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TCPlayerbotCore/src/server/game/Entities/Vehicle/Vehicle.cpp
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/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
* 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, see <http://www.gnu.org/licenses/>.
*/
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#include "Common.h"
#include "Log.h"
#include "ObjectMgr.h"
#include "Vehicle.h"
#include "Unit.h"
#include "Util.h"
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#include "WorldPacket.h"
#include "ScriptMgr.h"
#include "CreatureAI.h"
#include "ZoneScript.h"
#include "SpellMgr.h"
#include "SpellInfo.h"
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#include "MoveSplineInit.h"
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Vehicle::Vehicle(Unit* unit, VehicleEntry const* vehInfo, uint32 creatureEntry) : _me(unit), _vehicleInfo(vehInfo), _usableSeatNum(0), _creatureEntry(creatureEntry)
{
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for (uint32 i = 0; i < MAX_VEHICLE_SEATS; ++i)
{
if (uint32 seatId = _vehicleInfo->m_seatID[i])
if (VehicleSeatEntry const* veSeat = sVehicleSeatStore.LookupEntry(seatId))
{
Seats.insert(std::make_pair(i, VehicleSeat(veSeat)));
if (veSeat->CanEnterOrExit())
++_usableSeatNum;
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}
}
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InitMovementInfoForBase();
}
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Vehicle::~Vehicle()
{
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
ASSERT(!itr->second.Passenger);
}
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void Vehicle::Install()
{
if (Creature* creature = _me->ToCreature())
{
switch (_vehicleInfo->m_powerType)
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{
case POWER_STEAM:
case POWER_HEAT:
case POWER_BLOOD:
case POWER_OOZE:
case POWER_WRATH:
_me->setPowerType(POWER_ENERGY);
_me->SetMaxPower(POWER_ENERGY, 100);
break;
case POWER_PYRITE:
_me->setPowerType(POWER_ENERGY);
_me->SetMaxPower(POWER_ENERGY, 50);
break;
default:
for (uint32 i = 0; i < MAX_SPELL_VEHICLE; ++i)
{
if (!creature->m_spells[i])
continue;
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(creature->m_spells[i]);
if (!spellInfo)
continue;
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if (spellInfo->PowerType == POWER_ENERGY)
{
_me->setPowerType(POWER_ENERGY);
_me->SetMaxPower(POWER_ENERGY, 100);
break;
}
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}
break;
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}
}
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if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnInstall(this);
}
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void Vehicle::InstallAllAccessories(bool evading)
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{
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if (GetBase()->GetTypeId() == TYPEID_PLAYER || !evading)
RemoveAllPassengers(); // We might have aura's saved in the DB with now invalid casters - remove
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VehicleAccessoryList const* accessories = sObjectMgr->GetVehicleAccessoryList(this);
if (!accessories)
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return;
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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);
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}
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void Vehicle::Uninstall()
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Uninstall Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
RemoveAllPassengers();
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnUninstall(this);
}
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void Vehicle::Reset(bool evading /*= false*/)
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Reset Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
if (_me->GetTypeId() == TYPEID_PLAYER)
{
if (_usableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
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}
else
{
ApplyAllImmunities();
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InstallAllAccessories(evading);
if (_usableSeatNum)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnReset(this);
}
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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_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_STATE, SPELL_AURA_SCHOOL_ABSORB, true);
_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_SHIELD, true);
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_me->ApplySpellImmune(0, IMMUNITY_MECHANIC, MECHANIC_IMMUNE_SHIELD, 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);
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DAMAGE_PERCENT_TAKEN, true);
}
// Different immunities for vehicles goes below
switch (GetVehicleInfo()->m_ID)
{
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// code below prevents a bug with movable cannons
case 160: // Strand of the Ancients
case 244: // Wintergrasp
case 510: // Isle of Conquest
_me->SetControlled(true, UNIT_STATE_ROOT);
// why we need to apply this? we can simple add immunities to slow mechanic in DB
_me->ApplySpellImmune(0, IMMUNITY_STATE, SPELL_AURA_MOD_DECREASE_SPEED, true);
break;
default:
break;
}
}
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void Vehicle::RemoveAllPassengers()
{
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::RemoveAllPassengers. Entry: %u, GuidLow: %u", _creatureEntry, _me->GetGUIDLow());
// 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);
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// 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);
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}
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bool Vehicle::HasEmptySeat(int8 seatId) const
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{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
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return false;
return !seat->second.Passenger;
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}
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Unit* Vehicle::GetPassenger(int8 seatId) const
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{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
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return NULL;
return ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger);
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}
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int8 Vehicle::GetNextEmptySeat(int8 seatId, bool next) const
