コード例 #1
0
Inventory* InventoryFactory::_createInventory(DatabaseResult* result)
{
	Inventory*	inventory = new Inventory();

	uint64 count = result->getRowCount();

	// get our results
	result->GetNextRow(mInventoryBinding,(void*)inventory);
	inventory->setParentId(inventory->mId - 1);

	inventory->setCapacity(inventory->mMaxSlots);
	return inventory;
}
コード例 #2
0
NPCObject* NonPersistentNpcFactory::createNonPersistentNpc(DatabaseResult* result, uint64 templateId, uint64 npcNewId, uint32 familyId, uint64 controllingObject)
{
	NPCObject*		npc;

	switch(familyId)
	{
		case NpcFamily_Trainer:
		{
			npc	= new Trainer();
		}
		break;		

		case NpcFamily_Filler:
		{
			npc	= new FillerNPC();
		}
		break;

		case NpcFamily_QuestGiver:
		{
			npc	= new QuestGiver();
		}
		break;

		case NpcFamily_AttackableObject:
		{
			// Stuff like Debris.
			npc	= new AttackableStaticNpc();
		}
		break;

		case NpcFamily_AttackableCreatures:
		{
			// gLogger->logMsgF("NonPersistentNpcFactory::_createNonPersistentNpc() Created a NpcFamily_AttackableCreatures", MSG_NORMAL);
			// Stuff like npc's and womp rats :).
			npc	= new AttackableCreature(templateId);
		}
		break;

		case NpcFamily_NaturalLairs:
		{
			// First time lairs.
			// gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistentNpc() Created a NpcFamily_NaturalLairs", MSG_NORMAL);

			//Lairs are not supported here, at least not yet.
			assert(false && "NonPersistentNpcFactory::createNonPersistent NpcFamily_NaturalLairs Lairs are not supported here yet.");
			npc	= new LairObject(templateId);
		}
		break;

		default:
		{
			gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistent unknown Family %u",MSG_HIGH,familyId);
			assert(false && "NonPersistentNpcFactory::createNonPersistent unknown family");
			npc = new NPCObject();
		}
		break;
	}

	// Set the new temporarily id.
	npc->setId(npcNewId);

	// Register object with WorldManager.
	gWorldManager->addObject(npc, true);

	Inventory*	npcInventory = new Inventory();
	npcInventory->setCapacity(50);//we want to be able to fill something in our inventory
	npcInventory->setParent(npc);

	uint64 count = result->getRowCount();

	result->GetNextRow(mNonPersistentNpcBinding,(void*)npc);

	// The template for this creature, in case of a respawn.
	npc->mNpcTemplateId = templateId;

	// Should bet fetched from attributes, these will do as defaults.
	npc->mHam.mHealth.setCurrentHitPoints(500);
	npc->mHam.mAction.setCurrentHitPoints(500);
	npc->mHam.mMind.setCurrentHitPoints(500);
	npc->mHam.calcAllModifiedHitPoints();

	// inventory
	npcInventory->setId(npc->mId + 1);
	npcInventory->setParentId(npc->mId);
	npcInventory->setModelString("object/tangible/inventory/shared_creature_inventory.iff");
	
	npcInventory->setName("inventory");
	npcInventory->setNameFile("item_n");
	npcInventory->setTangibleGroup(TanGroup_Inventory);
	npcInventory->setTangibleType(TanType_CreatureInventory);
	npc->mEquipManager.addEquippedObject(CreatureEquipSlot_Inventory,npcInventory);

	if (npc->getNpcFamily() == NpcFamily_AttackableObject)
	{
		// Dynamic spawned pve-enabled "static" creatures like debris.
		npc->setType(ObjType_Creature);
		npc->setCreoGroup(CreoGroup_AttackableObject);

		npc->mTypeOptions = 0x0;
		
		// Let's start as non-attackable. 
		// npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable));
	}
	else if (npc->getNpcFamily() == NpcFamily_NaturalLairs)
	{
		//Lairs are not supported here, at least not yet.
		assert(false && "NonPersistentNpcFactory::createNonPersistent NpcFamily_NaturalLairs Lairs not supported here yet");

