Core/Vehicles: Make the vehicle system more aura driven. Get rid of redundant checks and update relevant data.

Closes #805
This commit is contained in:
Machiavelli committed 2011-03-04 21:17:06 +01:00
1 parent c2a2d7201b
commit a9582964d3
14 files changed
+80 -79

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+31 -12
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@@ -2553,10 +2553,6 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell)
// Resist
SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool CanReflect)
{
// Return evade for units in evade mode
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsInEvadeMode() && this != pVictim)
return SPELL_MISS_EVADE;
// Check for immune
if (pVictim->IsImmunedToSpell(spell))
return SPELL_MISS_IMMUNE;
@@ -2573,6 +2569,10 @@ SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool
if (this == pVictim)
return SPELL_MISS_NONE;
// Return evade for units in evade mode
if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsInEvadeMode())
return SPELL_MISS_EVADE;
// Try victim reflect spell
if (CanReflect)
{
@@ -12347,7 +12347,6 @@ void Unit::setDeathState(DeathState s)
UnsummonAllTotems();
RemoveAllControlled();
RemoveAllAurasOnDeath();
ExitVehicle();
}
if (s == JUST_DIED)
@@ -16512,14 +16511,20 @@ bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
}
}
if (this->ToCreature())
if (this->ToCreature() && this->ToCreature()->IsAIEnabled)
this->ToCreature()->AI()->DoAction(EVENT_SPELLCLICK);
return success;
}
void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId, AuraApplication const * aurApp)
void Unit::EnterVehicle(Unit *base, int8 seatId)
{
CastCustomSpell(VEHICLE_SPELL_RIDE_HARDCODED, SPELLVALUE_BASE_POINT0, seatId+1, base, false);
}
void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* aurApp)
{
// Must be called only from aura handler
if (!isAlive() || GetVehicleKit() == vehicle || vehicle->GetBase()->IsOnVehicle(this))
return;
@@ -16541,6 +16546,9 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId, AuraApplication const * a
}
}
if (aurApp && aurApp->GetRemoveMode())
return;
if (Player* plr = ToPlayer())
{
if (vehicle->GetBase()->GetTypeId() == TYPEID_PLAYER && plr->isInCombat())
@@ -16557,11 +16565,6 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId, AuraApplication const * a
bg->EventPlayerDroppedFlag(plr);
}
// vehicle is applied by aura, and aura effect remove handler was called during apply handler execution
// prevent undefined behaviour
if (aurApp && aurApp->GetRemoveMode())
return;
if (Player* thisPlr = this->ToPlayer())
{
WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
@@ -16598,6 +16601,7 @@ void Unit::ChangeSeat(int8 seatId, bool next)
void Unit::ExitVehicle(Position const* exitPosition)
{
// This function can be called at upper level code to initialize an exit from the passenger's side.
if (!m_vehicle)
return;
@@ -16612,6 +16616,11 @@ void Unit::ExitVehicle(Position const* exitPosition)
}
}
_ExitVehicle(exitPosition);
}
void Unit::_ExitVehicle(Position const* exitPosition)
{
if (!m_vehicle)
return;
@@ -16650,6 +16659,16 @@ void Unit::ExitVehicle(Position const* exitPosition)
if (vehicle->GetBase()->HasUnitTypeMask(UNIT_MASK_MINION))
if (((Minion*)vehicle->GetBase())->GetOwner() == this)
vehicle->Dismiss();
if (HasUnitTypeMask(UNIT_MASK_ACCESSORY))
{
// Vehicle just died, we die too
if (vehicle->GetBase()->getDeathState() == JUST_DIED)
setDeathState(JUST_DIED);
// If for other reason we as minion are exiting the vehicle (ejected, master unmounted) - unsummon
else
ToTempSummon()->UnSummon();
}
}
void Unit::BuildMovementPacket(ByteBuffer *data) const