Transport* TransportMgr::CreateTransport(uint32 entry, uint32 guid /*= 0*/, Map* map /*= NULL*/) { // instance case, execute GetGameObjectEntry hook if (map) { // SetZoneScript() is called after adding to map, so fetch the script using map if (map->IsDungeon()) if (InstanceScript* instance = static_cast<InstanceMap*>(map)->GetInstanceScript()) entry = instance->GetGameObjectEntry(0, entry); if (!entry) return NULL; } TransportTemplate const* tInfo = GetTransportTemplate(entry); if (!tInfo) { TC_LOG_ERROR("sql.sql", "Transport %u will not be loaded, `transport_template` missing", entry); return NULL; } // create transport... Transport* trans = new Transport(); // ...at first waypoint TaxiPathNodeEntry const* startNode = tInfo->keyFrames.begin()->Node; uint32 mapId = startNode->mapid; float x = startNode->x; float y = startNode->y; float z = startNode->z; float o = 0.0f; // initialize the gameobject base uint32 guidLow = guid ? guid : sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT); if (!trans->Create(guidLow, entry, mapId, x, y, z, o, 255)) { delete trans; return NULL; } if (MapEntry const* mapEntry = sMapStore.LookupEntry(mapId)) { if (mapEntry->Instanceable() != tInfo->inInstance) { TC_LOG_ERROR("entities.transport", "Transport %u (name: %s) attempted creation in instance map (id: %u) but it is not an instanced transport!", entry, trans->GetName().c_str(), mapId); delete trans; return NULL; } } // use preset map for instances (need to know which instance) trans->SetMap(map ? map : sMapMgr->CreateMap(mapId, NULL)); if (map && map->IsDungeon()) trans->m_zoneScript = map->ToInstanceMap()->GetInstanceScript(); // Passengers will be loaded once a player is near trans->GetMap()->AddToMap<Transport>(trans); return trans; }
Transport* BattlegroundIC::MakeTransport(uint32 gobentry,uint32 period,std::string nametransport) { Transport *t = new Transport(period,0); uint32 entry = gobentry; std::string name = nametransport; const GameObjectInfo *goinfo = sObjectMgr.GetGameObjectInfo(entry); if (!goinfo) { sLog.outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str()); delete t; return NULL; } std::set<uint32> mapsUsed; if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog.outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.",goinfo->moTransport.taxiPathId); delete t; return NULL; } float x, y, z, o; uint32 mapid; x = t->m_WayPoints[0].x; y = t->m_WayPoints[0].y; z = t->m_WayPoints[0].z; mapid = t->m_WayPoints[0].mapid; o = 1; // creates the Gameobject if (!t->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT),entry, mapid, x, y, z, o, 100, 0)) { delete t; return NULL; } //If we someday decide to use the grid to track transports, here: t->SetMap(GetBgMap()); // On spawn les npc li? au transport QueryResult npc_transport = WorldDatabase.PQuery("SELECT guid, npc_entry, transport_entry, TransOffsetX, TransOffsetY, TransOffsetZ, TransOffsetO, emote FROM creature_transport"); if(npc_transport) { do { Field *fields = npc_transport->Fetch(); t->AddNPCPassenger(fields[0].GetUInt32(), fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat(),fields[5].GetUInt32(),fields[6].GetUInt32()); } while( npc_transport->NextRow() ); } return t; }
Transport* BattlegroundIC::CreateTransport(uint32 goEntry, uint32 period) { Transport* t = new Transport(period, 0); GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(goEntry); if (!goinfo) { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Transport ID: %u will not be loaded, gameobject_template missing", goEntry); delete t; return NULL; } std::set<uint32> mapsUsed; if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // Skip transports with empty waypoints list { sLog->outInfo(LOG_FILTER_SERVER_LOADING, "Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.", goinfo->moTransport.taxiPathId); delete t; return NULL; } uint32 mapid = t->m_WayPoints[0].mapid; float x = t->m_WayPoints[0].x; float y = t->m_WayPoints[0].y; float z = t->m_WayPoints[0].z; float o = 1; // Creates the Gameobject if (!t->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT), goEntry, mapid, x, y, z, o, 255, 0)) { delete t; return NULL; } sMapMgr->m_Transports.insert(t); // If we someday decide to use the grid to track transports, here: t->SetMap(GetBgMap()); for (uint8 i = 0; i < 5; i++) t->AddNPCPassenger(0, (goEntry == GO_HORDE_GUNSHIP ? NPC_HORDE_GUNSHIP_CANNON : NPC_ALLIANCE_GUNSHIP_CANNON), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionX() : allianceGunshipPassengers[i].GetPositionX()), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionY() : allianceGunshipPassengers[i].GetPositionY()), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionZ() : allianceGunshipPassengers[i].GetPositionZ()), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetOrientation() : allianceGunshipPassengers[i].GetOrientation())); return t; }
Transport* BattleGroundIC::CreateTransport(uint32 goEntry, uint32 period) { Transport* t = new Transport; const GameObjectInfo* goinfo = sObjectMgr.GetGameObjectInfo(goEntry); if (!goinfo) { sLog.outErrorDb("Transport ID: %u will not be loaded, gameobject_template missing", goEntry); delete t; return NULL; } std::set<uint32> mapsUsed; t->m_period = period; if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog.outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.",goinfo->moTransport.taxiPathId); delete t; return NULL; } uint32 mapid = t->m_WayPoints[0].mapid; float x = t->m_WayPoints[0].x; float y = t->m_WayPoints[0].y; float z = t->m_WayPoints[0].z; float o = 1; // creates the Gameobject if (!t->Create(goEntry, mapid, x, y, z, o, GO_ANIMPROGRESS_DEFAULT, 0)) { delete t; return NULL; } //If we someday decide to use the grid to track transports, here: t->SetMap(GetBgMap()); //for (uint8 i = 0; i < 5; i++) // t->AddNPCPassenger(0,(goEntry == GO_HORDE_GUNSHIP ? NPC_HORDE_GUNSHIP_CANNON : NPC_ALLIANCE_GUNSHIP_CANNON), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionX() : allianceGunshipPassengers[i].GetPositionX()) , (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionY() : allianceGunshipPassengers[i].GetPositionY()),(goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetPositionZ() : allianceGunshipPassengers[i].GetPositionZ()), (goEntry == GO_HORDE_GUNSHIP ? hordeGunshipPassengers[i].GetOrientation() : allianceGunshipPassengers[i].GetOrientation())); return t; }
Transport* MapManager::LoadTransportInMap(Map* instance, uint32 goEntry, uint32 period) { const GameObjectTemplate* goInfo = sObjectMgr->GetGameObjectTemplate(goEntry); if(!goInfo) { sLog->outErrorDb("Transport ID:%u, will not be loaded, gameobject_template missing", goEntry); return NULL; } if(goInfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", goEntry, goInfo->name.c_str()); return NULL; } Transport* t = new Transport(period, goInfo->ScriptId); std::set<uint32> mapsUsed; if(!t->GenerateWaypoints(goInfo->moTransport.taxiPathId, mapsUsed)) { sLog->outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or the gameobject's data0 field.", goInfo->moTransport.taxiPathId); delete t; return NULL; } uint32 transportLowGuid = sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT); if(!t->Create(transportLowGuid, goEntry, t->m_WayPoints[0].mapid, t->m_WayPoints[0].x, t->m_WayPoints[0].y, t->m_WayPoints[0].z-10, 0.0f, 0, 0)) { delete t; return NULL; } m_Transports.insert(t); for(std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i) m_TransportsByMap[*i].insert(t); t->SetMap(instance); t->AddToWorld(); t->BuildStartMovePacket(instance); t->BuildStopMovePacket(instance); // Make transport realy stoppped at server-side. Movement will be handled by scripts t->m_WayPoints.clear(); return t; }
