Files
TrinityCore2/src/game/Vehicle.cpp
megamage c7d78b5ff9 *Some work on vehicles.
--HG--
branch : trunk
2009-04-17 15:08:58 -05:00

348 lines
10 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 "Chat.h"
Vehicle::Vehicle() : Creature(), m_vehicleInfo(NULL)
{
m_summonMask |= SUMMON_MASK_VEHICLE;
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_VEHICLE);
}
Vehicle::~Vehicle()
{
}
void Vehicle::AddToWorld()
{
if(!IsInWorld())
{
ObjectAccessor::Instance().AddObject(this);
Unit::AddToWorld();
AIM_Initialize();
}
}
void Vehicle::RemoveFromWorld()
{
if(IsInWorld())
{
///- 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
{
for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
if(itr->second.passenger)
RemovePassenger(itr->second.passenger);
Creature::setDeathState(s);
}
void Vehicle::Update(uint32 diff)
{
Creature::Update(diff);
}
bool Vehicle::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehicleId, uint32 team)
{
//sLog.outError("create vehicle begin");
SetMapId(map->GetId());
SetInstanceId(map->GetInstanceId());
Object::_Create(guidlow, Entry, HIGHGUID_VEHICLE);
if(!InitEntry(Entry, team))
return false;
m_defaultMovementType = IDLE_MOTION_TYPE;
SetVehicleId(vehicleId);
SetUInt32Value(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
CreatureInfo const *ci = GetCreatureInfo();
setFaction(team == ALLIANCE ? ci->faction_A : ci->faction_H);
SetMaxHealth(ci->maxhealth);
SelectLevel(ci);
SetHealth(GetMaxHealth());
//sLog.outError("create vehicle end");
return true;
}
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;
for(SeatMap::iterator itr = m_Seats.begin(); itr != m_Seats.end(); ++itr)
if(itr->second.passenger)
RemovePassenger(itr->second.passenger);
m_Seats.clear();
for(uint32 i = 0; i < 8; ++i)
{
uint32 seatId = m_vehicleInfo->m_seatID[i];
if(seatId)
if(VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(seatId))
m_Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
}
}
void Vehicle::AddPassenger(Unit *unit)
{
sLog.outDebug("Unit %s enter vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
if(unit->m_Vehicle)
unit->m_Vehicle->RemovePassenger(unit);
unit->m_Vehicle = this;
Player *player = NULL;
if(unit->GetTypeId() == TYPEID_PLAYER)
player = (Player*)unit;
SeatMap::iterator seat = m_Seats.begin();
uint32 seatnum = 0;
if(seat->second.passenger)
{
if(m_Seats.size() <= 1)
return;
seatnum = rand()%(m_Seats.size()-1) + 1;
advance(seat, seatnum);
if(seat->second.passenger)
return;
//RemovePassenger(seat->second.passenger);
}
seat->second.passenger = unit;
bool driver = (seat == m_Seats.begin());
//RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
setFaction(unit->getFaction());
if(player)
{
player->StopCastingCharm();
player->StopCastingBindSight();
if(driver)
{
player->SetCharm(this, true);
player->SetViewpoint(this, true);
player->SetMover(this);
player->VehicleSpellInitialize();
}
player->SetClientControl(this, 1);
}
unit->addUnitState(UNIT_STAT_ONVEHICLE);
unit->Relocate(this);
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 = 4;
unit->m_movementInfo.t_seat = seat->first;
WorldPacket data;
if(player)
{
//ChatHandler(player).PSendSysMessage("Enter seat %u %u", veSeat->m_ID, seat->first);
data.Initialize(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
player->GetSession()->SendPacket(&data);
player->BuildTeleportAckMsg(&data, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation());
player->GetSession()->SendPacket(&data);
}
unit->BuildHeartBeatMsg(&data);
unit->SendMessageToSet(&data, player ? false : true);
}
void Vehicle::RemovePassenger(Unit *unit)
{
SeatMap::iterator seat;
for(seat = m_Seats.begin(); seat != m_Seats.end(); ++seat)
{
if(seat->second.passenger == unit)
{
seat->second.passenger = NULL;
break;
}
}
if(seat == m_Seats.end())
return;
sLog.outDebug("Unit %s exit vehicle entry %u id %u dbguid %u", unit->GetName(), GetEntry(), m_vehicleInfo->m_ID, GetDBTableGUIDLow());
bool driver = (seat == m_Seats.begin());
Player *player = NULL;
if(unit->GetTypeId() == TYPEID_PLAYER)
player = (Player*)unit;
//SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
//setFaction((GetTeam() == ALLIANCE) ? GetCreatureInfo()->faction_A : GetCreatureInfo()->faction_H);
if(player)
{
if(driver)
{
player->SetCharm(this, false);
player->SetViewpoint(this, false);
player->SetMover(player);
player->SendRemoveControlBar();
}
player->SetClientControl(player, 1);
}
unit->clearUnitState(UNIT_STAT_ONVEHICLE);
unit->Relocate(this);
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
unit->m_movementInfo.t_x = 0;
unit->m_movementInfo.t_y = 0;
unit->m_movementInfo.t_z = 0;
unit->m_movementInfo.t_o = 0;
unit->m_movementInfo.t_time = 0;
unit->m_movementInfo.t_seat = 0;
unit->m_Vehicle = NULL;
WorldPacket data;
if(player)
{
player->BuildTeleportAckMsg(&data, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetOrientation());
player->GetSession()->SendPacket(&data);
}
unit->BuildHeartBeatMsg(&data);
unit->SendMessageToSet(&data, player ? false : true);
// only for flyable vehicles?
//CastSpell(this, 45472, true); // Parachute
//if(!vehicle->GetDBTableGUIDLow())
if(GetOwnerGUID() == unit->GetGUID())
Dismiss();
}
void Vehicle::Dismiss()
{
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))
return false;
Relocate(data->posX,data->posY,data->posZ,data->orientation);
if(!IsPositionValid())
{
sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY());
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);
return true;
}