Ejemplo n.º 1
0
Transporter* ObjectMgr::LoadTransportInInstance(MapMgr *instance, uint32 goEntry, uint32 period)
{
    auto gameobject_info = sMySQLStore.getGameObjectProperties(goEntry);
    if (gameobject_info == nullptr)
    {
        LOG_ERROR("Transport ID:%u, will not be loaded, gameobject_properties missing", goEntry);
        return NULL;
    }

    if (gameobject_info->type != GAMEOBJECT_TYPE_MO_TRANSPORT)
    {
        LOG_ERROR("Transport ID:%u, Name: %s, will not be loaded, gameobject_properties type wrong", goEntry, gameobject_info->name.c_str());
        return NULL;
    }

    std::set<uint32> mapsUsed;

    Transporter* t = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER << 32 | goEntry);

    // Generate waypoints
    if (!t->GenerateWaypoints(gameobject_info->mo_transport.taxi_path_id))
    {
        LOG_ERROR("Transport ID:%u, Name: %s, failed to create waypoints", gameobject_info->entry, gameobject_info->name.c_str());
        delete t;
        return NULL;
    }

    // Create Transporter
    if (!t->Create(goEntry, period))
    {
        delete t;
        return NULL;
    }

    m_Transporters.insert(t);
    m_TransportersByInstanceIdMap[instance->GetInstanceID()].insert(t);
    AddTransport(t);

    // AddObject To World
    t->AddToWorld(instance);

    // correct incorrect instance id's
    t->SetInstanceID(instance->GetInstanceID());
    t->SetMapId(t->GetMapId());

    t->BuildStartMovePacket(instance);
    t->BuildStopMovePacket(instance);
    t->m_WayPoints.clear(); // Make transport stopped at server-side, movement will be handled by scripts

    LogDetail("Transport Handler : Spawned Transport Entry %u, map %u, instance id %u", goEntry, t->GetMapId(), t->GetInstanceID());
    return t;
}
Ejemplo n.º 2
0
void ObjectMgr::LoadTransporters()
{
#ifdef CLUSTERING
	return;
#endif
	//!!!!!!!!!!!!! CATA !!!!!!!!!!! 
	// this seems to deadlock maps, disabling it until properly implemented
	return;
	//!!!!!!!!!!!!! CATA !!!!!!!!!!! 

	Log.Notice("ObjectMgr", "Loading Transports...");
	QueryResult * QR = WorldDatabase.Query("SELECT entry FROM gameobject_names WHERE type = %u", GAMEOBJECT_TYPE_MO_TRANSPORT);
	if(!QR) return;

	int32 total = QR->GetRowCount();
	do 
	{
		uint32 entry = QR->Fetch()[0].GetUInt32();

		//never do this !
//		Transporter * pTransporter = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER<<32 | entry); //wtf ?
		uint32 lowguid = objmgr.GenerateLowGuid( HIGHGUID_TYPE_TRANSPORTER );
		Transporter * pTransporter = new Transporter(((uint64)HIGHGUID_TYPE_TRANSPORTER<<32) | lowguid);
		if(!pTransporter->CreateAsTransporter(entry, ""))
		{
			sLog.outDebug("Transporter %d failed creation for some reason.", entry);
			delete pTransporter;
			pTransporter = NULL;
		}else
		{
            AddTransport(pTransporter);

			QueryResult * result2 = WorldDatabase.Query("SELECT * FROM transport_creatures WHERE transport_entry = %u", entry);
			if(result2)
			{
				do 
				{
					pTransporter->AddNPC(result2->Fetch()[1].GetUInt32(), result2->Fetch()[2].GetFloat(),
						result2->Fetch()[3].GetFloat(), result2->Fetch()[4].GetFloat(),
						result2->Fetch()[5].GetFloat());

				} while (result2->NextRow());
				delete result2;
				result2 = NULL;
			}
		}

	} while(QR->NextRow());
	delete QR;
	QR = NULL;
}
Ejemplo n.º 3
0
/**	VirtualFS constructor
 *
 *	Sets the subsystems name and file it was loaded from (The filename of the DLL module)
 *	Obtains a ptr to Fusions Module Database
 */
VirtualFS::VirtualFS()
{
	object_name			= "VirtualFS Version 2.0 <*****@*****.**>";
	object_filename	= "libVFS.dll";

	m_moduledb	=	fusion->GetModuleDB();

	m_tempdir		=	NULL;

