Пример #1
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z, float o)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        _delayedTeleport = true;
        UnloadStaticPassengers();
        return true;
    }
    else
    {
        UpdatePosition(x, y, z, o);

        // Teleport players, they need to know it
        for (PassengerSet::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
        {
            if ((*itr)->GetTypeId() == TYPEID_PLAYER)
            {
                // will be relocated in UpdatePosition of the vehicle
                if (Unit* veh = (*itr)->ToUnit()->GetVehicleBase())
                    if (veh->GetTransport() == this)
                        continue;

                float destX, destY, destZ, destO;
                (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
                TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);

                (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
            }
        }

        return false;
    }
}
Пример #2
0
void Transport::UpdatePosition(float x, float y, float z, float o)
{
    bool newActive = GetMap()->IsGridLoaded(x, y);
    Cell oldCell(GetPositionX(), GetPositionY());

    Relocate(x, y, z, o);
    m_stationaryPosition.SetOrientation(o);
    UpdateModelPosition();

    UpdatePassengerPositions(_passengers);

    /* There are four possible scenarios that trigger loading/unloading passengers:
      1. transport moves from inactive to active grid
      2. the grid that transport is currently in becomes active
      3. transport moves from active to inactive grid
      4. the grid that transport is currently in unloads
    */
    if (_staticPassengers.empty() && newActive) // 1.
        LoadStaticPassengers();
    else if (!_staticPassengers.empty() && !newActive && oldCell.DiffGrid(Cell(GetPositionX(), GetPositionY()))) // 3.
        UnloadStaticPassengers();
    else
        UpdatePassengerPositions(_staticPassengers);
    // 4. is handed by grid unload
}
Пример #3
0
void Transport::CleanupsBeforeDelete(bool finalCleanup /*= true*/)
{
    UnloadStaticPassengers();
    while (!_passengers.empty())
    {
        WorldObject* obj = *_passengers.begin();
        RemovePassenger(obj);
    }

    GameObject::CleanupsBeforeDelete(finalCleanup);
}
Пример #4
0
void Transport::CleanupsBeforeDelete(bool finalCleanup /*= true*/)
{
    UnloadStaticPassengers();
    while (!_passengers.empty())
    {
        WorldObject* obj = *_passengers.begin();
        obj->m_movementInfo.transport.Reset();
        obj->SetTransport(NULL);
        RemovePassenger(obj);
    }

    GameObject::CleanupsBeforeDelete(finalCleanup);
}
Пример #5
0
Transport::~Transport()
{
    ASSERT(_passengers.empty());
    UnloadStaticPassengers();
}
Пример #6
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        Map* newMap = sMapMgr->CreateBaseMap(newMapid);
        Map::PlayerList const& oldPlayers = GetMap()->GetPlayers();
        if (!oldPlayers.isEmpty())
        {
            UpdateData data(GetMapId());
            BuildOutOfRangeUpdateBlock(&data);
            WorldPacket packet;
            data.BuildPacket(&packet);
            for (Map::PlayerList::const_iterator itr = oldPlayers.begin(); itr != oldPlayers.end(); ++itr)
                if (itr->GetSource()->GetTransport() != this)
                    itr->GetSource()->SendDirectMessage(&packet);
        }

        UnloadStaticPassengers();
        GetMap()->RemoveFromMap<Transport>(this, false);
        SetMap(newMap);

        Map::PlayerList const& newPlayers = GetMap()->GetPlayers();
        if (!newPlayers.isEmpty())
        {
            for (Map::PlayerList::const_iterator itr = newPlayers.begin(); itr != newPlayers.end(); ++itr)
            {
                if (itr->GetSource()->GetTransport() != this)
                {
                    UpdateData data(newMapid);
                    BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
                    WorldPacket packet;
                    data.BuildPacket(&packet);
                    itr->GetSource()->SendDirectMessage(&packet);
                }
            }
        }

        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
        {
            WorldObject* obj = (*itr++);

            float destX, destY, destZ, destO;
            obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
            TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());

            switch (obj->GetTypeId())
            {
                case TYPEID_PLAYER:
                    if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
                        _passengers.erase(obj);
                    break;
                default:
                    RemovePassenger(obj);
                    break;
            }
        }

        Relocate(x, y, z, GetOrientation());
        GetMap()->AddToMap<Transport>(this);
        return true;
    }
    else
    {
        UpdatePosition(x, y, z, GetOrientation());
        return false;
    }
}
Пример #7
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        Map* newMap = sMapMgr->CreateBaseMap(newMapid);
        Map::PlayerList const& oldPlayers = GetMap()->GetPlayers();
        if (!oldPlayers.isEmpty())
        {
            UpdateData data;
            BuildOutOfRangeUpdateBlock(&data);
            WorldPacket packet;
            data.BuildPacket(&packet);
            for (Map::PlayerList::const_iterator itr = oldPlayers.begin(); itr != oldPlayers.end(); ++itr)
                if (itr->GetSource()->GetTransport() != this)
                    itr->GetSource()->SendDirectMessage(&packet);
        }

