Ejemplo n.º 1
0
bool Creature::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
{
    bool external = (result != NULL);
    if (!external)
        //                                0    1     2            3            4            5             6               7           8                  9                  10                 11          12        13            14           15             16
        result = sDatabase.PQuery("SELECT `id`,`map`,`position_x`,`position_y`,`position_z`,`orientation`,`spawntimesecs`,`spawndist`,`spawn_position_x`,`spawn_position_y`,`spawn_position_z`,`curhealth`,`curmana`,`respawntime`,`DeathState`,`MovementType`,`auras` "
            "FROM `creature` LEFT JOIN `creature_respawn` ON ((`creature`.`guid`=`creature_respawn`.`guid`) AND (`creature_respawn`.`instance` = '%u')) WHERE `creature`.`guid` = '%u'", InstanceId, guid);

    if(!result)
    {
        sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
        return false;
    }

    Field *fields = result->Fetch();

    uint32 stored_guid = guid;
    if (InstanceId != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
    SetInstanceId(InstanceId);

    if(!Create(guid,fields[1].GetUInt32(),fields[2].GetFloat(),fields[3].GetFloat(),
        fields[4].GetFloat(),fields[5].GetFloat(),fields[0].GetUInt32()))
    {
        if (!external) delete result;
        return false;
    }

    m_DBTableGuid = stored_guid;

    if(GetCreatureInfo()->rank > 0)
        this->m_corpseDelay *= 3;                           //if creature is elite, then remove corpse later

    SetHealth(fields[11].GetUInt32());
    SetPower(POWER_MANA,fields[12].GetUInt32());

    m_respawnradius = fields[7].GetFloat();
    respawn_cord[0] = fields[8].GetFloat();
    respawn_cord[1] = fields[9].GetFloat();
    respawn_cord[2] = fields[10].GetFloat();

    m_respawnDelay = fields[6].GetUInt32();
    m_deathState = (DeathState)fields[14].GetUInt32();
    if(m_deathState == JUST_DIED)                           // Dont must be set to JUST_DEAD, see Creature::setDeathState JUST_DIED -> CORPSE promoting.
    {
        sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) in wrong state: JUST_DEAD (1). State set to ALIVE.",GetGUIDLow(),GetEntry());
        m_deathState = ALIVE;
    }
    else
    if(m_deathState < ALIVE || m_deathState > DEAD)
    {
        sLog.outErrorDb("Creature (GUIDLow: %u Entry: %u ) in wrong state: %d. State set to ALIVE.",GetGUIDLow(),GetEntry(),m_deathState);
        m_deathState = ALIVE;
    }

    m_respawnTime  = (time_t)fields[13].GetUInt64();
    if(m_respawnTime > time(NULL))                          // not ready to respawn
        m_deathState = DEAD;
    else                                                    // ready to respawn
    {
        m_respawnTime = 0;
        sDatabase.PExecute("DELETE FROM `creature_respawn` WHERE `guid` = '%u' AND `instance` = '%u'", m_DBTableGuid, GetInstanceId());
    }

    {
        uint32 mtg = fields[15].GetUInt32();
        if(mtg < MAX_DB_MOTION_TYPE)
            m_defaultMovementType = MovementGeneratorType(mtg);
        else
        {
            m_defaultMovementType = IDLE_MOTION_TYPE;
            sLog.outErrorDb("Creature (GUID: %u ID: %u) have wrong movement generator type value %u, ignore and set to IDLE.",guid,GetEntry(),mtg);
        }
    }

    if(!external) delete result;

    LoadFlagRelatedData();
    
    AIM_Initialize();
    return true;
}
Ejemplo n.º 2
0
bool Creature::CreateFromProto(uint32 guidlow,uint32 Entry)
{
    Object::_Create(guidlow, HIGHGUID_UNIT);

    m_DBTableGuid = guidlow;

    SetUInt32Value(OBJECT_FIELD_ENTRY,Entry);
    CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(Entry);
    if(!cinfo)
    {
        sLog.outError("Error: creature entry %u does not exist.",Entry);
        return false;
    }
    uint32 rank = isPet()? 0 : cinfo->rank;
    float damagemod = _GetDamageMod(rank);;

    uint32 display_id = cinfo->randomDisplayID();

    SetUInt32Value(UNIT_FIELD_DISPLAYID,display_id );
    SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID,display_id );
    SetUInt32Value(UNIT_FIELD_BYTES_2,1);                   // let creature used equiped weapon in fight

    SetName(GetCreatureInfo()->Name);

    SelectLevel(cinfo);

    SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE,cinfo->faction);

    SetUInt32Value(UNIT_NPC_FLAGS,cinfo->npcflag);

    SetFloatValue(UNIT_FIELD_MINDAMAGE,cinfo->mindmg * damagemod);
    SetFloatValue(UNIT_FIELD_MAXDAMAGE,cinfo->maxdmg * damagemod);

    SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,cinfo->minrangedmg * damagemod);
    SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,cinfo->maxrangedmg * damagemod);