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{
SeatMap::const_iterator seat = Seats.find(seatId);
if (seat == Seats.end())
return -1;
while (seat->second.Passenger || (!seat->second.SeatInfo->CanEnterOrExit() && !seat->second.SeatInfo->IsUsableByOverride()))
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{
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if (next)
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{
++seat;
if (seat == Seats.end())
seat = Seats.begin();
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}
else
{
if (seat == Seats.begin())
seat = Seats.end();
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--seat;
}
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if (seat->first == seatId)
return -1; // no available seat
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}
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return seat->first;
}
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void Vehicle::InstallAccessory(uint32 entry, int8 seatId, bool minion, uint8 type, uint32 summonTime)
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{
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sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle: Installing accessory entry %u on vehicle entry %u (seat:%i)", entry, GetCreatureEntry(), seatId);
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if (Unit* passenger = GetPassenger(seatId))
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{
// already installed
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if (passenger->GetEntry() == entry)
{
ASSERT(passenger->GetTypeId() == TYPEID_UNIT);
if (_me->GetTypeId() == TYPEID_UNIT)
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{
if (_me->ToCreature()->IsInEvadeMode() && passenger->ToCreature()->IsAIEnabled)
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passenger->ToCreature()->AI()->EnterEvadeMode();
return;
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}
}
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else
passenger->ExitVehicle(); // this should not happen
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}
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if (TempSummon* accessory = _me->SummonCreature(entry, *_me, TempSummonType(type), summonTime))
{
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if (minion)
accessory->AddUnitTypeMask(UNIT_MASK_ACCESSORY);
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if (!_me->HandleSpellClick(accessory, seatId))
{
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accessory->UnSummon();
return;
}
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// this cannot be checked instantly like this
// spellsystem is delaying everything to next update tick
//if (!accessory->IsOnVehicle(me))
//{
// accessory->UnSummon();
// return; // Something went wrong in the spellsystem
//}
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnInstallAccessory(this, accessory);
}
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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->GetVehicle() != 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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{
for (seat = Seats.begin(); seat != Seats.end(); ++seat)
if (!seat->second.Passenger && (seat->second.SeatInfo->CanEnterOrExit() || seat->second.SeatInfo->IsUsableByOverride()))
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break;
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if (seat == Seats.end()) // no available seat
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return false;
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}
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else
{
seat = Seats.find(seatId);
if (seat == Seats.end())
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return false;
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if (seat->second.Passenger)
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{
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), seat->second.Passenger))
passenger->ExitVehicle();
else
seat->second.Passenger = 0;
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}
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ASSERT(!seat->second.Passenger);
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}
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s enter vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
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seat->second.Passenger = unit->GetGUID();
if (seat->second.SeatInfo->CanEnterOrExit())
{
ASSERT(_usableSeatNum);
--_usableSeatNum;
if (!_usableSeatNum)
{
if (_me->GetTypeId() == TYPEID_PLAYER)
_me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
else
_me->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
}
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if (seat->second.SeatInfo->m_flags && !(seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_ALLOW_TURNING))
unit->AddUnitState(UNIT_STATE_ONVEHICLE);
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unit->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
VehicleSeatEntry const* veSeat = seat->second.SeatInfo;
unit->m_movementInfo.t_pos.m_positionX = veSeat->m_attachmentOffsetX;
unit->m_movementInfo.t_pos.m_positionY = veSeat->m_attachmentOffsetY;
unit->m_movementInfo.t_pos.m_positionZ = veSeat->m_attachmentOffsetZ;
unit->m_movementInfo.t_pos.m_orientation = 0;
unit->m_movementInfo.t_time = 0; // 1 for player
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unit->m_movementInfo.t_seat = seat->first;
unit->m_movementInfo.t_guid = _me->GetGUID();
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if (_me->GetTypeId() == TYPEID_UNIT
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&& unit->GetTypeId() == TYPEID_PLAYER
&& seat->first == 0 && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
{
if (!_me->SetCharmedBy(unit, CHARM_TYPE_VEHICLE))
ASSERT(false);
}
if (_me->IsInWorld())
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{
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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)
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// also adds MOVEMENTFLAG_ROOT
Movement::MoveSplineInit init(unit);
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init.DisableTransportPathTransformations();
init.MoveTo(veSeat->m_attachmentOffsetX, veSeat->m_attachmentOffsetY, veSeat->m_attachmentOffsetZ);
init.SetFacing(0.0f);
init.SetTransportEnter();
init.Launch();
if (_me->GetTypeId() == TYPEID_UNIT)
{
if (_me->ToCreature()->IsAIEnabled)
