Пример #1
0
Creature* Transport::AddNPCPassenger(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
    Map* map = GetMap();

    //make it world object so it will not be unloaded with grid
    auto const creature = new Creature(true);

    if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
    {
        delete creature;
        return nullptr;
    }

    creature->SetTransport(this);
    creature->m_movementInfo.t_pos.Relocate(x, y, z, o);

    if (anim)
        creature->SetUInt32Value(UNIT_NPC_EMOTESTATE, anim);

    creature->Relocate(
        GetPositionX() + (x * std::cos(GetOrientation()) + y * std::sin(GetOrientation() + float(M_PI))),
        GetPositionY() + (y * std::cos(GetOrientation()) + x * std::sin(GetOrientation())),
        z + GetPositionZ(),
        o + GetOrientation());

    creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
    creature->SetTransportHomePosition(creature->m_movementInfo.t_pos);

    if (!creature->IsPositionValid())
    {
        TC_LOG_ERROR("entities.transport", "Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", creature->GetGUIDLow(), creature->GetEntry(), creature->GetPositionX(), creature->GetPositionY());
        delete creature;
        return nullptr;
    }

    map->AddToMap(creature);
    m_NPCPassengerSet.insert(creature);

    creature->setActive(true);
    sScriptMgr->OnAddCreaturePassenger(this, creature);

    return creature;
}
Пример #2
0
bool Vehicle::LoadFromDB(uint32 guid, Map *map)
{
    CreatureData const* data = objmgr.GetCreatureData(guid);

    if(!data)
    {
        sLog.outErrorDb("Creature (GUID: %u) not found in table `creature`, can't load. ",guid);
        return false;
    }

    uint32 id = 0;
    if(const CreatureInfo *cInfo = objmgr.GetCreatureTemplate(data->id))
        id = cInfo->VehicleId;
    if(!id || !sVehicleStore.LookupEntry(id))
        return false;

    m_DBTableGuid = guid;
    if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_VEHICLE);

    uint16 team = 0;
    if(!Create(guid,map,data->phaseMask,data->id,id,team,data->posX,data->posY,data->posZ,data->orientation,data))
        return false;

    //We should set first home position, because then AI calls home movement
    SetHomePosition(data->posX,data->posY,data->posZ,data->orientation);

    m_respawnradius = data->spawndist;

    m_respawnDelay = data->spawntimesecs;
    m_isDeadByDefault = data->is_dead;
    m_deathState = m_isDeadByDefault ? DEAD : ALIVE;

    m_respawnTime  = objmgr.GetCreatureRespawnTime(m_DBTableGuid,GetInstanceId());
    if(m_respawnTime > time(NULL))                          // not ready to respawn
    {
        m_deathState = DEAD;
        if(canFly())
        {
            float tz = GetMap()->GetHeight(data->posX,data->posY,data->posZ,false);
            if(data->posZ - tz > 0.1)
                Relocate(data->posX,data->posY,tz);
        }
    }
    else if(m_respawnTime)                                  // respawn time set but expired
    {
        m_respawnTime = 0;
        objmgr.SaveCreatureRespawnTime(m_DBTableGuid,GetInstanceId(),0);
    }

    uint32 curhealth = data->curhealth;
    if(curhealth)
    {
        curhealth = uint32(curhealth*_GetHealthMod(GetCreatureInfo()->rank));
        if(curhealth < 1)
            curhealth = 1;
    }

    SetHealth(m_deathState == ALIVE ? curhealth : 0);
    SetPower(POWER_MANA,data->curmana);

    // checked at creature_template loading
    m_defaultMovementType = MovementGeneratorType(data->movementType);

    m_creatureData = data;

    return true;
}