Exemple #1
0
void
Spell::Effect_Persistent_Area_Aura(uint32 i)
{
	if(m_AreaAura == true) return;
	m_AreaAura = true;
	// Spawn dyn GameObject
	DynamicObject* dynObj = new DynamicObject();
	dynObj->Create(objmgr.GenerateLowGuid(HIGHGUID_DYNAMICOBJECT), m_caster,
			m_spellInfo, m_targets.m_destX, m_targets.m_destY, m_targets.m_destZ,
			duration);
	uint32 damage = m_spellInfo->EffectBasePoints[i]+1;

	dynObj->PeriodicTriggerDamage (damage, m_spellInfo->EffectAmplitude[i],
			GetRadius(sSpellRadius.LookupEntry(m_spellInfo->EffectRadiusIndex[i])));

	objmgr.AddObject(dynObj);
	dynObj->PlaceOnMap();
	m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, dynObj->GetGUID());
	m_caster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);
}
Exemple #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