Example #1
0
void ChatHandler::SpawnCreature(GameClient *pClient, char* pName, uint32 display_id, uint32 npcFlags, uint32 faction_id, uint32 level)
{
    wowWData data;

    // Create the requested monster
    Character *chr = pClient->getCurrentChar();
    float x = chr->getPositionX();
    float y = chr->getPositionY();
    float z = chr->getPositionZ();
    float o = chr->getOrientation();

    Unit* pUnit = new Unit();
    UpdateMask unitMask;
    WorldServer::getSingletonPtr()->mObjectMgr.SetCreateUnitBits(unitMask);

    pUnit->Create(world.m_hiCreatureGuid++, (uint8*)pName, x, y, z, o);
    pUnit->setMapId(chr->getMapId());
    pUnit->setZone(chr->getZone());
    data.clear();
    pUnit->setUpdateValue(OBJECT_FIELD_ENTRY, world.addCreatureName((uint8*)pUnit->getCreatureName()));
    pUnit->setUpdateFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
    pUnit->setUpdateValue(UNIT_FIELD_DISPLAYID, display_id);
    pUnit->setUpdateValue(UNIT_NPC_FLAGS , npcFlags);
    pUnit->setUpdateValue(UNIT_FIELD_FACTIONTEMPLATE , faction_id);
    pUnit->setUpdateValue(UNIT_FIELD_HEALTH, 100 + 30*level);
    pUnit->setUpdateValue(UNIT_FIELD_MAXHEALTH, 100 + 30*level);
    pUnit->setUpdateValue(UNIT_FIELD_LEVEL , level);

    pUnit->setUpdateFloatValue(UNIT_FIELD_COMBATREACH , 1.5f);
    pUnit->setUpdateFloatValue(UNIT_FIELD_MAXDAMAGE ,  5.0f);
    pUnit->setUpdateFloatValue(UNIT_FIELD_MINDAMAGE , 8.0f);
    pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME, 1900);
    pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME+1, 2000);
    pUnit->setUpdateFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 2.0f);

    pUnit->CreateObject(&unitMask, &data, 0);

    // add to the world list of creatures
    WPAssert( pUnit->getGUID() != 0 );
    world.mCreatures[pUnit->getGUID()] = pUnit;

    // send create message to everyone
    world.SendGlobalMessage(&data);

    DatabaseInterface *dbi = Database::getSingleton( ).createDatabaseInterface( );
    dbi->saveCreature(pUnit);
    Database::getSingleton( ).removeDatabaseInterface(dbi);
}
Example #2
0
void WorldSession::_HandleUpdateObjectOpcode(WorldPacket& recvPacket)
{
    uint8 utype;
    //uint8 hasTransport;
    uint32 usize, ublocks, readblocks=0;
    uint64 uguid;
    recvPacket >> ublocks; // >> hasTransport;
    //logdev("UpdateObject: blocks = %u, hasTransport = %u", ublocks, hasTransport);
    logdev("UpdateObject: blocks = %u", ublocks);
    while((recvPacket.rpos() < recvPacket.size())&& (readblocks < ublocks))
    {
        recvPacket >> utype;
        switch(utype)
        {
        case UPDATETYPE_VALUES:
        {
            uguid = recvPacket.GetPackedGuid();
            _ValuesUpdate(uguid,recvPacket);
        }
        break;

        case UPDATETYPE_MOVEMENT:
        {
            recvPacket >> uguid; // the guid is NOT packed here!
            uint8 tyid;
            Object *obj = objmgr.GetObj(uguid, true); // here we update also depleted objects, its just safer
            if(obj)
                tyid = obj->GetTypeId();
            else // sometimes objects get deleted BEFORE a last update packet arrives, this must be handled also
            {
                tyid = GetTypeIdByGuid(uguid);
                logerror("Got UpdateObject_Movement for unknown object "I64FMT". Using typeid %u",uguid,(uint32)tyid);
            }

            if(obj)
                this->_MovementUpdate(tyid,uguid,recvPacket);
        }
        break;

