示例#1
0
bool GameObject::Load(GOSpawn *spawn)
{
	if(!CreateFromProto(spawn->entry,0,spawn->x,spawn->y,spawn->z,spawn->facing))
		return false;

	spawnid = spawn->id;
	m_spawn = spawn;
	SetFloatValue(GAMEOBJECT_ROTATION,spawn->o);
	SetFloatValue(GAMEOBJECT_ROTATION_01 ,spawn->o1);
	SetFloatValue(GAMEOBJECT_ROTATION_02 ,spawn->o2);
	SetFloatValue(GAMEOBJECT_ROTATION_03 ,spawn->o3);
	SetUInt32Value(GAMEOBJECT_FLAGS,spawn->flags);
//	SetUInt32Value(GAMEOBJECT_LEVEL,spawn->level);
	SetUInt32Value(GAMEOBJECT_STATE,spawn->state);	
	if(spawn->faction)
	{
		SetUInt32Value(GAMEOBJECT_FACTION,spawn->faction);
		m_faction = sFactionTmpStore.LookupEntry(spawn->faction);
		if(m_faction)
			m_factionDBC = sFactionStore.LookupEntry(m_faction->Faction);
	}
	SetFloatValue(OBJECT_FIELD_SCALE_X,spawn->scale);
	_LoadQuests();
	CALL_GO_SCRIPT_EVENT(this, OnCreate)();
	CALL_GO_SCRIPT_EVENT(this, OnSpawn)();

	InitAI();

	_LoadQuests();
	return true;
}
示例#2
0
bool GameObject::Load(GOSpawn *spawn)
{
	if(!CreateFromProto(spawn->entry,0,spawn->x,spawn->y,spawn->z,spawn->facing,spawn->orientation1,spawn->orientation2,spawn->orientation3,spawn->orientation4))
		return false;

	m_phaseMode = spawn->phase;
	m_spawn = spawn;
	SetUInt32Value(GAMEOBJECT_FLAGS,spawn->flags);
	SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_STATE, spawn->state);
	if(spawn->faction)
	{
		SetUInt32Value(GAMEOBJECT_FACTION,spawn->faction);
		m_faction = dbcFactionTemplate.LookupEntry(spawn->faction);
		if(m_faction)
			m_factionDBC = dbcFaction.LookupEntry(m_faction->Faction);
	}
	SetFloatValue(OBJECT_FIELD_SCALE_X,spawn->scale);

	if( spawn->flags & GO_FLAG_IN_USE || spawn->flags & GO_FLAG_LOCKED )
		SetByte(GAMEOBJECT_BYTES_1, GAMEOBJECT_BYTES_ANIMPROGRESS, 100);

	CALL_GO_SCRIPT_EVENT(TO_GAMEOBJECT(this), OnCreate)();

	_LoadQuests();
	return true;
}
示例#3
0
bool GameObject::LoadFromDB(uint32 guid, QueryResult *result, uint32 InstanceId)
{
    bool external = (result != NULL);
    if (!external)
        //                                0    1     2            3            4            5             6           7           8           9           10     11              12             13         14            15
        result = sDatabase.PQuery("SELECT `id`,`map`,`position_x`,`position_y`,`position_z`,`orientation`,`rotation0`,`rotation1`,`rotation2`,`rotation3`,`loot`,`spawntimesecs`,`animprogress`,`dynflags`,`respawntime`,`guid` "
            "FROM `gameobject` LEFT JOIN `gameobject_respawn` ON ((`gameobject`.`guid`=`gameobject_respawn`.`guid`) AND (`gameobject_respawn`.`instance` = '%u')) WHERE `gameobject`.`guid` = '%u'", InstanceId, guid);

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

    Field *fields = result->Fetch();
    uint32 entry = fields[0].GetUInt32();
    uint32 map_id=fields[1].GetUInt32();
    float x = fields[2].GetFloat();
    float y = fields[3].GetFloat();
    float z = fields[4].GetFloat();
    float ang = fields[5].GetFloat();

    float rotation0 = fields[6].GetFloat();
    float rotation1 = fields[7].GetFloat();
    float rotation2 = fields[8].GetFloat();
    float rotation3 = fields[9].GetFloat();

    uint32 animprogress = fields[12].GetUInt32();
    uint32 dynflags = fields[13].GetUInt32();