	//	Add all the built in formats, pure text and pure binary are defaults
	AddPlugin(CreateTextPlugin);
	AddPlugin(CreateBinaryPlugin);
	
	//	Setup all the built in transports
	AddTransport(CreateFileTransport);
}
Ejemplo n.º 4
0
void ObjectMgr::LoadTransporters()
{
#ifdef CLUSTERING
	return;
#endif
	Log.Notice("ObjectMgr", "Loading Transports...");
	QueryResult * QR = WorldDatabase.Query("SELECT entry FROM gameobject_names WHERE type = %u", GAMEOBJECT_TYPE_MO_TRANSPORT);
	if(!QR)
		return;

	int64 total = QR->GetRowCount();
	TransportersCount = total;
	uint32 entry = NULL;
	Transporter* pTransporter = NULL;
	do
	{
		entry = QR->Fetch()[0].GetUInt32();

		pTransporter = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER<<32 | entry);
		pTransporter->Init();
		if(!pTransporter->CreateAsTransporter(entry, ""))
		{
			Log.Warning("ObjectMgr","Skipped invalid transporterid %d.", entry);
			pTransporter->Destruct();
			pTransporter = NULL;
		}
		else
		{
			AddTransport(pTransporter);

			QueryResult * result2 = WorldDatabase.Query("SELECT * FROM transport_creatures WHERE transport_entry = %u", entry);
			if(result2)
			{
				do
				{
					pTransporter->AddNPC(result2->Fetch()[1].GetUInt32(), result2->Fetch()[2].GetFloat(),
						result2->Fetch()[3].GetFloat(), result2->Fetch()[4].GetFloat(),
						result2->Fetch()[5].GetFloat());

				} while (result2->NextRow());
				delete result2;
			}
		}

	} while(QR->NextRow());
	delete QR;
}
Ejemplo n.º 5
0
void ObjectMgr::LoadTransporters()
{
#ifdef CLUSTERING
    return;
#endif
    Log.Notice("ObjectMgr", "Loading Transports...");
    QueryResult * QR = WorldDatabase.Query("SELECT * FROM transport_data");
    if (!QR) return;

    int64 total = QR->GetRowCount();
    TransportersCount = total;
    do
    {
        uint32 entry = QR->Fetch()[0].GetUInt32();
        int32 period = QR->Fetch()[2].GetInt32();

        Transporter * pTransporter = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER << 32 | entry);
        if (!pTransporter->CreateAsTransporter(entry, "", period))
        {
            sLog.outError("Transporter %s failed creation for some reason.", QR->Fetch()[1].GetString());
            delete pTransporter;
        }
        else
        {
            AddTransport(pTransporter);

            QueryResult * result2 = WorldDatabase.Query("SELECT * FROM transport_creatures WHERE transport_entry = %u", entry);
            if (result2)
            {
                do
                {
                    pTransporter->AddNPC(result2->Fetch()[1].GetUInt32(), result2->Fetch()[2].GetFloat(),
                                         result2->Fetch()[3].GetFloat(), result2->Fetch()[4].GetFloat(),
                                         result2->Fetch()[5].GetFloat());

                }
                while (result2->NextRow());
                delete result2;
            }
        }

    }
    while (QR->NextRow());
    delete QR;
}
Ejemplo n.º 6
0
void ObjectMgr::LoadTransporters()
{
    Log.Notice("TransporterHandler", "Start loading transport_data");
    {
        const char* loadAllTransportData = "SELECT entry, name, period FROM transport_data";

        QueryResult* result = WorldDatabase.Query(loadAllTransportData);
        if (!result)
        {
            Log.Error("TransporterHandler", "Query failed: %s", loadAllTransportData);
            return;
        }

        uint32 count = 0;
        do
        {
            Field* field = result->Fetch();

            TransporterDataQueryResult dbResult;
            dbResult.entry = field[0].GetUInt32();
            dbResult.name = field[1].GetString();
            dbResult.period = field[2].GetUInt32();

