Beispiel #1
0
Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o)
{
    // note: this should normally be FindMap
    // but it's a hack to allow the battlegrounds to initialize at server startup
    Map * map = MapManager::Instance().GetMap(GetMapId(), 0);
    if(!map) return NULL;

    Creature* pCreature = new Creature;
    if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval))
    {
        sLog.outError("Can't create creature entry: %u",entry);
        delete pCreature;
        return NULL;
    }

    pCreature->Relocate(x, y, z, o);

    if(!pCreature->IsPositionValid())
    {
        sLog.outError("ERROR: Creature (guidlow %d, entry %d) not added to battleground. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        return NULL;
    }

    pCreature->AIM_Initialize();

    //pCreature->SetDungeonDifficulty(0);

    map->Add(pCreature);
    m_BgCreatures[type] = pCreature->GetGUID();
    return  pCreature;
}
bool
HomeMovementGenerator<Creature>::Update(Creature &owner, const uint32& time_diff)
{
    CreatureTraveller traveller( owner);

    if (i_destinationHolder.UpdateTraveller(traveller, time_diff, false))
    {
        if (!IsActive(owner))                               // force stop processing (movement can move out active zone with cleanup movegens list)
            return true;                                    // not expire now, but already lost
    }

    if (time_diff > i_travel_time)
    {
        owner.AddSplineFlag(SPLINEFLAG_WALKMODE);

        // restore orientation of not moving creature at returning to home
        if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE)
        {
            // such a mob might need very exact spawning point, hence relocate to spawn-position
            if (CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetGUIDLow()))
            {
                owner.Relocate(data->posX, data->posY, data->posZ, data->orientation);
                owner.SendHeartBeat(false);
            }
        }

        owner.LoadCreatureAddon(true);
        owner.AI()->JustReachedHome();
        return false;
    }

    i_travel_time -= time_diff;

    return true;
}
Beispiel #3
0
Creature* Transport::AddNPCPassengerInInstance (uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature* pCreature = new Creature;

    if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete pCreature;
        return NULL;
    }

    pCreature->SetTransport(this);
    pCreature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    pCreature->m_movementInfo.guid = GetGUID();
    pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);
    o += GetOrientation();
    MapManager::NormalizeOrientation(o);

    pCreature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))), GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())), z + GetPositionZ(), o);

    if (!pCreature->IsPositionValid())
    {
        sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
        delete pCreature;
        return NULL;
    }

    map->Add(pCreature);
    m_NPCPassengerSet.insert(pCreature);

    pCreature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, pCreature);
    return pCreature;
}
Beispiel #4
0
Creature* BattleGround::AddCreature(uint32 entry, uint32 type, uint32 teamval, float x, float y, float z, float o, uint32 respawntime)
{
    Map * map = MapManager::Instance().FindMap(GetMapId(),GetInstanceID());
    if(!map)
        return NULL;

    Creature* pCreature = new Creature;
    if (!pCreature->Create(objmgr.GenerateLowGuid(HIGHGUID_UNIT), map, entry, teamval))
    {
        sLog.outError("Can't create creature entry: %u",entry);
        delete pCreature;
        return NULL;
    }

    pCreature->Relocate(x, y, z, o);

    if(!pCreature->IsPositionValid())
    {
        sLog.outError("ERROR: Creature (guidlow %d, entry %d) not added to battleground. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        return NULL;
    }

    pCreature->SetHomePosition(x, y, z, o);
    pCreature->AIM_Initialize();

    map->Add(pCreature);
    m_BgCreatures[type] = pCreature->GetGUID();

    return  pCreature;
}
Beispiel #5
0
bool OutdoorPvPObjective::AddCreature(uint32 type, uint32 entry, uint32 teamval, uint32 map, float x, float y, float z, float o, uint32 spawntimedelay)
{
    Map * pMap = MapManager::Instance().FindMap(map);
    if (!pMap)
        return false;