        UnloadStaticPassengers();
        GetMap()->RemoveFromMap<Transport>(this, false);
        SetMap(newMap);

        Map::PlayerList const& newPlayers = GetMap()->GetPlayers();
        if (!newPlayers.isEmpty())
        {
            for (Map::PlayerList::const_iterator itr = newPlayers.begin(); itr != newPlayers.end(); ++itr)
            {
                if (itr->GetSource()->GetTransport() != this)
                {
                    UpdateData data;
                    BuildCreateUpdateBlockForPlayer(&data, itr->GetSource());
                    WorldPacket packet;
                    data.BuildPacket(&packet);
                    itr->GetSource()->SendDirectMessage(&packet);
                }
            }
        }

        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
        {
            WorldObject* obj = (*itr++);

            float destX, destY, destZ, destO;
            obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
            TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());

            switch (obj->GetTypeId())
            {
                case TYPEID_UNIT:
                    if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID()))  // pets should be teleported with player
                        obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
                    break;
                case TYPEID_GAMEOBJECT:
                {
                    GameObject* go = obj->ToGameObject();
                    go->GetMap()->RemoveFromMap(go, false);
                    go->Relocate(destX, destY, destZ, destO);
                    go->SetMap(newMap);
                    newMap->AddToMap(go);
                    break;
                }
                case TYPEID_PLAYER:
                    if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
                        _passengers.erase(obj);
                    break;
                default:
                    break;
            }
        }

        Relocate(x, y, z, GetOrientation());
        GetMap()->AddToMap<Transport>(this);
        return true;
    }
    else
    {
        // Teleport players, they need to know it
        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
        {
            if ((*itr)->GetTypeId() == TYPEID_PLAYER)
            {
                float destX, destY, destZ, destO;
                (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
                TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, GetOrientation());

                (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
            }
        }

        UpdatePosition(x, y, z, GetOrientation());
        return false;
    }
}
Пример #8
0
void Transport::Update(uint32 diff)
{
    uint32 const positionUpdateDelay = 200;

    if (AI())
        AI()->UpdateAI(diff);
    else if (!AIM_Initialize())
        TC_LOG_ERROR("entities.transport", "Could not initialize GameObjectAI for Transport");

    if (GetKeyFrames().size() <= 1)
        return;

    if (IsMoving() || !_pendingStop)
        m_goValue.Transport.PathProgress += diff;

    uint32 timer = m_goValue.Transport.PathProgress % GetTransportPeriod();
    bool justStopped = false;

    // Set current waypoint
    // Desired outcome: _currentFrame->DepartureTime < timer < _nextFrame->ArriveTime
    // ... arrive | ... delay ... | departure
    //      event /         event /
    for (;;)
    {
        if (timer >= _currentFrame->ArriveTime)
        {
            if (!_triggeredArrivalEvent)
            {
                DoEventIfAny(*_currentFrame, false);
                _triggeredArrivalEvent = true;
            }

            if (timer < _currentFrame->DepartureTime)
            {
                SetMoving(false);
                justStopped = true;
                if (_pendingStop && GetGoState() != GO_STATE_READY)
                {
                    SetGoState(GO_STATE_READY);
                    m_goValue.Transport.PathProgress = (m_goValue.Transport.PathProgress / GetTransportPeriod());
                    m_goValue.Transport.PathProgress *= GetTransportPeriod();
                    m_goValue.Transport.PathProgress += _currentFrame->ArriveTime;
                }
                break;  // its a stop frame and we are waiting
            }
        }

        if (timer >= _currentFrame->DepartureTime && !_triggeredDepartureEvent)
        {
            DoEventIfAny(*_currentFrame, true); // departure event
            _triggeredDepartureEvent = true;
        }

        // not waiting anymore
        SetMoving(true);

        // Enable movement
        if (GetGOInfo()->moTransport.allowstopping)
            SetGoState(GO_STATE_ACTIVE);

        if (timer >= _currentFrame->DepartureTime && timer < _currentFrame->NextArriveTime)
            break;  // found current waypoint

        MoveToNextWaypoint();

        sScriptMgr->OnRelocate(this, _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);

        TC_LOG_DEBUG("entities.transport", "Transport %u (%s) moved to node %u %u %f %f %f", GetEntry(), GetName().c_str(), _currentFrame->Node->NodeIndex, _currentFrame->Node->ContinentID, _currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z);