            GameObjectInfo* goInfo = GameObjectNameStorage.LookupEntry(dbResult.entry);
            if (goInfo == nullptr)
            {
                Log.Error("TransporterHandler", "Transporter gameobject %u not available in GameObjectNameStorage!", dbResult.entry);
                continue;
            }

            Transporter* pTransporter = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER << 32 | dbResult.entry);
            pTransporter->SetInfo(goInfo);
            if (!pTransporter->CreateAsTransporter(dbResult.entry, "", dbResult.period))
            {
                Log.Error("TransporterHandler", "Transporter %s failed creation for some reason.", dbResult.name.c_str());
                delete pTransporter;
            }
            else
            {
                Log.Debug("TransporterHandler", "%s, Entry: %u, Period: %u loaded", dbResult.name.c_str(), dbResult.entry, dbResult.period);
                AddTransport(pTransporter);
                ++count;
            }

        }
        while (result->NextRow());

        delete result;
        Log.Success("TransporterHandler", "%u transporters loaded from table transporter_data", count);
    }

    Log.Notice("TransporterHandler", "Start loading transport_creatures");
    {
        const char* loadTransportPassengers = "SELECT transport_entry, creature_entry, position_x, position_y, position_z, orientation FROM transport_creatures";
        bool success = false;
        QueryResult* result = WorldDatabase.Query(&success, loadTransportPassengers);
        if (!success)
        {
            Log.Error("TransporterHandler", "Query failed: %s", loadTransportPassengers);
            return;
        }

        uint32 count = 0;
        if (result)
        {
            do
            {
                Field* field = result->Fetch();

                uint32 transport_entry = field[0].GetUInt32();
                uint32 creature_entry = field[1].GetUInt32();

                auto transporter = GetTransporterByEntry(transport_entry);
                if (transporter == nullptr)
                {
                    Log.Error("TransporterHandler", "Could not find transporter %u for transport_creatures entry %u", transport_entry, creature_entry);
                    continue;
                }

                TransporterCreaturesQueryResult dbResult;
                dbResult.transport_entry = field[0].GetUInt32();
                dbResult.creature_entry = field[1].GetUInt32();
                dbResult.position_x = field[2].GetFloat();
                dbResult.position_y = field[3].GetFloat();
                dbResult.position_z = field[4].GetFloat();
                dbResult.orientation = field[5].GetFloat();

                transporter->creature_transport_data.push_back(dbResult);

                transporter->AddNPC(dbResult.creature_entry, dbResult.position_x, dbResult.position_y, dbResult.position_z, dbResult.orientation);

                ++count;

            }
            while (result->NextRow());
            delete result;
            Log.Success("TransporterHandler", "%u transport passengers from table transport_creatures loaded.", count);
        }
    }
}
Ejemplo n.º 7
0
void VirtualFS::LoadPlugin(VFSTransport::transport_t t, VFSPlugin::plugin_t p, VFSFilter::filter_t f)
{
	AddTransport(t);
	AddPlugin(p);
	AddFilter(f);
}
Ejemplo n.º 8
0
void ObjectMgr::LoadTransports()
{
    LogNotice("TransportHandler : Start creating transports...");
    {
        uint32_t createCount = 0;

        for (auto it : sMySQLStore._transportDataStore)
        {
            GameObjectProperties const* gameobject_info = sMySQLStore.getGameObjectProperties(it.first);

            std::set<uint32> mapsUsed;

            Transporter* pTransporter = new Transporter((uint64)HIGHGUID_TYPE_TRANSPORTER << 32 | it.first);

            if (pTransporter->GenerateWaypoints(gameobject_info->mo_transport.taxi_path_id) == false)
            {
                LOG_ERROR("Transport entry: %u, failed to create waypoints", it.first);
                delete pTransporter;
                continue;
            }

            if (pTransporter->Create(it.first, it.second.period) == false)
            {
                delete pTransporter;
                continue;
            }

            pTransporter->AddToWorld();

            m_Transporters.insert(pTransporter);
            AddTransport(pTransporter);

            for (std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i)
            {
                m_TransportersByMap[*i].insert(pTransporter);
            }