        case UPDATETYPE_CREATE_OBJECT2: // will be sent when our very own character is created
        case UPDATETYPE_CREATE_OBJECT: // will be sent on any other object creation
        {
            uguid = recvPacket.GetPackedGuid();
            uint8 objtypeid;
            recvPacket >> objtypeid;
            logdebug("Create Object type %u with guid "I64FMT,objtypeid,uguid);
            // dont create objects if already present in memory.
            // recreate every object except ourself!
            if(objmgr.GetObj(uguid))
            {
                if(uguid != GetGuid())
                {
                    logdev("- already exists, deleting old, creating new object");
                    objmgr.Remove(uguid, false);
                    // do not call script here, since the object does not really get deleted
                }
                else
                {
                    logdev("- already exists, but not deleted (has our current GUID)");
                }
            }

            // only if the obj didnt exist or was just deleted above, create it....
            if(!objmgr.GetObj(uguid))
            {
                switch(objtypeid)
                {
                case TYPEID_OBJECT: // no data to read
                {
                    logerror("Recieved wrong UPDATETYPE_CREATE_OBJECT to create Object base type!");
                    logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str());
                }
                case TYPEID_ITEM:
                {
                    Item *item = new Item();
                    item->Create(uguid);
                    objmgr.Add(item);
                    break;
                }
                case TYPEID_CONTAINER:
                {
                    Bag *bag = new Bag();
                    bag->Create(uguid);
                    objmgr.Add(bag);
                    break;
                }
                case TYPEID_UNIT:
                {
                    Unit *unit = new Unit();
                    unit->Create(uguid);
                    objmgr.Add(unit);
                    break;
                }
                case TYPEID_PLAYER:
                {
                    if(GetGuid() == uguid) // objmgr.Add() would cause quite some trouble if we added ourself again
                        break;
                    Player *player = new Player();
                    player->Create(uguid);
                    objmgr.Add(player);
                    break;
                }
                case TYPEID_GAMEOBJECT:
                {
                    GameObject *go = new GameObject();
                    go->Create(uguid);
                    objmgr.Add(go);
                    break;
                }
                case TYPEID_CORPSE:
                {
                    Corpse *corpse = new Corpse();
                    corpse->Create(uguid);
                    objmgr.Add(corpse);
                    break;
                }
                case TYPEID_DYNAMICOBJECT:
                {
                    DynamicObject *dobj = new DynamicObject();
                    dobj->Create(uguid);
                    objmgr.Add(dobj);
                    break;
                }
                }
            }
            else
            {
                logdebug("Obj "I64FMT" not created, already exists",uguid);
            }
            // ...regardless if it was freshly created or already present, update its values and stuff now...
            this->_MovementUpdate(objtypeid, uguid, recvPacket);
            this->_ValuesUpdate(uguid, recvPacket);

            // ...and ask the server for eventually missing data.
            _QueryObjectInfo(uguid);


            // call script "_OnObjectCreate"
            if(GetInstance()->GetScripts()->ScriptExists("_onobjectcreate"))
            {
                CmdSet Set;
                Set.defaultarg = toString(uguid);
                Set.arg[0] = toString(objtypeid);
                GetInstance()->GetScripts()->RunScript("_onobjectcreate", &Set);
            }

            // if our own character got finally created, we have successfully entered the world,
            // and should have gotten all info about our char already.
        }
        break;

        case UPDATETYPE_OUT_OF_RANGE_OBJECTS:
        {
            recvPacket >> usize;
            for(uint16 i=0; i<usize; i++)
            {
                uguid = recvPacket.GetPackedGuid(); // not 100% sure if this is correct
                logdebug("GUID "I64FMT" out of range",uguid);