    uint32 stored_guid = guid;
    if (InstanceId != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
    SetInstanceId(InstanceId);

    if (!Create(guid,entry, map_id, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, dynflags) )
    {
        if (!external) delete result;
        return false;
    }

    m_DBTableGuid = stored_guid;

    lootid=fields[10].GetUInt32();
    m_respawnDelayTime=fields[11].GetUInt32();
    m_respawnTime=fields[14].GetUInt64();
    if(m_respawnTime && m_respawnTime <= time(NULL))        // ready to respawn
    {
        m_respawnTime = 0;
        sDatabase.PExecute("DELETE FROM `gameobject_respawn` WHERE `guid` = '%u' AND `instance` = '%u'", m_DBTableGuid, GetInstanceId());
    }

    if (!external) delete result;

    _LoadQuests();
    return true;
}
示例#4
0
//previously in LoadFromDB but also needed for summoned creatures
void Creature::LoadFlagRelatedData()
{
    if (HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER ) )
        CreateTrainerSpells();

    if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ) )
        _LoadGoods();

    if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ) )
        _LoadQuests();
}
示例#5
0
void Creature::LoadFromDB(uint32 guid)
{

    std::stringstream ss;
    ss << "SELECT * FROM creatures WHERE id=" << guid;

    QueryResult *result = sDatabase.Query( ss.str().c_str() );
    ASSERT(result);

    Field *fields = result->Fetch();

    

    Create(fields[8].GetUInt32(), objmgr.GetCreatureName(fields[8].GetUInt32())->Name.c_str(), fields[6].GetUInt32(),
        fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat(), fields[8].GetUInt32());

    m_zoneId = fields[5].GetUInt32();

    m_moveRandom = fields[9].GetBool();
    m_moveRun = fields[10].GetBool();

    LoadValues(fields[7].GetString());
    
    
    SetNameId(fields[8].GetUInt32());
    _RealtimeSetCreatureInfo();

    delete result;

    if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ) )
        _LoadGoods();

    if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ) )
        _LoadQuests();

    
    SetUInt32Value( OBJECT_FIELD_GUID+1, HIGHGUID_UNIT );
    AIM_Initialize();

}
示例#6
0
bool Creature::Load(CreatureSpawn *spawn, uint32 mode, MapInfo *info)
{
	m_spawn = spawn;
	proto = CreatureProtoStorage.LookupEntry(spawn->entry);
	if(!proto)
		return false;
	creature_info = CreatureNameStorage.LookupEntry(spawn->entry);
	if(!creature_info)
		return false;
	
	spawnid = spawn->id;

	m_walkSpeed = m_base_walkSpeed = proto->walk_speed; //set speeds
	m_runSpeed = m_base_runSpeed = proto->run_speed; //set speeds
	m_flySpeed = proto->fly_speed;

	//Set fields
	SetUInt32Value(OBJECT_FIELD_ENTRY,proto->Id);
	SetFloatValue(OBJECT_FIELD_SCALE_X,proto->Scale);
	
	//SetUInt32Value(UNIT_FIELD_HEALTH, (mode ? long2int32(proto->Health * 1.5)  : proto->Health));
	//SetUInt32Value(UNIT_FIELD_BASE_HEALTH, (mode ? long2int32(proto->Health * 1.5)  : proto->Health));
	//SetUInt32Value(UNIT_FIELD_MAXHEALTH, (mode ? long2int32(proto->Health * 1.5)  : proto->Health));
	uint32 health = proto->MinHealth + RandomUInt(proto->MaxHealth - proto->MinHealth);
	if(mode)
		health = long2int32(double(health) * 1.5);
	SetUInt32Value(UNIT_FIELD_HEALTH, health);
	SetUInt32Value(UNIT_FIELD_MAXHEALTH, health);
	SetUInt32Value(UNIT_FIELD_BASE_HEALTH, health);

	SetUInt32Value(UNIT_FIELD_POWER1,proto->Mana);
	SetUInt32Value(UNIT_FIELD_MAXPOWER1,proto->Mana);
	SetUInt32Value(UNIT_FIELD_BASE_MANA,proto->Mana);
	
	// Whee, thank you blizz, I love patch 2.2! Later on, we can randomize male/female mobs! xD
	// Determine gender (for voices)
	//if(spawn->displayid != creature_info->Male_DisplayID)
	//	setGender(1);   // Female
	
	uint32 model;
	uint32 gender = creature_info->GenerateModelId(&model);
	setGender(gender);