            ++createCount;
        }

        LogDetail("Transporter Handler : Created %u transports", createCount);
    }

    LogNotice("TransportHandler : Start populating transports with creatures...");
    {
        for (auto it : sMySQLStore._transportCreaturesStore)
        {
            for (ObjectMgr::TransporterSet::iterator itr = m_Transporters.begin(); itr != m_Transporters.end(); ++itr)
            {
                if ((*itr)->getEntry() == it.second.transportEntry)
                {
                    TransportSpawn spawn{ it.second.guid, it.second.entry, it.second.transportEntry, it.second.transportOffsetX, it.second.transportOffsetY, it.second.transportOffsetZ, it.second.transportOffsetO, it.second.animation };
                    (*itr)->AddCreature(spawn);
                    break;
                }
            }
        }

        for (auto transport : m_Transporters)
        {
            transport->RespawnCreaturePassengers();
        }
    }
}
Ejemplo n.º 9
0
bool BattlegroundSA::ResetObjs()
{
    for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
        if (Player* player = ObjectAccessor::FindPlayer(itr->first))
            SendTransportsRemove(player);

    uint32 atF = BG_SA_Factions[Attackers];
    uint32 defF = BG_SA_Factions[Attackers ? TEAM_ALLIANCE : TEAM_HORDE];

    for (uint8 i = 0; i < BG_SA_MAXOBJ; i++)
        DelObject(i);

    for (uint8 i = 0; i < BG_SA_MAXNPC; i++)
        DelCreature(i);

    for (uint8 i = BG_SA_MAXNPC; i < BG_SA_MAXNPC + BG_SA_MAX_GY; i++)
        DelCreature(i);

    for (uint8 i = 0; i < 6; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i], BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1], BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
    {
        uint32 boatid = 0;
        switch (i)
        {
            case BG_SA_BOAT_ONE:
                boatid = Attackers ? BG_SA_BOAT_ONE_H : BG_SA_BOAT_ONE_A;
                break;
            case BG_SA_BOAT_TWO:
                boatid = Attackers ? BG_SA_BOAT_TWO_H : BG_SA_BOAT_TWO_A;
                break;
            default:
                break;
        }

        if (!AddTransport(i, boatid, BG_SA_ObjSpawnlocs[i][0],
            BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2]+(Attackers ? -3.750f: 0),
            BG_SA_ObjSpawnlocs[i][3], 0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    for (uint8 i = BG_SA_SIGIL_1; i <= BG_SA_LEFT_FLAGPOLE; i++)
    {
        if (!AddObject(i, BG_SA_ObjEntries[i],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY))
            return false;
    }

    // MAD props for Kiper for discovering those values - 4 hours of his work.
    GetBGObject(BG_SA_BOAT_ONE)->UpdateRotationFields(1.0f, 0.0002f);
    GetBGObject(BG_SA_BOAT_TWO)->UpdateRotationFields(1.0f, 0.00001f);
    SpawnBGObject(BG_SA_BOAT_ONE, RESPAWN_IMMEDIATELY);
    SpawnBGObject(BG_SA_BOAT_TWO, RESPAWN_IMMEDIATELY);

    //Cannons and demolishers - NPCs are spawned
    //By capturing GYs.
    for (uint8 i = 0; i < BG_SA_DEMOLISHER_5; i++)
    {
        if (!AddCreature(BG_SA_NpcEntries[i], i, (Attackers == TEAM_ALLIANCE ? TEAM_HORDE : TEAM_ALLIANCE),
            BG_SA_NpcSpawnlocs[i][0], BG_SA_NpcSpawnlocs[i][1],
            BG_SA_NpcSpawnlocs[i][2], BG_SA_NpcSpawnlocs[i][3], 600))
            return false;
    }

    OverrideGunFaction();
    DemolisherStartState(true);

    for (uint8 i = 0; i <= BG_SA_PORTAL_DEFFENDER_RED; i++)
    {
        SpawnBGObject(i, RESPAWN_IMMEDIATELY);
        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, defF);
    }

    GetBGObject(BG_SA_TITAN_RELIC)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    GetBGObject(BG_SA_TITAN_RELIC)->Refresh();

    for (uint8 i = 0; i <= 5; i++)
        GateStatus[i] = BG_SA_GATE_OK;

    TotalTime = 0;
    ShipsStarted = false;

