Пример #1
0
bool DynamicObject::CreateDynamicObject(uint32 guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        sLog->outError(LOG_FILTER_GENERAL, "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());

    SetEntry(spell->Id);
    SetObjectScale(1);
    SetUInt64Value(DYNAMICOBJECT_CASTER, caster->GetGUID());
    SetUInt32Value(DYNAMICOBJECT_BYTES, spell->SpellVisual[0] | (type << 28));
    SetUInt32Value(DYNAMICOBJECT_SPELLID, spell->Id);
    SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());

    if (IsWorldObject())
        setActive(true);    //must before add to map to be put in world container

    if (!GetMap()->AddToMap(this))
        return false;

    return true;
}
Пример #2
0
bool DynamicObject::CreateDynamicObject(uint32 guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        sLog->outError("DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spellId, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(guidlow, HIGHGUID_DYNAMICOBJECT, caster->GetPhaseMask());

    SetEntry(spellId);
    SetObjectScale(1);
    SetUInt64Value(DYNAMICOBJECT_CASTER, caster->GetGUID());

    // The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden
    // by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane.
    // If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but
    // precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
    // I saw sniffed...
    SetByteValue(DYNAMICOBJECT_BYTES, 0, type);
    SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
    SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());

    if (IsWorldObject())
        setActive(true);    //must before add to map to be put in world container

    if (!GetMap()->AddToMap(this))
        return false;

    return true;
}
Пример #3
0
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type)
{
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spellId, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(guidlow, HighGuid::DynamicObject, caster->GetPhaseMask());

    SetEntry(spellId);
    SetObjectScale(1);
    SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());

    // The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden
    // by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane.
    // If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but
    // precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
    // I saw sniffed...
    SetByteValue(DYNAMICOBJECT_BYTES, 0, type);
    SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
    SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value(DYNAMICOBJECT_CASTTIME, GameTime::GetGameTimeMS());

    if (IsWorldObject())
        setActive(true);    //must before add to map to be put in world container

    Transport* transport = caster->GetTransport();
    if (transport)
    {
        float x, y, z, o;
        pos.GetPosition(x, y, z, o);
        transport->CalculatePassengerOffset(x, y, z, &o);
        m_movementInfo.transport.pos.Relocate(x, y, z, o);

        // This object must be added to transport before adding to map for the client to properly display it
        transport->AddPassenger(this);
    }

    if (!GetMap()->AddToMap(this))
    {
        // Returning false will cause the object to be deleted - remove from transport
        if (transport)
            transport->RemovePassenger(this);
        return false;
    }

    return true;
}
Пример #4
0
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type, uint32 spellXSpellVisualId)
{
    _spellXSpellVisualId = spellXSpellVisualId;
    SetMap(caster->GetMap());
    Relocate(pos);
    if (!IsPositionValid())
    {
        TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
        return false;
    }

    WorldObject::_Create(ObjectGuid::Create<HighGuid::DynamicObject>(GetMapId(), spell->Id, guidlow));
    SetPhaseMask(caster->GetPhaseMask(), false);

    SetEntry(spell->Id);
    SetObjectScale(1.0f);
    SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
    SetUInt32Value(DYNAMICOBJECT_TYPE, type);
    SetUInt32Value(DYNAMICOBJECT_SPELL_X_SPELL_VISUAL_ID, spellXSpellVisualId);
    SetUInt32Value(DYNAMICOBJECT_SPELLID, spell->Id);
    SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
    SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());

    if (IsWorldObject())
        setActive(true);    //must before add to map to be put in world container

    Transport* transport = caster->GetTransport();
    if (transport)
    {
        float x, y, z, o;
        pos.GetPosition(x, y, z, o);
        transport->CalculatePassengerOffset(x, y, z, &o);
        m_movementInfo.transport.pos.Relocate(x, y, z, o);

        // This object must be added to transport before adding to map for the client to properly display it
        transport->AddPassenger(this);
    }

    if (!GetMap()->AddToMap(this))
    {
        // Returning false will cause the object to be deleted - remove from transport
        if (transport)
            transport->RemovePassenger(this);
        return false;
    }

    return true;
}
Пример #5
0
//-----------------------------------------------------------------------------
// Purpose: Returns the world object that the given object belongs to.
// Input  : pStart - Object to traverse up from to find the world object.
//-----------------------------------------------------------------------------
CMapWorld *CMapClass::GetWorldObject(CMapAtom *pStart)
{
	CMapAtom *pObject = pStart;

	while (pObject != NULL)
	{
		if ( IsWorldObject( pObject ) )
		{
			return (CMapWorld*)pObject;
		}
		pObject = pObject->GetParent();
	}

	// has no world:
	return NULL;
}
Пример #6
0
BOOL CMapClass::IsChildOf(CMapAtom *pObject)
{
	CMapAtom *pParent = m_pParent;

	while( pParent )
	{
		if( pParent == pObject )
			return TRUE;

		if( IsWorldObject(pParent) )
			return FALSE;	// world object, not parent .. return false.

		pParent = pParent->GetParent();
	}

	return FALSE;
}
Пример #7
0
//-----------------------------------------------------------------------------
// Purpose: 
// Output : Returns true if the color was specified by this call, false if not.
//-----------------------------------------------------------------------------
bool CMapClass::UpdateObjectColor(void)
{
	//
	// The user can choose a visgroup from which to get the color from.
	// If one was chosen, set our color from that visgroup.
	//
	if (m_pColorVisGroup)
	{
		color32 rgbColor = m_pColorVisGroup->GetColor();
		SetRenderColor(rgbColor);
		return true;
	}
	else if (m_pParent && !IsWorldObject(m_pParent))
	{
		color32 rgbColor = m_pParent->GetRenderColor();
		SetRenderColor(rgbColor);
		return true;
	}

	return false;
}