    Creature* pCreature = new Creature;
    if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), pMap, PHASEMASK_NORMAL, entry, teamval))
    {
        sLog.outError("OutdoorPvP: Can't create creature entry: %u",entry);
        delete pCreature;
        return false;
    }

    pCreature->Relocate(x, y, z, o);
    if (!pCreature->IsPositionValid())
    {
        sLog.outError("OutdoorPvP: Creature (guidlow %d, entry %d) not added. Suggested coordinates isn't valid (X: %f Y: %f)",
            pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
        delete pCreature;
        return false;
    }

    pCreature->AIM_Initialize();

    if(spawntimedelay)
        pCreature->SetRespawnDelay(spawntimedelay);

    m_Creatures[type] = MAKE_NEW_GUID(pCreature->GetGUID(), entry, HIGHGUID_UNIT);
    m_CreatureTypes[m_Creatures[type]] = type;

    pMap->Add(pCreature);

    return true;
}
Beispiel #6
0
uint32 Transport::AddNPCPassenger(uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    
    CreatureInfo const *ci = sObjectMgr.GetCreatureTemplate(entry);
    if (!ci)
        return 0;
    
    Creature* pCreature = NULL;
    if(ci->ScriptID)
        pCreature = sScriptMgr.GetCreatureScriptedClass(ci->ScriptID);
    if(pCreature == NULL)
        pCreature = new Creature();

    if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete pCreature;
        return 0;
    }

    pCreature->SetTransport(this);
    pCreature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    pCreature->m_movementInfo.guid = GetGUID();
    pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);

    if (anim)
        pCreature->SetUInt32Value(UNIT_NPC_EMOTESTATE, anim);

    pCreature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ() ,
        o + GetOrientation());

    pCreature->SetHomePosition(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ(), pCreature->GetOrientation());

    if(!pCreature->IsPositionValid())
    {
        sLog.outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        delete pCreature;
        return 0;
    }

    map->Add(pCreature);
    m_NPCPassengerSet.insert(pCreature);

    if (tguid == 0)
    {
        ++currenttguid;
        tguid = currenttguid;
    }
    else
        currenttguid = std::max(tguid, currenttguid);

    pCreature->SetGUIDTransport(tguid);
    sScriptMgr.OnAddCreaturePassenger(this, pCreature);
    return tguid;
}
Beispiel #7
0
void Vehicle::InstallAllAccessories()
{
    if(!GetMap())
       return;

    CreatureDataAddon const *cainfo = GetCreatureAddon();
    if(!cainfo || !cainfo->passengers)
        return;
    for (CreatureDataAddonPassengers const* cPassanger = cainfo->passengers; cPassanger->seat_idx != -1; ++cPassanger)
    {
        // Continue if seat already taken
        if(GetPassenger(cPassanger->seat_idx))
            continue;

        uint32 guid = 0;
        bool isVehicle = false;
        // Set guid and check whatever it is
        if(cPassanger->guid != 0)
            guid = cPassanger->guid;
        else
        {
            CreatureDataAddon const* passAddon;
            passAddon = ObjectMgr::GetCreatureTemplateAddon(cPassanger->entry);
            if(passAddon && passAddon->vehicle_id != 0)
                isVehicle = true;
            else
                guid = sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT);
        }
        // Create it
        Creature *pPassenger = new Creature;
        if(!isVehicle)
        {
            uint32 entry = cPassanger->entry;
            if(entry == 0)
            {
                CreatureData const* data = sObjectMgr.GetCreatureData(guid);
                if(!data)
                    continue;
                entry = data->id;
            }     
            
            if(!pPassenger->Create(guid, GetMap(), GetPhaseMask(), entry, 0))
                continue;
            pPassenger->LoadFromDB(guid, GetMap());
            pPassenger->Relocate(GetPositionX(), GetPositionY(), GetPositionZ());
            GetMap()->Add(pPassenger);
            pPassenger->AIM_Initialize();
        }
        else
            pPassenger = (Creature*)SummonVehicle(cPassanger->entry, GetPositionX(), GetPositionY(), GetPositionZ(), 0);
        // Enter vehicle...
        pPassenger->EnterVehicle(this, cPassanger->seat_idx, true);
        // ...and send update. Without this, client wont show this new creature/vehicle...
        WorldPacket data;
        pPassenger->BuildHeartBeatMsg(&data);
        pPassenger->SendMessageToSet(&data, false);
    }
}
Beispiel #8
0
Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);    // m_movementInfo.transport.pos.m_positionX  x=offset
    CalculatePassengerPosition(x, y, z, &o);                        // This method transforms supplied transport offsets into global coordinates offset > worldpos
    creature->m_movementInfo.transport.seat = -1;
    GetMap()->CreatureRelocation(creature, x, y, z, o, false);
    creature->Relocate(x, y, z, o);                                 // me->m_positionX  x=worldpos

