Core/Transports

* Rewritten path generation, now uses splines - timers are a lot more accurate now
* Implemented stopping transports
* Implemented spawning transports in instances
* Implemented spawning gameobjects as transport passengers
* Transport passengers are now stored in creature/gameobject table using gameobject_template.data6 from transport's template as map id
This commit is contained in:
Shauren
2013-10-16 18:37:29 +02:00
parent 53cc37bcec
commit ce55647c41
43 changed files with 2165 additions and 946 deletions
@@ -16,6 +16,7 @@
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include <G3D/Quat.h>
#include "GameObjectAI.h"
#include "Battleground.h"
#include "CellImpl.h"
@@ -32,8 +33,10 @@
#include "SpellMgr.h"
#include "UpdateFieldFlags.h"
#include "World.h"
#include "Transport.h"
GameObject::GameObject(): WorldObject(false), m_model(NULL), m_goValue(), m_AI(NULL)
GameObject::GameObject() : WorldObject(false), MapObject(),
m_model(NULL), m_goValue(), m_AI(NULL)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
@@ -100,6 +103,9 @@ void GameObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
if (m_uint32Values) // field array can be not exist if GameOBject not loaded
RemoveFromOwner();
if (GetTransport() && !ToTransport())
GetTransport()->RemovePassenger(this);
}
void GameObject::RemoveFromOwner()
@@ -169,6 +175,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
SetMap(map);
Relocate(x, y, z, ang);
m_stationaryPosition.Relocate(x, y, z, ang);
if (!IsPositionValid())
{
TC_LOG_ERROR(LOG_FILTER_GENERAL, "Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", guidlow, name_id, x, y);
@@ -192,6 +199,9 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
return false;
}
if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT)
m_updateFlag = (m_updateFlag | UPDATEFLAG_TRANSPORT) & ~UPDATEFLAG_POSITION;
Object::_Create(guidlow, goinfo->entry, HIGHGUID_GAMEOBJECT);
m_goInfo = goinfo;
@@ -238,9 +248,11 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
break;
case GAMEOBJECT_TYPE_TRANSPORT:
SetUInt32Value(GAMEOBJECT_LEVEL, goinfo->transport.pause);
if (goinfo->transport.startOpen)
SetGoState(GO_STATE_ACTIVE);
SetGoState(goinfo->transport.startOpen ? GO_STATE_ACTIVE : GO_STATE_READY);
SetGoAnimProgress(animprogress);
m_goValue.Transport.PathProgress = 0;
m_goValue.Transport.AnimationInfo = sTransportMgr->GetTransportAnimInfo(goinfo->entry);
m_goValue.Transport.CurrentSeg = 0;
break;
case GAMEOBJECT_TYPE_FISHINGNODE:
SetGoAnimProgress(0);
@@ -274,18 +286,10 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMa
void GameObject::Update(uint32 diff)
{
if (!AI())
{
if (!AIM_Initialize())
TC_LOG_ERROR(LOG_FILTER_GENERAL, "Could not initialize GameObjectAI");
} else
if (AI())
AI()->UpdateAI(diff);
if (IS_MO_TRANSPORT_GUID(GetGUID()))
{
//((Transport*)this)->Update(p_time);
return;
}
else if (!AIM_Initialize())
TC_LOG_ERROR(LOG_FILTER_GENERAL, "Could not initialize GameObjectAI");
switch (m_lootState)
{
@@ -308,6 +312,38 @@ void GameObject::Update(uint32 diff)
m_lootState = GO_READY;
break;
}
/* TODO: Fix movement in unloaded grid - currently GO will just disappear
case GAMEOBJECT_TYPE_TRANSPORT:
{
if (!m_goValue.Transport.AnimationInfo)
break;
if (GetGoState() == GO_STATE_READY)
{
m_goValue.Transport.PathProgress += diff;
uint32 timer = m_goValue.Transport.PathProgress % m_goValue.Transport.AnimationInfo->TotalTime;
TransportAnimationEntry const* node = m_goValue.Transport.AnimationInfo->GetAnimNode(timer);
if (node && m_goValue.Transport.CurrentSeg != node->TimeSeg)
{
m_goValue.Transport.CurrentSeg = node->TimeSeg;
G3D::Quat rotation = m_goValue.Transport.AnimationInfo->GetAnimRotation(timer);
G3D::Vector3 pos = rotation.toRotationMatrix()
* G3D::Matrix3::fromEulerAnglesZYX(GetOrientation(), 0.0f, 0.0f)
* G3D::Vector3(node->X, node->Y, node->Z);
pos += G3D::Vector3(GetStationaryX(), GetStationaryY(), GetStationaryZ());
G3D::Vector3 src(GetPositionX(), GetPositionY(), GetPositionZ());
sLog->outInfo(LOG_FILTER_GENERAL, "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
GetMap()->GameObjectRelocation(this, pos.x, pos.y, pos.z, GetOrientation());
}
}
break;
}
*/
case GAMEOBJECT_TYPE_FISHINGNODE:
{
// fishing code (bobber ready)
@@ -1182,10 +1218,12 @@ void GameObject::Use(Unit* user)
if (itr->second)
{
if (Player* ChairUser = ObjectAccessor::FindPlayer(itr->second))
{
if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
else
itr->second = 0; // This seat is unoccupied.
}
else
itr->second = 0; // The seat may of had an occupant, but they're offline.
}
@@ -2102,6 +2140,7 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t
if (index == GAMEOBJECT_DYNAMIC)
{
uint16 dynFlags = 0;
int16 pathProgress = -1;
switch (GetGoType())
{
case GAMEOBJECT_TYPE_CHEST:
@@ -2115,12 +2154,13 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t
if (ActivateToQuest(target))
dynFlags |= GO_DYNFLAG_LO_SPARKLE;
break;
default:
case GAMEOBJECT_TYPE_MO_TRANSPORT:
pathProgress = int16(float(m_goValue.Transport.PathProgress) / float(GetUInt32Value(GAMEOBJECT_LEVEL)) * 65535.0f);
break;
}
fieldBuffer << uint16(dynFlags);
fieldBuffer << uint16(-1);
fieldBuffer << int16(pathProgress);
}
else if (index == GAMEOBJECT_FLAGS)
{
@@ -2140,3 +2180,25 @@ void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* t
updateMask.AppendToPacket(data);
data->append(fieldBuffer);
}
void GameObject::GetRespawnPosition(float &x, float &y, float &z, float* ori /* = NULL*/) const
{
if (m_DBTableGuid)
{
if (GameObjectData const* data = sObjectMgr->GetGOData(GetDBTableGUIDLow()))
{
x = data->posX;
y = data->posY;
z = data->posZ;
if (ori)
*ori = data->orientation;
return;
}
}
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
if (ori)
*ori = GetOrientation();
}