示例#1
0
void Creature::SelectLevel(const CreatureInfo *cinfo)
{
    uint32 minlevel = min(cinfo->maxlevel, cinfo->minlevel);
    uint32 maxlevel = max(cinfo->maxlevel, cinfo->minlevel);
    uint32 level = minlevel == maxlevel ? minlevel : urand(minlevel, maxlevel);
    SetLevel(level);

    float rellevel = maxlevel == minlevel ? 0 : (float(level - minlevel))/(maxlevel - minlevel);

    uint32 minhealth = min(cinfo->maxhealth, cinfo->minhealth);
    uint32 maxhealth = max(cinfo->maxhealth, cinfo->minhealth);
    uint32 health = uint32(_GetHealthMod(isPet() ? 0 : cinfo->rank) * (minhealth + uint32(rellevel*(maxhealth - minhealth))));

    SetMaxHealth(health);
    SetUInt32Value(UNIT_FIELD_BASE_HEALTH,health);
    SetHealth(health);

    uint32 minmana = min(cinfo->maxmana, cinfo->minmana);
    uint32 maxmana = max(cinfo->maxmana, cinfo->minmana);
    uint32 mana = minmana + uint32(rellevel*(maxmana - minmana));

    SetMaxPower(POWER_MANA, mana);                          //MAX Mana
    SetUInt32Value(UNIT_FIELD_BASE_MANA, mana);
    SetPower(POWER_MANA, mana);
}
示例#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;
}