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUIDLow(), creature->GetEntry(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!data->phaseIds.empty())
    {
        for (uint16 ph : data->phaseIds)
            creature->SetInPhase(ph, false, true);
    }
    else
        creature->CopyPhaseFrom(this);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #9
0
Creature* Transport::CreateNPCPassenger(ObjectGuid::LowType guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    ASSERT(data);

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Passenger %s not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUID().ToString().c_str(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (data->phaseid)
        creature->SetInPhase(data->phaseid, false, true);
    else if (data->phaseGroup)
        for (auto phase : sDB2Manager.GetPhasesForGroup(data->phaseGroup))
            creature->SetInPhase(phase, false, true);
    else
        creature->CopyPhaseFrom(this);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #10
0
uint32 Transport::AddNPCPassenger(uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    //make it world object so it will not be unloaded with grid
    Creature* creature = new Creature(true);

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete creature;
        return 0;
    }

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.t_pos.Relocate(x, y, z, o);

    if (anim)
        creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, anim);

    creature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ(),
        o + GetOrientation());

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.t_pos);

    if (!creature->IsPositionValid())
    {
        sLog->outError(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", creature->GetGUIDLow(), creature->GetEntry(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return 0;
    }

    map->AddToMap(creature);
    m_NPCPassengerSet.insert(creature);

    if (tguid == 0)
    {
        ++currenttguid;
        tguid = currenttguid;
    }
    else
        currenttguid = std::max(tguid, currenttguid);

    creature->setActive(true);
    creature->SetGUIDTransport(tguid);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return tguid;
}
Beispiel #11
0
void Map::MoveAllCreaturesInMoveList()
{
	while(!i_creaturesToMove.empty())
	{
		// get data and remove element
		CreatureMoveList::iterator iter = i_creaturesToMove.begin();
		Creature* c = iter->first;
		CreatureMover cm = iter->second;
		i_creaturesToMove.erase(iter);

		c->Relocate(cm.x, cm.y);
	}
}
bool RandomCircleMovementGenerator<Creature>::Update(Creature &creature, const uint32 &diff)
{   
    if (creature.hasUnitState(UNIT_STAT_NOT_MOVE | UNIT_STAT_ON_VEHICLE))
    {
        i_nextMoveTime.Update(i_nextMoveTime.GetExpiry());  // Expire the timer
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);
        return true;
    }

    i_nextMoveTime.Update(diff);

    if (!creature.IsStopped() && !creature.canFly())
        creature.clearUnitState(UNIT_STAT_ROAMING_MOVE);

    if (creature.IsStopped())
        creature.addUnitState(UNIT_STAT_ROAMING_MOVE);

    if (!IsActive(creature))                        // force stop processing (movement can move out active zone with cleanup movegens list)
    {
        Interrupt(creature);
        return true;
    }

    if (m_splineMap.empty())
    {
        Reset(creature);
        return true;
    }

    if (i_nextMoveTime.Passed())
    {
        if (m_splineMap.find(i_wpId) == m_splineMap.end())
        {
            Reset(creature);
            return true;
        }
        SplineWayPointMap::iterator wp = m_splineMap.find(i_wpId);
        //rellocate but not send
        creature.Relocate(wp->second->x, wp->second->y, wp->second->z, wp->second->o); 
        if (i_wpId == 29) // not last wp
        {
            Initialize(creature);
            return true;
        }
        i_wpId++;
        i_nextMoveTime.Reset(500);
    }
    return true;
}
Beispiel #13
0
bool OutdoorPvPObjective::AddCapturePoint(uint32 entry, uint32 map, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3)
{
    Map * pMap = MapManager::Instance().FindMap(map);
    if(!pMap)
        return false;

    GameObject* go = new GameObject;
    if (!go->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), entry, pMap,
        PHASEMASK_NORMAL, x, y, z, o, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
    {
        sLog.outError("OutdoorPvP: Gameobject template %u not found in database.", entry);
        delete go;
        // TODO: Should we return here?
        //return false;
    }
    else
        go->AddToWorld();

