server/src/game/Vehicle.cpp
2010-02-21 16:19:16 +01:00

95 lines
2.5 KiB
C++

/*
* Copyright (C) 2005-2010 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"
Vehicle::Vehicle() : Creature(CREATURE_SUBTYPE_VEHICLE), m_vehicleId(0)
{
m_updateFlag = (UPDATEFLAG_LIVING | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_VEHICLE);
}
Vehicle::~Vehicle()
{
}
void Vehicle::AddToWorld()
{
///- Register the vehicle for guid lookup
if(!IsInWorld())
GetMap()->GetObjectsStore().insert<Vehicle>(GetGUID(), (Vehicle*)this);
Unit::AddToWorld();
}
void Vehicle::RemoveFromWorld()
{
///- Remove the vehicle from the accessor
if(IsInWorld())
GetMap()->GetObjectsStore().erase<Vehicle>(GetGUID(), (Vehicle*)NULL);
///- Don't call the function for Creature, normal mobs + totems go in a different storage
Unit::RemoveFromWorld();
}
void Vehicle::setDeathState(DeathState s) // overwrite virtual Creature::setDeathState and Unit::setDeathState
{
Creature::setDeathState(s);
}
void Vehicle::Update(uint32 diff)
{
Creature::Update(diff);
}
bool Vehicle::Create(uint32 guidlow, Map *map, uint32 Entry, uint32 vehicleId, uint32 team)
{
SetMap(map);
Object::_Create(guidlow, Entry, HIGHGUID_VEHICLE);
if(!InitEntry(Entry, team))
return false;
m_defaultMovementType = IDLE_MOTION_TYPE;
AIM_Initialize();
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);
SelectLevel(ci);
return true;
}
void Vehicle::Dismiss()
{
SendObjectDeSpawnAnim(GetGUID());
CombatStop();
AddObjectToRemoveList();
}