Exemple #1
0
uint32 Transporter::AddNPCPassenger(uint32 tguid, uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    MapMgr* map = GetMapMgr();

    CreatureProperties const* creature_properties = sMySQLStore.getCreatureProperties(entry);
    if (creature_properties == nullptr || map == nullptr)
        return 0;

#if VERSION_STRING != Cata
    float transporter_x = obj_movement_info.transport_data.relativePosition.x + x;
    float transporter_y = obj_movement_info.transport_data.relativePosition.y + y;
    float transporter_z = obj_movement_info.transport_data.relativePosition.z + z;
#else
    float transporter_x = obj_movement_info.getTransportPosition()->x + x;
    float transporter_y = obj_movement_info.getTransportPosition()->y + y;
    float transporter_z = obj_movement_info.getTransportPosition()->z + z;
#endif

    Creature* pCreature = map->CreateCreature(entry);
    pCreature->Create(map->GetMapId(), transporter_x, transporter_y, transporter_z, (std::atan2(transporter_x, transporter_y) + float(M_PI)) + o);
    pCreature->Load(creature_properties, transporter_x, transporter_y, transporter_z, (std::atan2(transporter_x, transporter_y) + float(M_PI)) + o);
    pCreature->AddToWorld(map);
    pCreature->SetUnitMovementFlags(MOVEFLAG_TRANSPORT);
#if VERSION_STRING != Cata
    pCreature->obj_movement_info.transport_data.relativePosition.x = x;
    pCreature->obj_movement_info.transport_data.relativePosition.y = y;
    pCreature->obj_movement_info.transport_data.relativePosition.z = z;
    pCreature->obj_movement_info.transport_data.relativePosition.o = o;
    pCreature->obj_movement_info.transport_data.transportGuid = getGuid();
#else
    pCreature->obj_movement_info.setTransportData(getGuid(), x, y, z, o, 0, 0);
#endif

    pCreature->m_transportData.transportGuid = this->getGuid();
    pCreature->m_transportData.relativePosition.x = x;
    pCreature->m_transportData.relativePosition.y = y;
    pCreature->m_transportData.relativePosition.z = z;
    pCreature->m_transportData.relativePosition.o = o;

    if (anim)
        pCreature->setUInt32Value(UNIT_NPC_EMOTESTATE, anim);

    if (creature_properties->NPCFLags)
        pCreature->setUInt32Value(UNIT_NPC_FLAGS, creature_properties->NPCFLags);

    m_creatureSetMutex.Acquire();
    m_NPCPassengerSet.insert(pCreature);
    m_creatureSetMutex.Release();
    if (tguid == 0)
    {
        ++currenttguid;
        tguid = currenttguid;
    }
    else
        currenttguid = std::max(tguid, currenttguid);

    return tguid;
}
Exemple #2
0
Creature* Transporter::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 /*anim*/)
{
    MapMgr* map = GetMapMgr();

    CreatureProperties const* creature_properties = sMySQLStore.getCreatureProperties(entry);
    if (creature_properties == nullptr || map == nullptr)
        return nullptr;

#if VERSION_STRING != Cata
    float transporter_x = obj_movement_info.transport_data.relativePosition.x + x;
    float transporter_y = obj_movement_info.transport_data.relativePosition.y + y;
    float transporter_z = obj_movement_info.transport_data.relativePosition.z + z;
#else
    float transporter_x = obj_movement_info.getTransportPosition()->x + x;
    float transporter_y = obj_movement_info.getTransportPosition()->y + y;
    float transporter_z = obj_movement_info.getTransportPosition()->z + z;
#endif