    Creature* pCreature = new Creature;
    if (!pCreature->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_UNIT), pMap,PHASEMASK_NORMAL, OPVP_TRIGGER_CREATURE_ENTRY, 0))
    {
        sLog.outError("OutdoorPvP: Can't create creature entry: %u",entry);
        delete pCreature;
        return false;
    }

    pCreature->Relocate(x, y, z, o);
    if (!pCreature->IsPositionValid())
    {
        sLog.outError("OutdoorPvP: Creature (guidlow %d, entry %d) not added to opvp. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        delete pCreature;
        return false;
    }

    pCreature->AIM_Initialize();

    pMap->Add(pCreature);

    m_CapturePointCreature = MAKE_NEW_GUID(pCreature->GetGUID(), OPVP_TRIGGER_CREATURE_ENTRY, HIGHGUID_UNIT);
    m_CapturePoint = MAKE_NEW_GUID(go->GetGUID(), entry, HIGHGUID_GAMEOBJECT);

    // TODO: Use proper outdoor PvP GO type.
    GameObjectInfo const* goinfo = go->GetGOInfo();
    m_ShiftMaxPhase = goinfo->raw.data[17];
    m_ShiftMaxCaptureSpeed = m_ShiftMaxPhase / float(goinfo->raw.data[16]);
    m_NeutralValue = goinfo->raw.data[12];

    return true;
}
Beispiel #14
0
Creature * Transport::AddNPCPassengerCreature(uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature * pCreature = new Creature;

    if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete pCreature;
        return NULL;
    }

    pCreature->SetTransport(this);
    pCreature->m_movementInfo.guid = GetGUID();
    pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);

    if (anim)
        pCreature->SetUInt32Value(UNIT_NPC_EMOTESTATE, anim);

    pCreature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ() ,
        o + GetOrientation());

    pCreature->SetHomePosition(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ(), pCreature->GetOrientation());

    if(!pCreature->IsPositionValid())
    {
        sLog->outError(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
        delete pCreature;
        return NULL;
    }

    map->AddToMap(pCreature);
    m_NPCPassengerSet.insert(pCreature);

    if (tguid == 0)
    {
        ++currenttguid;
        tguid = currenttguid;
    }
    else
        currenttguid = std::max(tguid, currenttguid);

    pCreature->SetGUIDTransport(tguid);
    sScriptMgr->OnAddCreaturePassenger(this, pCreature);
    return pCreature;
}
Beispiel #15
0
Creature* Transport::CreateNPCPassenger(ObjectGuid::LowType guid, CreatureData const* data)
{
    Map* map = GetMap();

    Creature* creature = Creature::CreateCreatureFromDB(guid, map, false);
    if (!creature)
        return nullptr;

    ASSERT(data);

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    creature->m_movementInfo.transport.seat = -1;
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Passenger %s not created. Suggested coordinates aren't valid (X: %f Y: %f)", creature->GetGUID().ToString().c_str(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return nullptr;
    }

    PhasingHandler::InitDbPhaseShift(creature->GetPhaseShift(), data->phaseUseFlags, data->phaseId, data->phaseGroup);
    PhasingHandler::InitDbVisibleMapId(creature->GetPhaseShift(), data->terrainSwapMap);

    if (!map->AddToMap(creature))
    {
        delete creature;
        return nullptr;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #16
0
Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    /// @HACK - transport models are not added to map's dynamic LoS calculations
    ///         because the current GameObjectModel cannot be moved without recreating
    creature->AddUnitState(UNIT_STATE_IGNORE_PATHFINDING);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #17
0
Creature* Transport::CreateNPCPassenger(uint32 guid, CreatureData const* data)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->LoadCreatureFromDB(guid, map, false))
    {
        delete creature;
        return NULL;
    }

    float x = data->posX;
    float y = data->posY;
    float z = data->posZ;
    float o = data->orientation;

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.transport.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
    CalculatePassengerPosition(x, y, z, &o);
    creature->Relocate(x, y, z, o);
    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.transport.pos);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR(LOG_FILTER_TRANSPORTS, "Creature (guidlow %d, entry %d) not created. Suggested coordinates aren't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    if (!map->AddToMap(creature))
    {
        delete creature;
        return NULL;
    }

    _staticPassengers.insert(creature);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #18
0
Creature* Transport::CreateNPCPassenger(uint32 entry, float x, float y, float z, float o, CreatureData const* data /*= NULL*/)
{
    Map* map = GetMap();
    Creature* creature = new Creature();

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0.0f, 0.0f, 0.0f, 0.0f, data))
    {
        delete creature;
        return NULL;
    }

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.t_pos.Relocate(x, y, z, o);
    o += GetOrientation();
    MapManager::NormalizeOrientation(o);

    creature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
                       GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
                       z + GetPositionZ(), o);

