Add basic support for NPCs on transports; DB data required.
Currently no support for combat while the transport is in motion. Based on a patch by Socolin. Fixes issue #168 --HG-- branch : trunk
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@@ -115,9 +115,46 @@ class Vehicle;
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class CreatureAI;
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class ZoneScript;
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class Unit;
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class Transport;
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typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType;
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struct MovementInfo
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{
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// common
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uint64 guid;
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uint32 flags;
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uint16 unk1;
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uint32 time;
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float x, y, z, o;
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// transport
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uint64 t_guid;
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float t_x, t_y, t_z, t_o;
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uint32 t_time;
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int8 t_seat;
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// swimming and unknown
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float s_pitch;
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// last fall time
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uint32 fallTime;
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// jumping
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float j_zspeed, j_sinAngle, j_cosAngle, j_xyspeed;
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// spline
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float u_unk1;
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MovementInfo()
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{
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flags = 0;
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time = t_time = fallTime = 0;
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unk1 = 0;
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x = y = z = o = t_x = t_y = t_z = t_o = s_pitch = j_zspeed = j_sinAngle = j_cosAngle = j_xyspeed = u_unk1 = 0.0f;
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t_guid = 0;
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}
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uint32 GetMovementFlags() { return flags; }
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void AddMovementFlag(uint32 flag) { flags |= flag; }
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bool HasMovementFlag(uint32 flag) const { return flags & flag; }
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};
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class Object
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{
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public:
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@@ -696,12 +733,21 @@ class WorldObject : public Object, public WorldLocation
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bool m_isWorldObject;
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uint32 LastUsedScriptID;
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// Transports
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Transport *GetTransport() const { return m_transport; }
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void SetTransport(Transport *t) { m_transport = t; }
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MovementInfo m_movementInfo;
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protected:
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explicit WorldObject();
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std::string m_name;
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bool m_isActive;
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ZoneScript *m_zoneScript;
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// transports
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Transport *m_transport;
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//these functions are used mostly for Relocate() and Corpse/Player specific stuff...
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//use them ONLY in LoadFromDB()/Create() funcs and nowhere else!
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//mapId/instanceId should be set in SetMap() function!
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