    Creature* pCreature = map->CreateCreature(entry);
    pCreature->Create(map->GetMapId(), transporter_x, transporter_y, transporter_z, (std::atan2(transporter_x, transporter_y) + float(M_PI)) + o);
    pCreature->Load(creature_properties, transporter_x, transporter_y, transporter_z, (std::atan2(transporter_x, transporter_y) + float(M_PI)) + o);
    pCreature->AddToWorld(map);
    pCreature->SetUnitMovementFlags(MOVEFLAG_TRANSPORT);
#if VERSION_STRING != Cata
    pCreature->obj_movement_info.transport_data.relativePosition.x = x;
    pCreature->obj_movement_info.transport_data.relativePosition.y = y;
    pCreature->obj_movement_info.transport_data.relativePosition.z = z;
    pCreature->obj_movement_info.transport_data.relativePosition.o = o;
    pCreature->obj_movement_info.transport_data.transportGuid = getGuid();
#else
    pCreature->obj_movement_info.setTransportData(getGuid(), x, y, z, o, 0, 0);
#endif

    pCreature->m_transportData.transportGuid = this->getGuid();
    pCreature->m_transportData.relativePosition.x = x;
    pCreature->m_transportData.relativePosition.y = y;
    pCreature->m_transportData.relativePosition.z = z;
    pCreature->m_transportData.relativePosition.o = o;
    m_creatureSetMutex.Acquire();
    m_NPCPassengerSet.insert(pCreature);
    m_creatureSetMutex.Release();
    return pCreature;
}
Exemple #3
0
void Vehicle::InstallAccessories()
{
	CreatureProtoVehicle* acc = CreatureProtoVehicleStorage.LookupEntry(GetEntry());
	if(acc == NULL)
	{
		sLog.outDetail("Vehicle %u has no accessories.", GetEntry());
		return;
	}

	MapMgr* map = (GetMapMgr() ? GetMapMgr() : sInstanceMgr.GetMapMgr(GetMapId()));
	if(map == NULL) // Shouldn't ever really happen.
		return;

	for(int i = 0; i < 8; i++)
	{
		SeatInfo seatinfo = acc->seats[i];
		if(!seatinfo.accessoryentry || (seatinfo.accessoryentry == GetEntry()))
			continue;

		if(m_vehicleSeats[i] == NULL)
		{
			sLog.outDetail("No seatmap for selected seat.\n");
			continue;
		}

		// Load the Proto
		CreatureProto* proto = CreatureProtoStorage.LookupEntry(seatinfo.accessoryentry);
		CreatureInfo* info = CreatureNameStorage.LookupEntry(seatinfo.accessoryentry);

		if(!proto || !info)
		{
			sLog.outError("No proto/info for vehicle accessory %u in vehicle %u", seatinfo.accessoryentry, GetEntry());
			continue;
		}

		// Remove any passengers.
		if(m_passengers[i])
			RemovePassenger(m_passengers[i]);

		if(proto->vehicle_entry > 0)
		{
			// Create the Vehicle!
			Vehicle* pass = map->CreateVehicle(seatinfo.accessoryentry);
			if(pass != NULL && pass)
			{
				pass->Load(proto, (IsInInstance() ? map->iInstanceMode : MODE_5PLAYER_NORMAL),
					GetPositionX()+m_vehicleSeats[i]->m_attachmentOffsetX,
					GetPositionY()+m_vehicleSeats[i]->m_attachmentOffsetY,
					GetPositionZ()+m_vehicleSeats[i]->m_attachmentOffsetZ);

				pass->Init();
				pass->m_TransporterGUID = GetGUID();
				pass->InitSeats(proto->vehicle_entry);
				if(pass->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
					pass->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK); // Accessory

				AddPassenger(pass, i, true);
				pass->PushToWorld(map);
			}
		}
		else
		{
			// Create the Unit!
			Creature* pass = map->CreateCreature(seatinfo.accessoryentry);
			if(pass != NULL)
			{
				pass->Load(proto, map->iInstanceMode,
					GetPositionX()+m_vehicleSeats[i]->m_attachmentOffsetX,
					GetPositionY()+m_vehicleSeats[i]->m_attachmentOffsetY,
					GetPositionZ()+m_vehicleSeats[i]->m_attachmentOffsetZ);

				pass->Init();
				pass->m_TransporterGUID = GetGUID();
				AddPassenger(pass, i, true);
				pass->PushToWorld(map);
			}
		}
	}
}
Exemple #4
0
void GameEventMgr::ProcessObjectsAndScriptsProc(QueryResultVector & results, uint32 id)
{
	// process scripts
	if(QueryResult *query = results[0].result)
	{
		do
		{
			Field * f = query->Fetch();
			uint32 mapid = f[1].GetUInt32();
			uint32 sql_id = f[2].GetUInt32();
			uint8 type = f[3].GetUInt8();
			uint32 data1 = f[4].GetUInt32();
			uint32 data2 = f[5].GetUInt32();
			uint32 data3 = f[6].GetUInt32();
			char * say = strdup(f[7].GetString());