Transport* MapManager::LoadTransportInMap(Map* instance, uint32 goEntry, uint32 period) { const GameObjectTemplate* goInfo = sObjectMgr->GetGameObjectTemplate(goEntry); if (!goInfo) { sLog->outError(LOG_FILTER_SQL, "Transport ID:%u, will not be loaded, gameobject_template missing", goEntry); return NULL; } if (goInfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { sLog->outError(LOG_FILTER_SQL, "Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", goEntry, goInfo->name.c_str()); return NULL; } Transport* t = new Transport(period, goInfo->ScriptId); std::set<uint32> mapsUsed; if (!t->GenerateWaypoints(goInfo->moTransport.taxiPathId, mapsUsed)) { sLog->outError(LOG_FILTER_SQL, "Transport (path id %u) path size = 0. Transport ignored, check DBC files or the gameobject's data0 field.", goInfo->moTransport.taxiPathId); delete t; return NULL; } uint32 transportLowGuid = sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT); if (!t->Create(transportLowGuid, goEntry, t->m_WayPoints[0].mapid, t->m_WayPoints[0].x, t->m_WayPoints[0].y, t->m_WayPoints[0].z-10, 0.0f, 0, 0)) { delete t; return NULL; } m_Transports.insert(t); m_TransportsByInstanceIdMap[instance->GetInstanceId()].insert(t); t->SetMap(instance); t->AddToWorld(); // Spameando la nave quieta t->BuildWaitMovePacket(instance); sLog->outInfo(LOG_FILTER_UNITS,"Creando el transporte <---"); return t; }
Transport* BattleGroundIC::CreateTransport(uint32 goEntry, uint32 period) { Transport* t = new Transport; const GameObjectInfo* goinfo = sObjectMgr.GetGameObjectInfo(goEntry); if (!goinfo) { sLog.outErrorDb("Transport ID: %u will not be loaded, gameobject_template missing", goEntry); delete t; return NULL; } std::set<uint32> mapsUsed; t->m_period = period; if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog.outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.",goinfo->moTransport.taxiPathId); delete t; return NULL; } uint32 mapid = t->m_WayPoints[0].mapid; float x = t->m_WayPoints[0].x; float y = t->m_WayPoints[0].y; float z = t->m_WayPoints[0].z; float o = 1; // creates the Gameobject if (!t->Create(goEntry, mapid, x, y, z, o, GO_ANIMPROGRESS_DEFAULT, 0)) { delete t; return NULL; } t->SetMap(GetBgMap()); return t; }
void MapManager::CreateTransportsOnMap(Map* map) { // no transports on this map? if (m_TransportInfosByMap.find(map->GetId()) == m_TransportInfosByMap.end()) return; for (auto ti : m_TransportInfosByMap[map->GetId()]) { Transport* t = new Transport; t->m_period = ti->period; std::set<uint32> mapsUsed; // skip transports with empty waypoints list if (!t->GenerateWaypoints(ti->pathid, mapsUsed)) { sLog.outErrorDb("Transport (path id %u) path size = 0. Transport not created, check DBC files or transport GO data0 field.", ti->pathid); delete t; continue; } // creates the Gameobject if (!t->Create(ti->entry, map->GetId(), ti->pos.x, ti->pos.y, ti->pos.z, ti->pos.o, GO_ANIMPROGRESS_DEFAULT, 0)) { delete t; continue; } m_Transports.insert(t); for (uint32 i : mapsUsed) m_TransportsByMap[i].insert(t); // link transport to the map on which it spawns (its first waypoint) t->SetMap(map); // add the transport to world t->AddToWorld(); } }
Transport* MapManager::LoadTransportInMap(Map* instance, uint32 goEntry, uint32 period) { const GameObjectTemplate* goInfo = sObjectMgr->GetGameObjectTemplate(goEntry); if (!goInfo) { return NULL; } if (goInfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { return NULL; } Transport* t = new Transport(period, goInfo->ScriptId); std::set<uint32> mapsUsed; if (!t->GenerateWaypoints(goInfo->moTransport.taxiPathId, mapsUsed)) { delete t; return NULL; } uint32 transportLowGuid = sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT); if (!t->Create(transportLowGuid, goEntry, t->m_WayPoints[0].mapid, t->m_WayPoints[0].x, t->m_WayPoints[0].y, t->m_WayPoints[0].z-10, 0.0f, 0, 0)) { delete t; return NULL; } m_Transports.insert(t); m_TransportsByInstanceIdMap[instance->GetInstanceId()].insert(t); t->SetMap(instance); t->AddToWorld(); return t; }
