Core/Transports: ported transport refactoring
* this implements full support for stoppable transports as well as serverside transport position tracking * fixed several vehicle related issues * fixed gameobject passengers not being displayed as transport passengers * pets, dynamic objects and other summons are not added as transport passengers and will now properly be displayed Todo: - Deeprun Tram visual issues needs to be resolved - Lady Deathwhisper's elevator needs some additional research
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@@ -27,6 +27,7 @@
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#include "GameObject.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Transport.h"
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#include "World.h"
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#include "ScriptMgr.h"
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@@ -166,6 +167,48 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T>
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}
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}
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template <>
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void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<GameObject> &m, uint32 &count, Map* map)
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{
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for (CellGuidSet::const_iterator i_guid = guid_set.begin(); i_guid != guid_set.end(); ++i_guid)
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{
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uint32 guid = *i_guid;
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GameObjectData const* data = sObjectMgr->GetGameObjectData(guid);
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GameObject* obj = nullptr;
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if (data && sObjectMgr->GetGameObjectTypeByEntry(data->id) == GAMEOBJECT_TYPE_TRANSPORT)
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obj = new Transport();
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else
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obj = new GameObject();
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// Don't spawn at all if there's a respawn time
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if (obj->GetTypeId() == TYPEID_GAMEOBJECT && !map->GetGORespawnTime(*i_guid))
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{
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ObjectGuid::LowType guid = *i_guid;
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if (obj->GetTypeId() == TYPEID_GAMEOBJECT)
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{
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// If gameobject in manual spawn group, don't spawn here, unless group is already active.
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GameObjectData const* godata = sObjectMgr->GetGameObjectData(guid);
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ASSERT(godata, "Tried to load gameobject with spawnId %u, but no such object exists.", guid);
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if (!(godata->spawnGroupData->flags & SPAWNGROUP_FLAG_SYSTEM))
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if (!map->IsSpawnGroupActive(godata->spawnGroupData->groupId))
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{
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delete obj;
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continue;
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}
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}
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}
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if (!obj->LoadFromDB(guid, map, false, false))
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{
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delete obj;
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continue;
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}
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AddObjectHelper(cell, m, count, map, obj);
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}
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}
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void ObjectGridLoader::Visit(GameObjectMapType &m)
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{
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CellCoord cellCoord = i_cell.GetCellCoord();
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