    SetAttackTime(BASE_ATTACK,  cinfo->baseattacktime);
    SetAttackTime(RANGED_ATTACK,cinfo->rangeattacktime);

    SetUInt32Value(UNIT_FIELD_FLAGS,cinfo->Flags);
    SetUInt32Value(UNIT_DYNAMIC_FLAGS,cinfo->dynamicflags);

    SetArmor(cinfo->armor);
    SetResistance(SPELL_SCHOOL_HOLY,cinfo->resistance1);
    SetResistance(SPELL_SCHOOL_FIRE,cinfo->resistance2);
    SetResistance(SPELL_SCHOOL_NATURE,cinfo->resistance3);
    SetResistance(SPELL_SCHOOL_FROST,cinfo->resistance4);
    SetResistance(SPELL_SCHOOL_SHADOW,cinfo->resistance5);
    SetResistance(SPELL_SCHOOL_ARCANE,cinfo->resistance6);

    //this is probably wrong
    SetUInt32Value( UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, cinfo->equipmodel[0]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO , cinfo->equipinfo[0]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO  + 1, cinfo->equipslot[0]);

    SetUInt32Value( UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+1, cinfo->equipmodel[1]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + 2, cinfo->equipinfo[1]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + 2 + 1, cinfo->equipslot[1]);

    SetUInt32Value( UNIT_VIRTUAL_ITEM_SLOT_DISPLAY+2, cinfo->equipmodel[2]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + 4, cinfo->equipinfo[2]);
    SetUInt32Value( UNIT_VIRTUAL_ITEM_INFO + 4 + 1, cinfo->equipslot[2]);

    SetFloatValue(OBJECT_FIELD_SCALE_X, cinfo->size);

    SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS,cinfo->bounding_radius);
    SetFloatValue(UNIT_FIELD_COMBATREACH,cinfo->combat_reach );

    FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(cinfo->faction);
    if (factionTemplate)
    {
        FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->faction);
        if (factionEntry)
            if (cinfo->civilian != 1 && (factionEntry->team == ALLIANCE || factionEntry->team == HORDE))
                SetPvP(true);
    } else
    sLog.outErrorDb("Error: invalid faction (%u) for creature (GUIDLow: %u Entry: %u)", cinfo->faction, GetGUIDLow(),Entry);

    if (cinfo->mount != 0)
        Mount(cinfo->mount);

    m_spells[0] = cinfo->spell1;
    m_spells[1] = cinfo->spell2;
    m_spells[2] = cinfo->spell3;
    m_spells[3] = cinfo->spell4;

    SetSpeed(MOVE_WALK,     cinfo->speed );
    SetSpeed(MOVE_RUN,      cinfo->speed );
    SetSpeed(MOVE_WALKBACK, cinfo->speed );
    SetSpeed(MOVE_SWIM,     cinfo->speed);
    SetSpeed(MOVE_SWIMBACK, cinfo->speed);

    if(cinfo->MovementType < MAX_DB_MOTION_TYPE)
        m_defaultMovementType = MovementGeneratorType(cinfo->MovementType);
    else
    {
        m_defaultMovementType = IDLE_MOTION_TYPE;
        sLog.outErrorDb("Creature template %u have wrong movement generator type value %u, ignore and set to IDLE.",Entry,cinfo->MovementType);
    }

    return true;
}
Ejemplo n.º 3
0
bool Vehicle::LoadFromDB(uint32 guid, Map *map)
{
    CreatureData const* data = objmgr.GetCreatureData(guid);

    if(!data)
    {
        sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
        return false;
    }

    uint32 id = 0;
    if(const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(data->id))
        id = cInfo->VehicleId;
    if(!id || !sVehicleStore.LookupEntry(id))
        return false;

    m_DBTableGuid = guid;
    if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_VEHICLE);

    uint16 team = 0;
    if(!Create(guid,map,data->phaseMask,data->id,id,team,data->posX,data->posY,data->posZ,data->orientation,data))
        return false;

    //We should set first home position, because then AI calls home movement
    SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);

    m_respawnradius = data->spawndist;

    m_respawnDelay = data->spawntimesecs;
    m_isDeadByDefault = data->is_dead;
    m_deathState = m_isDeadByDefault ? DEAD : ALIVE;

    m_respawnTime  = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
    if(m_respawnTime > time(NULL))                          // not ready to respawn
    {
        m_deathState = DEAD;
        if(canFly())
        {
            float tz = GetMap()->GetHeight(data->posX,data->posY,data->posZ,false);
            if(data->posZ - tz > 0.1)
                Relocate(data->posX,data->posY,tz);
        }
    }
    else if(m_respawnTime)                                  // respawn time set but expired
    {
        m_respawnTime = 0;
        objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
    }

    uint32 curhealth = data->curhealth;
    if(curhealth)
    {
        curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
        if(curhealth < 1)
            curhealth = 1;
    }

    SetHealth(m_deathState == ALIVE ? curhealth : 0);
    SetPower(POWER_MANA,data->curmana);

    // checked at creature_template loading
    m_defaultMovementType = MovementGeneratorType(data->movementType);

    m_creatureData = data;

    return true;
}