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());

    if (!creature->IsPositionValid())
    {
        sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
        delete creature;
        return NULL;
    }

    map->AddToMap(creature);
    AddPassenger(creature);
    creature->SetWorldObject(true); //so it will not be unloaded with grid

    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
Beispiel #19
0
// gunship data
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();
    Creature* creature = new Creature;

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete creature;
        return 0;
    }

    creature->SetTransport(this);
    creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
    creature->m_movementInfo.guid = GetGUID();
    creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);

    creature->Relocate(
        GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
        z + GetPositionZ(),
        o + GetOrientation());

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());

    if (!creature->IsPositionValid())
    {
        delete creature;
        return 0;
    }

    map->AddToMap(creature);
    m_NPCPassengerSet.insert(creature);

    creature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, creature);
    return creature;
}
void HomeMovementGenerator<Creature>::Finalize(Creature& owner)
{
    if (i_travel_timer == 0)
    {
        owner.AddSplineFlag(SPLINEFLAG_WALKMODE);

        // restore orientation of not moving creature at returning to home
        if (owner.GetDefaultMovementType() == IDLE_MOTION_TYPE)
        {
            // such a mob might need very exact spawning point, hence relocate to spawn-position
            if (CreatureData const* data = sObjectMgr.GetCreatureData(owner.GetGUIDLow()))
            {
                owner.Relocate(data->posX, data->posY, data->posZ, data->orientation);
                owner.SendHeartBeat(false);
            }
        }

        if (owner.GetTemporaryFactionFlags() & TEMPFACTION_RESTORE_REACH_HOME)
            owner.ClearTemporaryFaction();

        owner.LoadCreatureAddon(true);
        owner.AI()->JustReachedHome();
    }
}
Beispiel #21
0
bool OutdoorPvPObjective::AddCapturePoint(uint32 entry, uint32 map, float x, float y, float z, float o, float rotation0, float rotation1, float rotation2, float rotation3)
{
    sLog.outDebug("OutdoorPvPObjective: creating capture point %u and capture point creature",entry);

    // check info existence
    GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(entry);
    if (!goinfo)
        return false;

    CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(OPVP_TRIGGER_CREATURE_ENTRY);
    if(!cinfo)
        return false;

    // create capture point creature
    uint32 displayId = objmgr.ChooseDisplayId(0, cinfo, NULL);

    uint32 creature_guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);

    CreatureData& cdata = objmgr.NewOrExistCreatureData(creature_guid);

    cdata.id = OPVP_TRIGGER_CREATURE_ENTRY;
    cdata.mapid         = map;
    cdata.displayid     = displayId;
    cdata.equipmentId   = cinfo->equipmentId;
    cdata.posX          = x;
    cdata.posY          = y;
    cdata.posZ          = z;
    cdata.orientation   = o;
    cdata.spawntimesecs = 1;
    cdata.spawndist     = 0;
    cdata.currentwaypoint = 0;
    cdata.curhealth     = cinfo->maxhealth;
    cdata.curmana       = cinfo->maxmana;
    cdata.is_dead       = false;
    cdata.movementType  = cinfo->MovementType;
    cdata.spawnMask     = 1;
    cdata.phaseMask     = PHASEMASK_NORMAL;

    objmgr.AddCreatureToGrid(creature_guid, &cdata);
    m_CapturePointCreature = MAKE_NEW_GUID(creature_guid, OPVP_TRIGGER_CREATURE_ENTRY, HIGHGUID_UNIT);

    // create capture point go
    uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);

    GameObjectData& data = objmgr.NewGOData(guid);

    data.id             = entry;
    data.mapid          = map;
    data.posX           = x;
    data.posY           = y;
    data.posZ           = z;
    data.orientation    = o;
    data.rotation0      = rotation0;
    data.rotation1      = rotation1;
    data.rotation2      = rotation2;
    data.rotation3      = rotation3;
    data.spawntimesecs  = 1;
    data.animprogress   = 100;
    data.spawnMask      = 1;
    data.go_state       = GO_STATE_READY;
    data.phaseMask      = PHASEMASK_NORMAL;

    objmgr.AddGameobjectToGrid(guid, &data);

    m_CapturePoint = MAKE_NEW_GUID(guid, entry, HIGHGUID_GAMEOBJECT);