                // call script just before object removal
                if(GetInstance()->GetScripts()->ScriptExists("_onobjectdelete"))
                {
                    Object *del_obj = objmgr.GetObj(uguid);
                    CmdSet Set;
                    Set.defaultarg = toString(uguid);
                    Set.arg[0] = del_obj ? toString(del_obj->GetTypeId()) : "";
                    Set.arg[1] = "true"; // out of range = true
                    GetInstance()->GetScripts()->RunScript("_onobjectdelete", &Set);
                }

                objmgr.Remove(uguid, false);
            }
        }
        break;

        default:
        {
            logerror("UPDATE_OBJECT: Got unk updatetype 0x%X",utype);
            logerror("UPDATE_OBJECT: Read %u / %u bytes, skipped rest",recvPacket.rpos(),recvPacket.size());
            logerror("%s",toHexDump((uint8*)recvPacket.contents(),recvPacket.size(),true).c_str());
            char buf[100];
            sprintf(buf,"Got unk updatetype=0x%X, read %u / %u bytes",utype,recvPacket.rpos(),recvPacket.size());

            if(GetInstance()->GetConf()->dumpPackets)
            {
                char buf[100];
                sprintf(buf,"Got unk updatetype=0x%X, read %u / %u bytes",utype,recvPacket.rpos(),recvPacket.size());
                DumpPacket(recvPacket, recvPacket.rpos(),buf);
            }

            return;
        }
        } // switch
        readblocks++;
    } // while

} // func
Example #3
0
void ChatHandler::GenCreature(GameClient *pClient, uint32 StartId, uint32 EndId ,uint32 StepId )
{
    char* pName= "Def Name ";
    uint32 CurrentId=1;
    uint16 ModuloId=0;
    uint32 npcFlags=0;
    uint32 faction_id=0;
    uint32 level=10;
    wowWData data;

    // Create the requested monster

    Character *chr = pClient->getCurrentChar();
    float x = chr->getPositionX();
    float y = chr->getPositionY();
    float z = chr->getPositionZ();
    float o = chr->getOrientation();

    for (CurrentId=StartId;CurrentId<=EndId;CurrentId++)
    {
        x+= (float) 5.0f;
        ModuloId++;
        if ( ModuloId>=StepId)
        {
            x-= (float) 5.0f *(float) ModuloId;
            ModuloId=0;
            y+= (float) 10.0f;
        }

        sprintf(pName,"Id:%i",CurrentId);

        Unit* pUnit = new Unit();
        UpdateMask unitMask;
        WorldServer::getSingletonPtr()->mObjectMgr.SetCreateUnitBits(unitMask);

        pUnit->Create(world.m_hiCreatureGuid++, (uint8*)pName, x, y, z, o);
        pUnit->setMapId(chr->getMapId());
        pUnit->setZone(chr->getZone());
        data.clear();
        pUnit->setUpdateValue(OBJECT_FIELD_ENTRY, world.addCreatureName((uint8*)pUnit->getCreatureName()));
        pUnit->setUpdateFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
        pUnit->setUpdateValue(UNIT_FIELD_DISPLAYID, CurrentId);
        pUnit->setUpdateValue(UNIT_NPC_FLAGS , npcFlags);
        pUnit->setUpdateValue(UNIT_FIELD_FACTIONTEMPLATE , faction_id);
        pUnit->setUpdateValue(UNIT_FIELD_HEALTH, 100 + 30*level);
        pUnit->setUpdateValue(UNIT_FIELD_MAXHEALTH, 100 + 30*level);
        pUnit->setUpdateValue(UNIT_FIELD_LEVEL , level);

        pUnit->setUpdateFloatValue(UNIT_FIELD_COMBATREACH , 1.5f);
        pUnit->setUpdateFloatValue(UNIT_FIELD_MAXDAMAGE ,  5.0f);
        pUnit->setUpdateFloatValue(UNIT_FIELD_MINDAMAGE , 8.0f);
        pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME, 1900);
        pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME+1, 2000);
        pUnit->setUpdateFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 2.0f);

        pUnit->CreateObject(&unitMask, &data, 0);

        //  add to the world list of creatures
        WPAssert( pUnit->getGUID() != 0 );
        world.mCreatures[pUnit->getGUID()] = pUnit;

        // send create message to everyone
        world.SendGlobalMessage(&data);

        DatabaseInterface *dbi = Database::getSingleton( ).createDatabaseInterface( );
        char sql[512];
        sprintf(sql, "insert into skin set id_skin='%i',name='%s',type='0',race='0', gender='0'", CurrentId,pName);
        dbi->doQuery(sql);
        //dbi->saveCreature(pUnit);
        Database::getSingleton( ).removeDatabaseInterface(dbi);
    }
}