void MapManager::LoadTransports() { QueryResult *result = WorldDatabase.Query("SELECT entry, name, period FROM transports"); uint32 count = 0; if( !result ) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString( ">> Loaded %u transports", count ); return; } BarGoLink bar(result->GetRowCount()); do { bar.step(); Transport *t = new Transport; Field *fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); std::string name = fields[1].GetCppString(); t->m_period = fields[2].GetUInt32(); const GameObjectInfo *goinfo = ObjectMgr::GetGameObjectInfo(entry); if(!goinfo) { sLog.outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str()); delete t; continue; } if(goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { sLog.outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str()); delete t; continue; } // setting mapID's, binded to transport GO if (goinfo->moTransport.mapID) { m_mapOnTransportGO.insert(std::make_pair(goinfo->moTransport.mapID,t)); DEBUG_LOG("Loading transport %u between %s, %s map id %u", entry, name.c_str(), goinfo->name, goinfo->moTransport.mapID); } // sLog.outString("Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name); std::set<uint32> mapsUsed; if(!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog.outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.",goinfo->moTransport.taxiPathId); delete t; continue; } float x, y, z, o; uint32 mapid; x = t->m_WayPoints[0].x; y = t->m_WayPoints[0].y; z = t->m_WayPoints[0].z; mapid = t->m_WayPoints[0].mapid; o = 1; //current code does not support transports in dungeon! const MapEntry* pMapInfo = sMapStore.LookupEntry(mapid); if(!pMapInfo || pMapInfo->Instanceable()) { delete t; continue; } // creates the Gameobject if (!t->Create(entry, mapid, x, y, z, o, GO_ANIMPROGRESS_DEFAULT, 0)) { delete t; continue; } m_Transports.insert(t); for (std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i) m_TransportsByMap[*i].insert(t); //If we someday decide to use the grid to track transports, here: t->SetMap(sMapMgr.CreateMap(mapid, t)); //t->GetMap()->Add<GameObject>((GameObject *)t); ++count; } while(result->NextRow()); delete result; sLog.outString(); sLog.outString( ">> Loaded %u transports", count ); sLog.outString( ">> Loaded " SIZEFMTD " transports with mapID's", m_mapOnTransportGO.size() ); // check transport data DB integrity result = WorldDatabase.Query("SELECT gameobject.guid,gameobject.id,transports.name FROM gameobject,transports WHERE gameobject.id = transports.entry"); if(result) // wrong data found { do { Field *fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint32 entry = fields[1].GetUInt32(); std::string name = fields[2].GetCppString(); sLog.outErrorDb("Transport %u '%s' have record (GUID: %u) in `gameobject`. Transports DON'T must have any records in `gameobject` or its behavior will be unpredictable/bugged.",entry,name.c_str(),guid); } while(result->NextRow()); delete result; } }
void MapManager::LoadTransports() { uint32 oldMSTime = getMSTime(); QueryResult result = WorldDatabase.Query("SELECT guid, entry, name, period, ScriptName FROM transports"); if(!result) { sLog->outString(">> Loaded 0 transports. DB table `transports` is empty!"); sLog->outString(); return; } uint32 count = 0; do { Field* fields = result->Fetch(); uint32 lowguid = fields[0].GetUInt32(); uint32 entry = fields[1].GetUInt32(); std::string name = fields[2].GetString(); uint32 period = fields[3].GetUInt32(); uint32 scriptId = sObjectMgr->GetScriptId(fields[4].GetCString()); const GameObjectTemplate* goinfo = sObjectMgr->GetGameObjectTemplate(entry); if(!goinfo) { sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str()); continue; } if(goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str()); continue; } // sLog->outString("Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name); std::set<uint32> mapsUsed; Transport* t = new Transport(period, scriptId); if(!