    // get the needed values from goinfo
    m_ShiftMaxPhase = goinfo->raw.data[17];
    m_ShiftMaxCaptureSpeed = m_ShiftMaxPhase / float(goinfo->raw.data[16]);
    m_NeutralValue = goinfo->raw.data[12];

    // add to map if map is already loaded
    Map * pMap = MapManager::Instance().FindMap(map);
    if(!pMap)
        return true;
    // add GO...
    GameObject * go = new GameObject;
    if(!go->Create(guid,entry, pMap, PHASEMASK_NORMAL, x,y,z,o,rotation0,rotation1,rotation2,rotation3,100, GO_STATE_READY))
    {
        sLog.outError("OutdoorPvPObjective: Gameobject template %u not found in database.", entry);
        delete go;
    }
    else
    {
        go->SetRespawnTime(0);
        objmgr.SaveGORespawnTime(go->GetDBTableGUIDLow(), 0, 0); //this is useless this isn't spawned through db so it doesn't has dbtableguid (it's just 0)
        pMap->Add(go);
    }
    // add creature...
    Creature* pCreature = new Creature;
    if (!pCreature->Create(creature_guid, pMap,PHASEMASK_NORMAL, OPVP_TRIGGER_CREATURE_ENTRY, 0))
    {
        sLog.outError("OutdoorPvPObjective: Can't create creature entry: %u",entry);
        delete pCreature;
    }
    else
    {
        pCreature->AIM_Initialize();

        pCreature->Relocate(x, y, z, o);

        if(!pCreature->IsPositionValid())
        {
            sLog.outError("OutdoorPvPObjective: Creature (guidlow %d, entry %d) not added to opvp. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
            return false;
        }

        pMap->Add(pCreature);
    }
    return true;
}
Beispiel #22
0
bool OutdoorPvPObjective::AddCreature(uint32 type, uint32 entry, uint32 teamval, uint32 map, float x, float y, float z, float o, uint32 spawntimedelay)
{
    CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry);
    if(!cinfo)
    {
        return false;
    }

    uint32 displayId = objmgr.ChooseDisplayId(teamval, cinfo, NULL);
    CreatureModelInfo const *minfo = objmgr.GetCreatureModelRandomGender(displayId);
    if (!minfo)
    {
        return false;
    }
    else
        displayId = minfo->modelid;                        // it can be different (for another gender)

    uint32 guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);

    CreatureData& data = objmgr.NewOrExistCreatureData(guid);

    data.id             = entry;
    data.mapid          = map;
    data.displayid      = displayId;
    data.equipmentId    = cinfo->equipmentId;
    data.posX           = x;
    data.posY           = y;
    data.posZ           = z;
    data.orientation    = o;
    data.spawntimesecs  = spawntimedelay;
    data.spawndist      = 0;
    data.currentwaypoint = 0;
    data.curhealth      = cinfo->maxhealth;
    data.curmana        = cinfo->maxmana;
    data.is_dead        = false;
    data.movementType   = cinfo->MovementType;
    data.spawnMask      = 1;
    data.phaseMask      = PHASEMASK_NORMAL;

    objmgr.AddCreatureToGrid(guid, &data);

    m_Creatures[type] = MAKE_NEW_GUID(guid, entry, HIGHGUID_UNIT);
    m_CreatureTypes[m_Creatures[type]] = type;

    Map * pMap = MapManager::Instance().FindMap(map);
    if(!pMap)
        return true;

    Creature* pCreature = new Creature;
    if (!pCreature->Create(guid, pMap, PHASEMASK_NORMAL, entry, teamval))
    {
        sLog.outError("OutdoorPvPObjective: Can't create creature entry: %u",entry);
        delete pCreature;
        return true;
    }

    pCreature->AIM_Initialize();

    pCreature->Relocate(x, y, z, o);

    if(!pCreature->IsPositionValid())
    {
        sLog.outError("OutdoorPvPObjective: ERROR: Creature (guidlow %d, entry %d) not added to opvp. Suggested coordinates isn't valid (X: %f Y: %f)",pCreature->GetGUIDLow(),pCreature->GetEntry(),pCreature->GetPositionX(),pCreature->GetPositionY());
        return false;
    }

    if(spawntimedelay)
        pCreature->SetRespawnDelay(spawntimedelay);

    pMap->Add(pCreature);

    return true;
}
Beispiel #23
0
void WorldSession::HandleTrainerBuySpellOpcode( WorldPacket & recv_data )
{
    uint64 guid;
    uint32 spellId = 0;
    TrainerSpell *proto=NULL;

    recv_data >> guid >> spellId;
    sLog.outDebug( "WORLD: Received CMSG_TRAINER_BUY_SPELL NpcGUID=%u, learn spell id is: %u",uint32(GUID_LOPART(guid)), spellId );

    if(!GetPlayer()->isAlive())
        return;