			DoScript(id, sql_id, type, data1, data2, data3, say, mapid);
		}
		while(query->NextRow());
	}

	// waypoints -- the created objects will be deleted automatically by creature class on despawn
	std::map<uint32, std::map<uint32, std::list<WayPoint *>>> waypoints;
	if(QueryResult *query = results[1].result)
	{
		do
		{
			Field * f = query->Fetch();

			WayPoint *wp = new WayPoint;
			//uint32 event = f[0].GetUInt32();
			uint32 spawnid = f[1].GetUInt32();
			wp->id = f[2].GetUInt32();
			wp->x = f[3].GetFloat();
			wp->y = f[4].GetFloat();
			wp->z = f[5].GetFloat();
			wp->waittime = f[6].GetUInt32();
			wp->flags = f[7].GetUInt32();
			wp->forwardemoteoneshot = f[8].GetBool();
			wp->forwardemoteid = f[9].GetUInt32();
			wp->backwardemoteoneshot = f[10].GetBool();
			wp->backwardemoteid = f[11].GetUInt32();
			wp->forwardskinid = f[12].GetUInt32();
			wp->backwardskinid = f[13].GetUInt32();

			waypoints[id][spawnid].push_back(wp);
		}
		while(query->NextRow());
	}

	// creature spawns
	if(QueryResult *query = results[2].result)
	{
		do
		{
			Field * f = query->Fetch();

			CreatureSpawn spawn;
			//uint32 event = f[0].GetUInt32();
			uint32 spawn_id = f[1].GetUInt32();
			spawn.id = 0;
			spawn.entry = f[2].GetUInt32();
			uint32 mapid = f[3].GetUInt32();
			spawn.x = f[4].GetFloat();
			spawn.y = f[5].GetFloat();
			spawn.z = f[6].GetFloat();
			spawn.o = f[7].GetFloat();
			spawn.form = NULL;
			spawn.movetype = f[8].GetUInt8();
			spawn.displayid = f[9].GetUInt32();
			spawn.factionid = f[10].GetUInt32();
			spawn.flags = f[11].GetUInt32();
			spawn.bytes0 = f[12].GetUInt32();
			spawn.bytes1 = f[13].GetUInt32();
			spawn.bytes2 = f[14].GetUInt32();
			spawn.emote_state = f[15].GetUInt32();
			//uint32 npc_respawn_link = f[17].GetUInt32();
			spawn.channel_spell = f[17].GetUInt16();
			spawn.channel_target_go = f[18].GetUInt32();
			spawn.channel_target_creature = f[19].GetUInt32();
			spawn.stand_state = f[20].GetUInt16();
			spawn.death_state = f[21].GetUInt32();
			spawn.MountedDisplayID = f[22].GetUInt32();
			spawn.Item1SlotDisplay = f[23].GetUInt32();
			spawn.Item2SlotDisplay = f[24].GetUInt32();
			spawn.Item3SlotDisplay = f[25].GetUInt32();
			spawn.CanFly = f[26].GetUInt32();
			spawn.phase = f[27].GetUInt32();
			if(spawn.phase == 0) spawn.phase = 0xFFFFFFFF;

			CreatureProto* proto = CreatureProtoStorage.LookupEntry(spawn.entry);
			CreatureInfo* info = CreatureNameStorage.LookupEntry(spawn.entry);
			if(proto == NULL || info == NULL)
			{
				continue;
			}

			// get mapmgr for spawn
			MapMgr * mgr = sInstanceMgr.GetMapMgr(mapid);
			if(mgr == NULL)
			{
				// So this is a really interesting situation!
				Log.Success("GameEvent","Failed to spawn creature spawn %u for event %u on nonexistant map %u", spawn.id, id, mapid);
				continue;
			}