_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, true);
// update all passenger's positions
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//Passenger's spline OR vehicle movement will update positions
//RelocatePassengers(_me->GetPositionX(), _me->GetPositionY(), _me->GetPositionZ(), _me->GetOrientation());
}
}
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if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnAddPassenger(this, unit, seatId);
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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->GetVehicle() != this)
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return;
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SeatMap::iterator seat = GetSeatIteratorForPassenger(unit);
ASSERT(seat != Seats.end());
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sLog->outDebug(LOG_FILTER_VEHICLES, "Unit %s exit vehicle entry %u id %u dbguid %u seat %d", unit->GetName(), _me->GetEntry(), _vehicleInfo->m_ID, _me->GetGUIDLow(), (int32)seat->first);
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seat->second.Passenger = 0;
if (seat->second.SeatInfo->CanEnterOrExit())
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{
if (!_usableSeatNum)
{
if (_me->GetTypeId() == TYPEID_PLAYER)
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PLAYER_VEHICLE);
else
_me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
}
++_usableSeatNum;
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}
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unit->ClearUnitState(UNIT_STATE_ONVEHICLE);
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if (_me->GetTypeId() == TYPEID_UNIT && unit->GetTypeId() == TYPEID_PLAYER && seat->first == 0 && seat->second.SeatInfo->m_flags & VEHICLE_SEAT_FLAG_CAN_CONTROL)
_me->RemoveCharmedBy(unit);
if (_me->IsInWorld())
{
unit->RemoveUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
unit->m_movementInfo.t_pos.Relocate(0, 0, 0, 0);
unit->m_movementInfo.t_time = 0;
unit->m_movementInfo.t_seat = 0;
}
if (_me->GetTypeId() == TYPEID_UNIT && _me->ToCreature()->IsAIEnabled)
_me->ToCreature()->AI()->PassengerBoarded(unit, seat->first, false);
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// only for flyable vehicles
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if (unit->IsFlying())
_me->CastSpell(unit, VEHICLE_SPELL_PARACHUTE, true);
if (GetBase()->GetTypeId() == TYPEID_UNIT)
sScriptMgr->OnRemovePassenger(this, unit);
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}
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//! Must be called after m_base::Relocate
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void Vehicle::RelocatePassengers()
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{
ASSERT(_me->GetMap());
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// not sure that absolute position calculation is correct, it must depend on vehicle pitch angle
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)
{
if (Unit* passenger = ObjectAccessor::GetUnit(*GetBase(), itr->second.Passenger))
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{
ASSERT(passenger->IsInWorld());
float px, py, pz, po;
passenger->m_movementInfo.t_pos.GetPosition(px, py, pz, po);
CalculatePassengerPosition(px, py, pz, po);
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passenger->UpdatePosition(px, py, pz, po);
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}
}
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}
void Vehicle::Dismiss()
{
if (GetBase()->GetTypeId() != TYPEID_UNIT)
return;
sLog->outDebug(LOG_FILTER_VEHICLES, "Vehicle::Dismiss Entry: %u, GuidLow %u", _creatureEntry, _me->GetGUIDLow());
Uninstall();
GetBase()->ToCreature()->DespawnOrUnsummon();
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}
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void Vehicle::InitMovementInfoForBase()
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{
uint32 vehicleFlags = GetVehicleInfo()->m_flags;
if (vehicleFlags & VEHICLE_FLAG_NO_STRAFE)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_STRAFE);
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if (vehicleFlags & VEHICLE_FLAG_NO_JUMPING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_NO_JUMPING);
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if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_TURNING);
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if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
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if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING)
_me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
}
VehicleSeatEntry const* Vehicle::GetSeatForPassenger(Unit* passenger)
{
SeatMap::iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.Passenger == passenger->GetGUID())
return itr->second.SeatInfo;
return NULL;
}
SeatMap::iterator Vehicle::GetSeatIteratorForPassenger(Unit* passenger)
{
SeatMap::iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (itr->second.Passenger == passenger->GetGUID())
return itr;
return Seats.end();
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}
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uint8 Vehicle::GetAvailableSeatCount() const
{
uint8 ret = 0;
SeatMap::const_iterator itr;
for (itr = Seats.begin(); itr != Seats.end(); ++itr)
if (!itr->second.Passenger && (itr->second.SeatInfo->CanEnterOrExit() || itr->second.SeatInfo->IsUsableByOverride()))
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++ret;
return ret;
}
void Vehicle::CalculatePassengerPosition(float& x, float& y, float& z, float& o)
{
float inx = x, iny = y, inz = z, ino = o;
o = GetBase()->GetOrientation() + ino;
x = GetBase()->GetPositionX() + inx * cos(GetBase()->GetOrientation()) - iny * sin(GetBase()->GetOrientation());
y = GetBase()->GetPositionY() + iny * cos(GetBase()->GetOrientation()) + inx * sin(GetBase()->GetOrientation());
z = GetBase()->GetPositionZ() + inz;
}
void Vehicle::CalculatePassengerOffset(float& x, float& y, float& z, float& o)
{
o -= GetBase()->GetOrientation();
z -= GetBase()->GetPositionZ();
y -= GetBase()->GetPositionY(); // y = searchedY * cos(o) + searchedX * sin(o)
x -= GetBase()->GetPositionX(); // x = searchedX * cos(o) + searchedY * sin(o + pi)
float inx = x, iny = y;
y = (iny - inx * tan(GetBase()->GetOrientation())) / (cos(GetBase()->GetOrientation()) + sin(GetBase()->GetOrientation()) * tan(GetBase()->GetOrientation()));
x = (inx + iny * tan(GetBase()->GetOrientation())) / (cos(GetBase()->GetOrientation()) + sin(GetBase()->GetOrientation()) * tan(GetBase()->GetOrientation()));
}