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog->outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.", goinfo->moTransport.taxiPathId); delete t; continue; } float x = t->m_WayPoints[0].x; float y = t->m_WayPoints[0].y; float z = t->m_WayPoints[0].z; uint32 mapid = t->m_WayPoints[0].mapid; float o = 1.0f; // creates the Gameobject if(!t->Create(lowguid, entry, mapid, x, y, z, o, 100, 0)) { delete t; continue; } m_Transports.insert(t); for(std::set<uint32>::const_iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i) m_TransportsByMap[*i].insert(t); //If we someday decide to use the grid to track transports, here: t->SetMap(sMapMgr->CreateMap(mapid, t, 0)); t->AddToWorld(); ++count; } while(result->NextRow()); // check transport data DB integrity result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, transports.name FROM gameobject, transports WHERE gameobject.id = transports.entry"); if(result) // wrong data found { do { Field* fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint32 entry = fields[1].GetUInt32(); std::string name = fields[2].GetString(); sLog->outErrorDb("Transport %u '%s' have record (GUID: %u) in `gameobject`. Transports must not have any records in `gameobject` or its behavior will be unpredictable/bugged.", entry, name.c_str(), guid); } while(result->NextRow()); } sLog->outString(">> Loaded %u transports in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); sLog->outString(); }
Transport* TransportMgr::CreateTransport(uint32 entry, ObjectGuid::LowType guid /*= 0*/, Map* map /*= NULL*/, uint32 phaseid /*= 0*/, uint32 phasegroup /*= 0*/) { // instance case, execute GetGameObjectEntry hook if (map) { // SetZoneScript() is called after adding to map, so fetch the script using map if (map->IsDungeon()) if (InstanceScript* instance = static_cast<InstanceMap*>(map)->GetInstanceScript()) entry = instance->GetGameObjectEntry(0, entry); if (!entry) return NULL; } TransportTemplate const* tInfo = GetTransportTemplate(entry); if (!tInfo) { TC_LOG_ERROR("sql.sql", "Transport %u will not be loaded, `transport_template` missing", entry); return NULL; } // create transport... Transport* trans = new Transport(); // ...at first waypoint TaxiPathNodeEntry const* startNode = tInfo->keyFrames.begin()->Node; uint32 mapId = startNode->MapID; float x = startNode->LocX; float y = startNode->LocY; float z = startNode->LocZ; float o = tInfo->keyFrames.begin()->InitialOrientation; // initialize the gameobject base ObjectGuid::LowType guidLow = guid ? guid : sObjectMgr->GetGenerator<HighGuid::Mo_Transport>().Generate(); if (!trans->Create(guidLow, entry, mapId, x, y, z, o, 255)) { delete trans; return NULL; } if (phaseid) trans->SetInPhase(phaseid, false, true); if (phasegroup) for (auto ph : GetPhasesForGroup(phasegroup)) trans->SetInPhase(ph, false, true); if (MapEntry const* mapEntry = sMapStore.LookupEntry(mapId)) { if (mapEntry->Instanceable() != tInfo->inInstance) { TC_LOG_ERROR("entities.transport", "Transport %u (name: %s) attempted creation in instance map (id: %u) but it is not an instanced transport!", entry, trans->GetName().c_str(), mapId); delete trans; return NULL; } } // use preset map for instances (need to know which instance) trans->SetMap(map ? map : sMapMgr->CreateMap(mapId, NULL)); if (map && map->IsDungeon()) trans->m_zoneScript = map->ToInstanceMap()->GetInstanceScript(); // Passengers will be loaded once a player is near HashMapHolder<Transport>::Insert(trans); HashMapHolder<Transport>::Insert(trans); trans->GetMap()->AddToMap<Transport>(trans); return trans; }
void MapManager::LoadTransports() { QueryResult_AutoPtr result = WorldDatabase.Query("SELECT entry, name, period FROM transports"); uint32 count = 0; if (!result) { sLog->outString(); sLog->outString(">> Loaded %u transports", count); return; } do { Transport *t = new Transport; Field *fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); std::string name = fields[1].GetCppString(); t->m_period = fields[2].GetUInt32(); const GameObjectInfo *goinfo = sObjectMgr->GetGameObjectInfo(entry); if (!goinfo) { sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template missing", entry, name.c_str()); delete t; continue; } if (goinfo->type != GAMEOBJECT_TYPE_MO_TRANSPORT) { sLog->outErrorDb("Transport ID:%u, Name: %s, will not be loaded, gameobject_template type wrong", entry, name.c_str()); delete t; continue; } // sLog->outString("Loading transport %d between %s, %s", entry, name.c_str(), goinfo->name); std::set<uint32> mapsUsed; if (!t->GenerateWaypoints(goinfo->moTransport.taxiPathId, mapsUsed)) // skip