Ejemplo n.º 1
0
bool MOTransport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicLowValue)
{
    Relocate(WorldLocation(mapid, x, y, z, ang));
    // FIXME - instance id and phaseMask isn't set to values different from std.

    if(!IsPositionValid())
    {
        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
            guidlow,x,y);
        return false;
    }

    Object::_Create(ObjectGuid(HIGHGUID_MO_TRANSPORT, guidlow));

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f",guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    //SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));
    SetUInt32Value(GAMEOBJECT_LEVEL, GetPeriod(true));
    SetEntry(goinfo->id);

    SetDisplayId(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));
    SetGoArtKit(0);
    SetGoAnimProgress(animprogress);

    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, dynamicLowValue);
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, 0);

    SetName(goinfo->name);

    m_transportKit = new TransportKit(*this);

    m_anchorageTimer.SetInterval(0);
    m_anchorageTimer.Reset();

    return true;
}
Ejemplo n.º 2
0
bool Transport::Create(uint32 guidlow, uint32 mapid, float x, float y, float z, float ang, uint8 animprogress, uint16 dynamicHighValue)
{
    Relocate(x, y, z, ang);
    // instance id and phaseMask isn't set to values different from std.

    if (!IsPositionValid())
    {
        sLog.outError("Transport (GUID: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
                      guidlow, x, y);
        return false;
    }

    Object::_Create(guidlow, 0, HIGHGUID_MO_TRANSPORT);

    GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(guidlow);

    if (!goinfo)
    {
        sLog.outErrorDb("Transport not created: entry in `gameobject_template` not found, guidlow: %u map: %u  (X: %f Y: %f Z: %f) ang: %f", guidlow, mapid, x, y, z, ang);
        return false;
    }

    m_goInfo = goinfo;

    SetObjectScale(goinfo->size);

    SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
    // SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
    SetUInt32Value(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));
    SetUInt32Value(GAMEOBJECT_LEVEL, m_period);
    SetEntry(goinfo->id);

    //SetDisplayId(goinfo->displayId);
    // Use SetDisplayId only if we have the GO assigned to a proper map!
    SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
    m_displayInfo = sGameObjectDisplayInfoStore.LookupEntry(goinfo->displayId);

    SetGoState(GO_STATE_READY);
    SetGoType(GameobjectTypes(goinfo->type));
    SetGoArtKit(0);
    SetGoAnimProgress(animprogress);

    // low part always 0, dynamicHighValue is some kind of progression (not implemented)
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 0, 0);
    SetUInt16Value(GAMEOBJECT_DYNAMIC, 1, dynamicHighValue);

    SetName(goinfo->name);

    return true;
}