->IsPlayer()
&& seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
{
// Removed try catch + ABORT() here, and make it as simple condition check.
if (!_me->SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
{
// I assume SetCharmedBy should always be true.
// If not, let's log some debug info.
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). not null: {}", _me ? 1 : 0);
if (!_me)
return false;
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). Is: {}!", _me->IsInWorld());
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). Is2: {}!", _me->IsDuringRemoveFromWorld());
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). Unit {}!", _me->GetName());
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). typeid: {}!", _me->GetTypeId());
LOG_INFO("vehicles", "Crash recovered in Unit::SetCharmedBy(). Unit {}, typeid: {}, in world: {}, duringremove: {} has wrong CharmType! Charmer {}, typeid: {}, in world: {}, duringremove: {}.", _me->GetName(), _me->GetTypeId(), _me->IsInWorld(), _me->IsDuringRemoveFromWorld(), unit->GetName(), unit->GetTypeId(), unit->IsInWorld(), unit->IsDuringRemoveFromWorld());
return false;
}
}
if (_me->IsInWorld())
{
unit->SendClearTarget(); // SMSG_BREAK_TARGET
unit->SetControlled(true, UNIT_STATE_ROOT); // SMSG_FORCE_ROOT - In some cases we send SMSG_SPLINE_MOVE_ROOT here (for creatures)
if (unit->IsPlayer())
unit->ToPlayer()->SetExpectingChangeTransport(true);
// also adds MOVEMENTFLAG_ROOT
Movement::MoveSplineInit init(unit);
init.DisableTransportPathTransformations();
init.MoveTo(x, y, z, false, true);
// Xinef: did not found anything unique in dbc, maybe missed something
if (veSeat->m_ID == 3566 || veSeat->m_ID == 3567 || veSeat->m_ID == 3568 || veSeat->m_ID == 3570)
{
CalculatePassengerPosition(x, y, z, &o);
init.SetFacing(_me->GetAngle(x, y));
}
else
{
init.SetFacing(o);
}
init.SetTransportEnter();
init.Launch();
if (_me->IsCreature())
{
if (_me->ToCreature()->IsAIEnabled)
_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, true);
}
}
if (GetBase()->IsCreature())
sScriptMgr->OnAddPassenger(this, unit, seatId);
// Remove parachute on vehicle switch
unit->RemoveAurasDueToSpell(VEHICLE_SPELL_PARACHUTE);
return true;
}
void Vehicle::RemovePassenger(Unit* unit)
{
if (unit->GetVehicle() != this)
return;
SeatMap::iterator seat = GetSeatIteratorForPassenger(unit);
// it can happen that unit enters vehicle and removes owner passenger
// then vehicles is dissmised and removes all existing passengers, even the unit (vehicle has aura of unit)
// but the unit is not on the vehicles seat yet, thus crashing at ASSERT(seat != Seats.end());
// ASSERT(seat != Seats.end());
if (seat == Seats.end())
{
LOG_ERROR("vehicles", "Vehicle::RemovePassenger: Vehicle entry ({}) id ({}) is dissmised and removed all existing passangers, but the unit ({}) was not on the vehicle!",
_me->GetEntry(), _vehicleInfo->m_ID, unit->GetName());
return;
}
LOG_DEBUG("vehicles", "Unit {} exit vehicle entry {} id {} ({}) seat {}",
unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUID().ToString(), (int32)seat->first);
if (seat->second.SeatInfo->CanEnterOrExit() && ++_usableSeatNum)
_me->SetNpcFlag((_me->IsPlayer() ? UNIT_NPC_FLAG_PLAYER_VEHICLE : UNIT_NPC_FLAG_SPELLCLICK));
// Remove UNIT_FLAG_NOT_SELECTABLE if passenger did not have it before entering vehicle
if (seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_PASSENGER_NOT_SELECTABLE && !seat->second.Passenger.IsUnselectable)
unit->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
seat->second.Passenger.Reset();