		// Dynamic spawned pve-enabled "static" creatures like lairs.
		npc->setType(ObjType_Creature);

		// This will ensure the use of the single H(am) bar.
		npc->setCreoGroup(CreoGroup_AttackableObject);	
		npc->mTypeOptions = 0x0;
		npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable));

		// npc->mHam.mHealth.setCurrentHitPoints(5000);
		// npc->mHam.mHealth.setMaxHitPoints(5000);
		// npc->mHam.mHealth.setBaseHitPoints(5000);
		// npc->mHam.calcAllModifiedHitPoints();

		// Let's put some credits in the inventory.
		// npcInventory->setCredits((gRandom->getRand()%25) + 10);
		// gLogger->logMsgF("NonPersistentNpcFactory::createNonPersistentNpc() WOW, I'm a lair", MSG_NORMAL);
	}
	else if (npc->getNpcFamily() == NpcFamily_AttackableCreatures)
	{
		// Dynamic spawned pve-enabled creatures.
		npc->setType(ObjType_Creature);
		npc->setCreoGroup(CreoGroup_Creature);

		npc->mTypeOptions = 0x0;

		if (gWorldConfig->isTutorial())
		{
			npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable + CreaturePvPStatus_Aggressive + CreaturePvPStatus_Enemy ));
		}
		else
		{
			npc->togglePvPStateOn((CreaturePvPStatus)(CreaturePvPStatus_Attackable));
		}

		AttackableCreature* attackableNpc = dynamic_cast<AttackableCreature*>(npc);
		assert(attackableNpc && "NonPersistentNpcFactory::createNonPersistent unable to cast npc to AttackableCreature instance");

		// Fix this later
		// Also set the owner (lair) who's controlling this creature.
		attackableNpc->setLairId(controllingObject);

		Weapon* defaultWeapon = new Weapon();
		defaultWeapon->setId(gWorldManager->getRandomNpId());

		defaultWeapon->setParentId(npc->mId);
		defaultWeapon->setModelString("object/weapon/melee/unarmed/shared_unarmed_default_player.iff");
		defaultWeapon->setGroup(WeaponGroup_Unarmed);
		defaultWeapon->setEquipSlotMask(CreatureEquipSlot_Weapon);
		defaultWeapon->addInternalAttribute("weapon_group","1");
 
		npc->mEquipManager.setDefaultWeapon(defaultWeapon);
		npc->mEquipManager.equipDefaultWeapon();

// Weapon to use should be gotten from attibutes or whereever we find that kind of info.
		// This little fellow may need a gun.
		Weapon* pistol = new Weapon();
		pistol->setId(gWorldManager->getRandomNpId());

		pistol->setParentId(npc->mId);
		pistol->setModelString("object/weapon/ranged/pistol/shared_pistol_cdef.iff");
		pistol->setGroup(WeaponGroup_Pistol);
		pistol->setEquipSlotMask(CreatureEquipSlot_Weapon);
		pistol->addInternalAttribute("weapon_group","32");
		attackableNpc->setPrimaryWeapon(pistol);

		
		// A saber can be handy, too.
		Weapon* saber = new Weapon();
		saber->setId(gWorldManager->getRandomNpId());

		saber->setParentId(npc->mId);
		saber->setModelString("object/weapon/melee/sword/shared_sword_lightsaber_vader.iff");
		saber->setGroup(WeaponGroup_2h);
		saber->setEquipSlotMask(CreatureEquipSlot_Weapon);
		saber->addInternalAttribute("weapon_group","4");
		attackableNpc->setSecondaryWeapon(saber);

		if (gWorldConfig->isTutorial())
		{
			attackableNpc->equipPrimaryWeapon();
		}
		else
		{
			// attackableNpc->equipSecondaryWeapon();
		}

// Should be handle by "loot manager"
		// Let's put some credits in the inventory.
		npcInventory->setCredits((gRandom->getRand()%25) + 10);
	}
	else
	{
		npc->mTypeOptions = 0x108;
	}
	npc->setLoadState(LoadState_Attributes);

	// Save default direction, since player can make the npc change heading.
	// Can't apply this to a dynamically created npc.
	// npc->storeDefaultDirection();
	return npc;
}