    //Graveyards
    for (uint8 i = 0; i < BG_SA_MAX_GY; i++)
    {
        WorldSafeLocsEntry const* sg = NULL;
        sg = sWorldSafeLocsStore.LookupEntry(BG_SA_GYEntries[i]);

        if (!sg)
        {
            TC_LOG_ERROR("bg.battleground", "SOTA: Can't find GY entry %u", BG_SA_GYEntries[i]);
            return false;
        }

        if (i == BG_SA_BEACH_GY)
        {
            GraveyardStatus[i] = Attackers;
            AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? HORDE : ALLIANCE));
        }
        else
        {
            GraveyardStatus[i] = ((Attackers == TEAM_HORDE)? TEAM_ALLIANCE : TEAM_HORDE);
            if (!AddSpiritGuide(i + BG_SA_MAXNPC, sg->x, sg->y, sg->z, BG_SA_GYOrientation[i], ((Attackers == TEAM_HORDE)? ALLIANCE : HORDE)))
                TC_LOG_ERROR("bg.battleground", "SOTA: couldn't spawn GY: %u", i);
        }
    }

    //GY capture points
    for (uint8 i = BG_SA_CENTRAL_FLAG; i <= BG_SA_LEFT_FLAG; i++)
    {
        AddObject(i, (BG_SA_ObjEntries[i] - (Attackers == TEAM_ALLIANCE ? 1 : 0)),
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);

        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    }

    for (uint8 i = BG_SA_BOMB; i < BG_SA_MAXOBJ; i++)
    {
        AddObject(i, BG_SA_ObjEntries[BG_SA_BOMB],
            BG_SA_ObjSpawnlocs[i][0], BG_SA_ObjSpawnlocs[i][1],
            BG_SA_ObjSpawnlocs[i][2], BG_SA_ObjSpawnlocs[i][3],
            0, 0, 0, 0, RESPAWN_ONE_DAY);

        GetBGObject(i)->SetUInt32Value(GAMEOBJECT_FIELD_FACTION_TEMPLATE, atF);
    }

    //Player may enter BEFORE we set up BG - lets update his worldstates anyway...
    UpdateWorldState(BG_SA_RIGHT_GY_HORDE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_HORDE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_HORDE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_HORDE ? 1 : 0);

    UpdateWorldState(BG_SA_RIGHT_GY_ALLIANCE, GraveyardStatus[BG_SA_RIGHT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_LEFT_GY_ALLIANCE, GraveyardStatus[BG_SA_LEFT_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);
    UpdateWorldState(BG_SA_CENTER_GY_ALLIANCE, GraveyardStatus[BG_SA_CENTRAL_CAPTURABLE_GY] == TEAM_ALLIANCE ? 1 : 0);

    if (Attackers == TEAM_ALLIANCE)
    {
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 1);
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 1);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 0);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 1);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 0);
    }
    else
    {
        UpdateWorldState(BG_SA_HORDE_ATTACKS, 1);
        UpdateWorldState(BG_SA_ALLY_ATTACKS, 0);

        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_ALL, 0);
        UpdateWorldState(BG_SA_RIGHT_ATT_TOKEN_HRD, 1);
        UpdateWorldState(BG_SA_LEFT_ATT_TOKEN_HRD, 1);

        UpdateWorldState(BG_SA_HORDE_DEFENCE_TOKEN, 0);
        UpdateWorldState(BG_SA_ALLIANCE_DEFENCE_TOKEN, 1);
    }

    UpdateWorldState(BG_SA_PURPLE_GATEWS, 1);
    UpdateWorldState(BG_SA_RED_GATEWS, 1);
    UpdateWorldState(BG_SA_BLUE_GATEWS, 1);
    UpdateWorldState(BG_SA_GREEN_GATEWS, 1);
    UpdateWorldState(BG_SA_YELLOW_GATEWS, 1);
    UpdateWorldState(BG_SA_ANCIENT_GATEWS, 1);

    for (int i = BG_SA_BOAT_ONE; i <= BG_SA_BOAT_TWO; i++)
        for (BattlegroundPlayerMap::const_iterator itr = GetPlayers().begin(); itr != GetPlayers().end(); ++itr)
            if (Player* player = ObjectAccessor::FindPlayer(itr->first))
                SendTransportInit(player);

    // set status manually so preparation is cast correctly in 2nd round too
    SetStatus(STATUS_WAIT_JOIN);

    TeleportPlayers();
    return true;
}