        // Departure event
        if (_currentFrame->IsTeleportFrame())
            if (TeleportTransport(_nextFrame->Node->ContinentID, _nextFrame->Node->Loc.X, _nextFrame->Node->Loc.Y, _nextFrame->Node->Loc.Z, _nextFrame->InitialOrientation))
                return; // Update more in new map thread
    }

    // Add model to map after we are fully done with moving maps
    if (_delayedAddModel)
    {
        _delayedAddModel = false;
        if (m_model)
            GetMap()->InsertGameObjectModel(*m_model);
    }

    // Set position
    _positionChangeTimer.Update(diff);
    if (_positionChangeTimer.Passed())
    {
        _positionChangeTimer.Reset(positionUpdateDelay);
        if (IsMoving())
        {
            float t = !justStopped ? CalculateSegmentPos(float(timer) * 0.001f) : 1.0f;
            G3D::Vector3 pos, dir;
            _currentFrame->Spline->evaluate_percent(_currentFrame->Index, t, pos);
            _currentFrame->Spline->evaluate_derivative(_currentFrame->Index, t, dir);
            UpdatePosition(pos.x, pos.y, pos.z, std::atan2(dir.y, dir.x) + float(M_PI));
        }
        else if (justStopped)
            UpdatePosition(_currentFrame->Node->Loc.X, _currentFrame->Node->Loc.Y, _currentFrame->Node->Loc.Z, _currentFrame->InitialOrientation);
        else
        {
            /* There are four possible scenarios that trigger loading/unloading passengers:
              1. transport moves from inactive to active grid
              2. the grid that transport is currently in becomes active
              3. transport moves from active to inactive grid
              4. the grid that transport is currently in unloads
            */
            bool gridActive = GetMap()->IsGridLoaded(GetPositionX(), GetPositionY());

            if (_staticPassengers.empty() && gridActive) // 2.
                LoadStaticPassengers();
            else if (!_staticPassengers.empty() && !gridActive)
                // 4. - if transports stopped on grid edge, some passengers can remain in active grids
                //      unload all static passengers otherwise passengers won't load correctly when the grid that transport is currently in becomes active
                UnloadStaticPassengers();
        }
    }

    sScriptMgr->OnTransportUpdate(this, diff);
}
Пример #9
0
bool Transport::TeleportTransport(uint32 newMapid, float x, float y, float z, float o)
{
    Map const* oldMap = GetMap();

    if (oldMap->GetId() != newMapid)
    {
        Map* newMap = sMapMgr->CreateBaseMap(newMapid);
        UnloadStaticPassengers();
        GetMap()->RemoveFromMap<Transport>(this, false);
        SetMap(newMap);

        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end();)
        {
            WorldObject* obj = (*itr++);

            float destX, destY, destZ, destO;
            obj->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
            TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);

            switch (obj->GetTypeId())
            {
                case TYPEID_UNIT:
                    if (!IS_PLAYER_GUID(obj->ToUnit()->GetOwnerGUID()))  // pets should be teleported with player
                        obj->ToCreature()->FarTeleportTo(newMap, destX, destY, destZ, destO);
                    break;
                case TYPEID_GAMEOBJECT:
                {
                    GameObject* go = obj->ToGameObject();
                    go->GetMap()->RemoveFromMap(go, false);
                    go->Relocate(destX, destY, destZ, destO);
                    go->SetMap(newMap);
                    newMap->AddToMap(go);
                    break;
                }
                case TYPEID_PLAYER:
                    if (!obj->ToPlayer()->TeleportTo(newMapid, destX, destY, destZ, destO, TELE_TO_NOT_LEAVE_TRANSPORT))
                        _passengers.erase(obj);
                    break;
                case TYPEID_DYNAMICOBJECT:
                    obj->AddObjectToRemoveList();
                    break;
                default:
                    break;
            }
        }

        Relocate(x, y, z, o);
        UpdateModelPosition();
        GetMap()->AddToMap<Transport>(this);
        return true;
    }
    else
    {
        // Teleport players, they need to know it
        for (std::set<WorldObject*>::iterator itr = _passengers.begin(); itr != _passengers.end(); ++itr)
        {
            if ((*itr)->GetTypeId() == TYPEID_PLAYER)
            {
                float destX, destY, destZ, destO;
                (*itr)->m_movementInfo.transport.pos.GetPosition(destX, destY, destZ, destO);
                TransportBase::CalculatePassengerPosition(destX, destY, destZ, &destO, x, y, z, o);

                (*itr)->ToUnit()->NearTeleportTo(destX, destY, destZ, destO);
            }
        }

        UpdatePosition(x, y, z, o);
        return false;
    }
}