    Creature *unit = ObjectAccessor::Instance().GetCreature(*_player, guid);

    if(!unit) return;

    if( unit->IsHostileTo(_player))                         // do not talk with enemies
        return;

    if(!unit->isCanTrainingOf(_player,true))
        return;

    std::list<TrainerSpell*>::iterator titr;

    for (titr = unit->GetTspellsBegin(); titr != unit->GetTspellsEnd();titr++)
    {
        if((*titr)->spell->Id == spellId)
        {
            proto = *titr;
            break;
        }
    }

    if (proto == NULL) return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->spell->EffectTriggerSpell[0]);

    if(!spellInfo) return;
    if(_player->HasSpell(spellInfo->Id))
        return;
    if(_player->getLevel() < (proto->reqlevel ? proto->reqlevel : spellInfo->spellLevel))
        return;
    if(proto->reqskill && _player->GetSkillValue(proto->reqskill) < proto->reqskillvalue)
        return;

    uint32 prev_id =  objmgr.GetPrevSpellInChain(spellInfo->Id);
    if(prev_id && !_player->HasSpell(prev_id))
        return;

    if(proto->spell->Effect[1] == SPELL_EFFECT_SKILL_STEP)
        if(!_player->CanLearnProSpell(spellId))
            return;

    if(!proto)
    {
        sLog.outErrorDb("TrainerBuySpell: Trainer(%u) has not the spell(%u).", uint32(GUID_LOPART(guid)), spellId);
        return;
    }
    if( _player->GetMoney() >= proto->spellcost )
    {
        WorldPacket data( SMSG_TRAINER_BUY_SUCCEEDED, 12 );
        data << guid << spellId;
        SendPacket( &data );

        _player->ModifyMoney( -int32(proto->spellcost) );
        if(spellInfo->powerType == 2)
        {
            _player->addSpell(spellId,4);                   // ative = 4 for spell book of hunter's pet
            return;
        }

        Spell *spell;
        if(proto->spell->SpellVisual == 222)
            spell = new Spell(_player, proto->spell, false, NULL);
        else
            spell = new Spell(unit, proto->spell, false, NULL);

        SpellCastTargets targets;
        targets.setUnitTarget( _player );

        float u_oprientation = unit->GetOrientation();

        // trainer always see at customer in time of training (part of client functionality)
        unit->SetInFront(_player);

        spell->prepare(&targets);

        // trainer always return to original orientation
        unit->Relocate(unit->GetPositionX(),unit->GetPositionY(),unit->GetPositionZ(),u_oprientation);
    }
}
bool
WaypointMovementGenerator<Creature>::Update(Creature &unit, const uint32 &diff)
{
    if (!&unit)
        return true;

    if (!path_id)
        return false;

    // Waypoint movement can be switched on/off
    // This is quite handy for escort quests and other stuff
    if (unit.HasUnitState(UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED))
        return true;

    // Clear the generator if the path doesn't exist
    if (!waypoints || !waypoints->size())
        return false;

    Traveller<Creature> traveller(unit);

    i_nextMoveTime.Update(diff);
    i_destinationHolder.UpdateTraveller(traveller, diff, true);

    if (i_nextMoveTime.GetExpiry() < TIMEDIFF_NEXT_WP)
    {
        if (unit.IsStopped())
        {
            if (StopedByPlayer)
            {
                ASSERT(node);
                InitTraveller(unit, *node);
                i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
                i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());
                StopedByPlayer = false;
                return true;
            }

            if (i_currentNode == waypoints->size() - 1) // If that's our last waypoint
            {
                if (repeating)         // If the movement is repeating
                    i_currentNode = 0; // Start moving all over again
                else
                {
                    unit.SetHomePosition(node->x, node->y, node->z, unit.GetOrientation());
                    unit.GetMotionMaster()->Initialize();
                    return false; // Clear the waypoint movement
                }
            }
            else
                ++i_currentNode;

            node = waypoints->at(i_currentNode);
            InitTraveller(unit, *node);
            i_destinationHolder.SetDestination(traveller, node->x, node->y, node->z);
            i_nextMoveTime.Reset(i_destinationHolder.GetTotalTravelTime());