			// spawn the creature
			//Creature * crt = mgr->GetInterface()->SpawnCreature(&spawn, true);
			Creature * crt = mgr->CreateCreature(spawn.entry);
			if(crt == NULL)
			{
				// we didnt succeed creating the creature! Print a warning and go on
 				Log.Success("GameEvent","Failed to spawn creature spawn %u for event %u", spawn.id, id);
				continue;
			}

			crt->Load(&spawn, 0, mgr->GetMapInfo());

			crt->spawnid = 0;
			crt->m_spawn = NULL;

			// add waypoints
			crt->m_custom_waypoint_map = new WayPointMap();
			for(std::list<WayPoint *>::iterator itr = waypoints[id][spawn_id].begin(); itr != waypoints[id][spawn_id].end(); itr++)
			{
				// use custom waypoint map, so we avoid saving it to database
				crt->m_custom_waypoint_map->push_back(*itr);
			}

			crt->GetAIInterface()->SetWaypointMap(crt->m_custom_waypoint_map);
			crt->AddToWorld(mgr);

			m_creaturespawns[id][mapid].push_back(crt->GetUIdFromGUID());
		}
		while(query->NextRow());
	}

	// gameobject spawns
	if(QueryResult *query = results[3].result)
	{
		do
		{
			Field * f = query->Fetch();

			GOSpawn spawn;
			//uint32 event = f[0].GetUInt32();
			uint32 spawn_id = f[1].GetUInt32();
			// generate new ingame sql id
			spawn.id = /*objmgr.GenerateCreatureSpawnID()*/0;
			spawn.entry = f[2].GetUInt32();
			uint32 mapid = f[3].GetUInt32();
			spawn.x = f[4].GetFloat();
			spawn.y = f[5].GetFloat();
			spawn.z = f[6].GetFloat();
			spawn.facing = f[7].GetFloat();
			spawn.o = f[8].GetFloat();
			spawn.o1 = f[9].GetFloat();
			spawn.o2 = f[10].GetFloat();
			spawn.o3 = f[11].GetFloat();
			spawn.state = f[12].GetUInt32();
			spawn.flags = f[13].GetUInt32();
			spawn.faction = f[14].GetUInt32();
			spawn.scale = f[15].GetFloat();
			//uint32 state_npc_link = fields[16].GetUInt32();
			spawn.phase = f[17].GetUInt32();
			if(spawn.phase == 0) spawn.phase = 0xFFFFFFFF;
			spawn.overrides = f[18].GetUInt32();

			// get mapmgr for spawn
			MapMgr * mgr = sInstanceMgr.GetMapMgr(mapid);
			if(mgr == NULL)
			{
				// So this is a really interesting situation!
				Log.Success("GameEvent","Failed to spawn gameobject spawn %u for event %u on nonexistant map %u", spawn.id, id, mapid);
				continue;
			}

			// spawn the creature
			GameObject * go = mgr->CreateGameObject(spawn.entry);
			if(go == NULL)
			{
				// we didnt succeed creating the creature! Print a warning and go on
 				Log.Success("GameEvent","Failed to spawn gameobject spawn %u for event %u", spawn.id, id);
				continue;
			}

			go->Load(&spawn);

			go->m_spawn = NULL;

			go->AddToWorld(mgr);

			m_gameobjectspawns[id][mapid].push_back(go->GetUIdFromGUID());
		}
		while(query->NextRow());
	}

	Log.Success("GameEvent","event %u spawned.", id);
}
int LuaGlobalFunctions_PerformIngameSpawn(lua_State * L)
{
	uint32 spawntype = luaL_checkint(L, 1);
	uint32 entry = luaL_checkint(L, 2);
	uint32 map = luaL_checkint(L, 3);
	float x = CHECK_FLOAT(L, 4);
	float y = CHECK_FLOAT(L, 5);
	float z = CHECK_FLOAT(L, 6);
	float o = CHECK_FLOAT(L, 7);
	uint32 faction = luaL_checkint(L, 8); //also scale as percentage
	uint32 duration = luaL_checkint(L, 9);
	uint32 equip1 = luaL_optint(L, 10, 1);
	uint32 equip2 = luaL_optint(L, 11, 1);
	uint32 equip3 = luaL_optint(L, 12, 1);
	//13: instance id
	uint32 save = luaL_optint(L, 14, 0);
	if(x && y && z && entry)
	{
		if (spawntype == 1) //Unit
		{ 
			CreatureProto *p = CreatureProtoStorage.LookupEntry(entry);
			CreatureInfo *i = CreatureNameStorage.LookupEntry(entry);
			if (p == NULL || i == NULL)
				RET_NIL(true);