if (_me->IsCreature() && unit->IsPlayer() && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
_me->RemoveCharmedBy(unit);
if (_me->IsInWorld())
{
if (!_me->GetTransport())
{
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
unit->m_movementInfo.transport.Reset();
}
else
unit->m_movementInfo.transport = _me->m_movementInfo.transport;
}
// only for flyable vehicles
if (_me->IsFlying() && !_me->GetInstanceId() && unit->IsPlayer() && !(unit->ToPlayer()->GetDelayedOperations() & DELAYED_VEHICLE_TELEPORT) && _me->GetEntry() != 30275 /*NPC_WILD_WYRM*/)
_me->CastSpell(unit, VEHICLE_SPELL_PARACHUTE, true);
if (_me->IsCreature())
sScriptMgr->OnRemovePassenger(this, unit);
if (_me->IsCreature() && _me->ToCreature()->IsAIEnabled)
_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, false);
}
void Vehicle::RelocatePassengers()
{
ASSERT(_me->GetMap());
std::vector> seatRelocation;
seatRelocation.reserve(Seats.size());
// not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
for (auto const& itr : Seats)
{
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr.second.Passenger.Guid))
{
ASSERT(passenger->IsInWorld());
float px, py, pz, po;
passenger->m_movementInfo.transport.pos.GetPosition(px, py, pz, po);
CalculatePassengerPosition(px, py, pz, &po);
seatRelocation.emplace_back(passenger, Position(px, py, pz, po));
}
}
for (auto const& pair : seatRelocation)
pair.first->UpdatePosition(pair.second);
}
void Vehicle::Dismiss()
{
if (!GetBase()->IsCreature())
return;
LOG_DEBUG("vehicles", "Vehicle::Dismiss {}", _me->GetGUID().ToString());
Uninstall();
GetBase()->ToCreature()->DespawnOrUnsummon();
}
bool Vehicle::IsVehicleInUse()
{
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger.Guid))
{
if (passenger->IsPlayer())
return true;
else if (passenger->IsCreature() && passenger->GetVehicleKit() && passenger->GetVehicleKit()->IsVehicleInUse())
return true;
}
return false;
}
void Vehicle::TeleportVehicle(float x, float y, float z, float ang)
{
_me->GetMap()->LoadGrid(x, y);
_me->NearTeleportTo(x, y, z, ang, true);
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger.Guid))
{
if (passenger->IsPlayer())
{
passenger->ToPlayer()->SetMover(passenger);
passenger->NearTeleportTo(x, y, z, ang, false, true);
passenger->ToPlayer()->ScheduleDelayedOperation(DELAYED_VEHICLE_TELEPORT);
}
else if (passenger->IsCreature() && passenger->GetVehicleKit())
passenger->GetVehicleKit()->TeleportVehicle(x, y, z, ang);
}
}
void Vehicle::InitMovementInfoForBase()
{
uint32 vehicleFlags = GetVehicleInfo()->m_flags;
if (vehicleFlags & VEHICLE_FLAG_NO_STRAFE)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_STRAFE);
if (vehicleFlags & VEHICLE_FLAG_NO_JUMPING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_JUMPING);
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_TURNING);
if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
}
VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit const* passenger)
{
SeatMap::iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.Passenger.Guid == passenger->GetGUID())
return itr->second.SeatInfo;
return nullptr;
}
SeatMap::iterator Vehicle::GetSeatIteratorForPassenger(Unit* passenger)
{
SeatMap::iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.Passenger.Guid == passenger->GetGUID())
return itr;
return Seats.end();
}
uint8 Vehicle::GetAvailableSeatCount() const
{
uint8 ret = 0;
SeatMap::const_iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.IsEmpty() && (itr->second.SeatInfo->CanEnterOrExit() || itr->second.SeatInfo->IsUsableByOverride()))
++ret;
return ret;
}