            //Call for creature group update
            if (unit.GetFormation() && unit.GetFormation()->getLeader() == &unit)
                unit.GetFormation()->LeaderMoveTo(node->x, node->y, node->z);
        }
        else
        {
            //Determine waittime
            if (node->delay)
                i_nextMoveTime.Reset(node->delay);

            //note: disable "start" for mtmap
            if (node->event_id && urand(0,99) < node->event_chance)
                unit.GetMap()->ScriptsStart(sWaypointScripts, node->event_id, &unit, NULL/*, false*/);

            i_destinationHolder.ResetTravelTime();
            MovementInform(unit);
            unit.UpdateWaypointID(i_currentNode);
            unit.ClearUnitState(UNIT_STAT_ROAMING);
            unit.Relocate(node->x, node->y, node->z);
        }
    }
    else
    {
        if (unit.IsStopped() && !i_destinationHolder.HasArrived())
        {
            if (!StopedByPlayer)
            {
                i_destinationHolder.IncreaseTravelTime(STOP_TIME_FOR_PLAYER);
                i_nextMoveTime.Reset(STOP_TIME_FOR_PLAYER);
                StopedByPlayer = true;
            }
        }
    }
    return true;
}
Beispiel #25
0
void WorldSession::HandleTrainerBuySpellOpcode( WorldPacket & recv_data )
{
    CHECK_PACKET_SIZE(recv_data,8+4);

    uint64 guid;
    uint32 spellId = 0;

    recv_data >> guid >> spellId;
    sLog.outDebug( "WORLD: Received CMSG_TRAINER_BUY_SPELL NpcGUID=%u, learn spell id is: %u",uint32(GUID_LOPART(guid)), spellId );

    Creature *unit = ObjectAccessor::GetNPCIfCanInteractWith(*_player, guid, UNIT_NPC_FLAG_TRAINER);
    if (!unit)
    {
        sLog.outDebug( "WORLD: HandleTrainerBuySpellOpcode - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(guid)) );
        return;
    }

    // remove fake death
    if(GetPlayer()->hasUnitState(UNIT_STAT_DIED))
        GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);

    // Lazy loading at first access
    unit->LoadTrainerSpells();

    if(!unit->isCanTrainingOf(_player,true))
        return;

    TrainerSpell const* trainer_spell = NULL;

    // check present spell in trainer spell list
    Creature::SpellsList const& trainer_spells = unit->GetTrainerSpells();
    for(Creature::SpellsList::const_iterator itr = trainer_spells.begin(); itr != trainer_spells.end(); ++itr)
    {
        if(itr->spell->Id == spellId)
        {
            trainer_spell = &*itr;
            break;
        }
    }

    // not found, cheat?
    if(!trainer_spell)
        return;

    // can't be learn, cheat? Or double learn with lags...
    if(_player->GetTrainerSpellState(trainer_spell) != TRAINER_SPELL_GREEN)
        return;

    // apply reputation discount
    uint32 nSpellCost = uint32(floor(trainer_spell->spellcost * _player->GetReputationPriceDiscount(unit)));

    // check money requirement
    if(_player->GetMoney() < nSpellCost )
        return;

    SpellEntry const *spellInfo = sSpellStore.LookupEntry(trainer_spell->spell->EffectTriggerSpell[0]);

    WorldPacket data( SMSG_TRAINER_BUY_SUCCEEDED, 12 );
    data << guid << spellId;
    SendPacket( &data );

    _player->ModifyMoney( -int32(nSpellCost) );

    if(spellInfo->powerType == 2)
    {
        _player->addSpell(spellId,4);                       // active = 4 for spell book of hunter's pet
        return;
    }

    // learn explicitly to prevent lost money at lags, learning spell will be only show spell anumation
    _player->learnSpell(spellInfo->Id);

    Unit* caster = (trainer_spell->spell->SpellVisual == 222) ? (Unit*)_player : (Unit*)unit;

    // trainer always see at customer in time of training (part of client functionality)
    float u_oprientation = unit->GetOrientation();
    unit->SetInFront(_player);

    caster->CastSpell(_player,trainer_spell->spell,false);

    // trainer always return to original orientation
    unit->Relocate(unit->GetPositionX(),unit->GetPositionY(),unit->GetPositionZ(),u_oprientation);
}