transports with empty waypoints list { sLog->outErrorDb("Transport (path id %u) path size = 0. Transport ignored, check DBC files or transport GO data0 field.", goinfo->moTransport.taxiPathId); delete t; continue; } float x, y, z, o; uint32 mapid; x = t->m_WayPoints[0].x; y = t->m_WayPoints[0].y; z = t->m_WayPoints[0].z; mapid = t->m_WayPoints[0].mapid; o = 1; // creates the Gameobject if (!t->Create(entry, mapid, x, y, z, o, 100, 0)) { delete t; continue; } m_Transports.insert(t); for (std::set<uint32>::iterator i = mapsUsed.begin(); i != mapsUsed.end(); ++i) m_TransportsByMap[*i].insert(t); //If we someday decide to use the grid to track transports, here: t->SetMap(sMapMgr->CreateMap(mapid, t, 0)); //t->GetMap()->Add<GameObject>((GameObject *)t); ++count; } while (result->NextRow()); sLog->outString(); sLog->outString(">> Loaded %u transports", count); // check transport data DB integrity result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, transports.name FROM gameobject, transports WHERE gameobject.id = transports.entry"); if (result) // wrong data found { do { Field *fields = result->Fetch(); uint32 guid = fields[0].GetUInt32(); uint32 entry = fields[1].GetUInt32(); std::string name = fields[2].GetCppString(); sLog->outErrorDb("Transport %u '%s' has record (GUID: %u) in gameobject. Transports MUST NOT have any records in gameobject or its behavior will be unpredictable/bugged.", entry, name.c_str(), guid); } while (result->NextRow()); } }
Transport* TransportMgr::CreateTransport(uint32 entry, Map* map /*= NULL*/) { // instance case, execute GetGameObjectEntry hook if (map) { // SetZoneScript() is called after adding to map, so fetch the script using map if (map->IsDungeon()) if (InstanceScript* instance = static_cast<InstanceMap*>(map)->GetInstanceScript()) entry = instance->GetGameObjectEntry(0, entry); if (!entry) return NULL; } TransportTemplate const* tInfo = GetTransportTemplate(entry); if (!tInfo) { sLog->outErrorDb("Transport %u will not be loaded, `transport_template` missing", entry); return NULL; } // create transport... Transport* trans = new Transport(); // ...at first waypoint TaxiPathNodeEntry const* startNode = tInfo->keyFrames.begin()->node; uint32 mapId = startNode->mapid; float x = startNode->x; float y = startNode->y; float z = startNode->z; float o = 1.0f; // initialize the gameobject base if (!trans->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_MO_TRANSPORT), entry, mapId, x, y, z, o, 100, 0)) { delete trans; return NULL; } if (MapEntry const* mapEntry = sMapStore.LookupEntry(mapId)) { if (uint32(mapEntry->Instanceable()) != trans->GetGOInfo()->moTransport.inInstance) { sLog->outError("Transport %u (name: %s) attempted creation in instance map (id: %u) but it is not an instanced transport!", entry, trans->GetName(), mapId); delete trans; return NULL; } } // use preset map for instances (need to know which instance) trans->SetMap(map ? map : sMapMgr->CreateMap(mapId, trans, 0)); trans->SetZoneScript(); // Get all spawns on Transport map if (uint32 mapId = trans->GetGOInfo()->moTransport.mapID) { CellObjectGuidsMap const& cells = sObjectMgr->GetMapObjectGuids(mapId, REGULAR_DIFFICULTY); CellGuidSet::const_iterator guidEnd; for (CellObjectGuidsMap::const_iterator cellItr = cells.begin(); cellItr != cells.end(); ++cellItr) { // Creatures on transport guidEnd = cellItr->second.creatures.end(); for (CellGuidSet::const_iterator guidItr = cellItr->second.creatures.begin(); guidItr != guidEnd; ++guidItr) { CreatureData const* data = sObjectMgr->GetCreatureData(*guidItr); trans->CreateNPCPassenger(data->id, data->posX, data->posY, data->posZ, data->orientation, data); } // GameObjects on transport } } // register in container for updates _transportUpdates.insert(trans); // and in container designed for quicker access by mapId for (std::set<uint32>::const_iterator i = tInfo->mapsUsed.begin(); i != tInfo->mapsUsed.end(); ++i) _transportMap[*i].insert(trans); trans->AddToWorld(); if (map) trans->UpdateForMap(map); return trans; }