			MapMgr *mapMgr = sInstanceMgr.GetMapMgr(map);
			if (mapMgr == NULL)
				RET_NIL(true);

			int32 instanceid = luaL_optint(L, 13, mapMgr->GetInstanceID());
			CreatureSpawn * sp = new CreatureSpawn();
			sp->entry = entry;
			sp->id = objmgr.GenerateCreatureSpawnID();
			sp->x = x;
			sp->y = y;
			sp->z = z;
			sp->o = o;
			sp->emote_state = 0;
			sp->flags = 0;
			sp->factionid = faction;
			sp->stand_state = 0;
			sp->phase = 1;
			sp->vehicle = p->vehicle_entry > 0 ? true : false;
			sp->Bytes = NULL;
			sp->ChannelData = NULL;
			sp->MountedDisplay = NULL;

			Creature * pCreature = NULL;
			if(sp->vehicle)
			{
				pCreature = TO_CREATURE(mapMgr->CreateVehicle(entry));
				TO_VEHICLE(pCreature)->Load(sp, mapMgr->iInstanceMode, NULL);
			}
			else
			{
				pCreature = mapMgr->CreateCreature(entry);
				pCreature->Load(sp, mapMgr->iInstanceMode, NULL);
			}

			pCreature->m_loadedFromDB = true;
			pCreature->SetFaction(faction);
			pCreature->SetInstanceID(instanceid);
			pCreature->SetMapId(map);
			pCreature->m_noRespawn = true;
			pCreature->PushToWorld(mapMgr);
			if (duration>0) 
				pCreature->Despawn(duration,0);
			if (save)
				pCreature->SaveToDB();
			Lunar<Unit>::push(L,TO_UNIT(pCreature));
		}
		else if (spawntype == 2) //GO
		{ 
			GameObjectInfo *n = GameObjectNameStorage.LookupEntry(entry);
			if (n == NULL)
				RET_NIL(true);

			MapMgr *mapMgr = sInstanceMgr.GetMapMgr(map);
			if (mapMgr == NULL)
				RET_NIL(true);

			int32 instanceid = luaL_optint(L, 13, mapMgr->GetInstanceID());

			GameObject *go = mapMgr->CreateGameObject(entry);
			go->SetInstanceID(instanceid);
			go->CreateFromProto(entry,map,x,y,z,o);

			// Create spawn instance
			GOSpawn * gs = new GOSpawn;
			gs->entry = go->GetEntry();
			gs->facing = go->GetOrientation();
			gs->faction = go->GetFaction();
			gs->flags = go->GetUInt32Value(GAMEOBJECT_FLAGS);
			gs->id = objmgr.GenerateGameObjectSpawnID();
			gs->scale = go->GetUInt32Value(OBJECT_FIELD_SCALE_X);
			gs->x = go->GetPositionX();
			gs->y = go->GetPositionY();
			gs->z = go->GetPositionZ();
			gs->state = go->GetByte(GAMEOBJECT_BYTES_1, 0);
			gs->phase = 0;

			go->m_spawn = gs;
			go->PushToWorld(mapMgr);
			if (duration)
				sEventMgr.AddEvent(go,&GameObject::ExpireAndDelete,EVENT_GAMEOBJECT_UPDATE,duration,1,EVENT_FLAG_DO_NOT_EXECUTE_IN_WORLD_CONTEXT);
			if (save)
				go->SaveToDB();
			Lunar<GameObject>::push(L,go);
		}
		else
			RET_NIL(true);
	}
	else
		RET_NIL(true);
	return 1;
}