	SetUInt32Value(UNIT_FIELD_DISPLAYID,model);
	SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID,model);
	SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID,proto->MountedDisplayID);

    //SetUInt32Value(UNIT_FIELD_LEVEL, (mode ? proto->Level + (info ? info->lvl_mod_a : 0) : proto->Level));
	SetUInt32Value(UNIT_FIELD_LEVEL, proto->MinLevel + (RandomUInt(proto->MaxLevel - proto->MinLevel)));
	if(mode && info)
		ModUnsigned32Value(UNIT_FIELD_LEVEL, info->lvl_mod_a);

	for(uint32 i = 0; i < 7; ++i)
		SetUInt32Value(UNIT_FIELD_RESISTANCES+i,proto->Resistances[i]);

	SetUInt32Value(UNIT_FIELD_BASEATTACKTIME,proto->AttackTime);
	SetFloatValue(UNIT_FIELD_MINDAMAGE, (mode ? proto->MinDamage * 1.5f  : proto->MinDamage));
	SetFloatValue(UNIT_FIELD_MAXDAMAGE, (mode ? proto->MaxDamage * 1.5f  : proto->MaxDamage));

	SetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME,proto->RangedAttackTime);
	SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,proto->RangedMinDamage);
	SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,proto->RangedMaxDamage);

	SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, proto->Item1SlotDisplay);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_01, proto->Item2SlotDisplay);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_02, proto->Item3SlotDisplay);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, proto->Item1Info1);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_01, proto->Item1Info2);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_02, proto->Item2Info1);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_03, proto->Item2Info2);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_04, proto->Item3Info1);
	SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_05, proto->Item3Info2);

	SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, spawn->factionid);
	SetUInt32Value(UNIT_FIELD_FLAGS, spawn->flags);
	SetUInt32Value(UNIT_NPC_EMOTESTATE, spawn->emote_state);
	SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, proto->BoundingRadius);
	SetFloatValue(UNIT_FIELD_COMBATREACH, proto->CombatReach);
	original_emotestate = spawn->emote_state;
	// set position
	m_position.ChangeCoords( spawn->x, spawn->y, spawn->z, spawn->o );
	m_spawnLocation.ChangeCoords(spawn->x, spawn->y, spawn->z, spawn->o);
	m_aiInterface->setMoveType(spawn->movetype);	
	m_aiInterface->m_waypoints = objmgr.GetWayPointMap(spawn->id);

	m_faction = dbcFactionTemplate.LookupEntry(spawn->factionid);
	if(m_faction)
	{
		m_factionDBC = dbcFaction.LookupEntry(m_faction->Faction);
		// not a neutral creature
		if(!(m_factionDBC->RepListId == -1 && m_faction->HostileMask == 0 && m_faction->FriendlyMask == 0))
		{
			GetAIInterface()->m_canCallForHelp = true;
		}
	}


//SETUP NPC FLAGS
	SetUInt32Value(UNIT_NPC_FLAGS,proto->NPCFLags);

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ) )
		m_SellItems = objmgr.GetVendorList(GetEntry());

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ) )
		_LoadQuests();

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TAXIVENDOR) )
		m_TaxiNode = sTaxiMgr.GetNearestTaxiNode( m_position.x, m_position.y, m_position.z, GetMapId() );

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER_PROF))
		mTrainer = objmgr.GetTrainer(GetEntry());

	if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER ) )
		auctionHouse = sAuctionMgr.GetAuctionHouse(GetEntry());

//NPC FLAGS
	 m_aiInterface->m_waypoints=objmgr.GetWayPointMap(spawn->id);

	//load resistances
	for(uint32 x=0;x<7;x++)
		BaseResistance[x]=GetUInt32Value(UNIT_FIELD_RESISTANCES+x);
	for(uint32 x=0;x<5;x++)
		BaseStats[x]=GetUInt32Value(UNIT_FIELD_STAT0+x);

	BaseDamage[0]=GetFloatValue(UNIT_FIELD_MINDAMAGE);
	BaseDamage[1]=GetFloatValue(UNIT_FIELD_MAXDAMAGE);
	BaseOffhandDamage[0]=GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE);
	BaseOffhandDamage[1]=GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE);
	BaseRangedDamage[0]=GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE);
	BaseRangedDamage[1]=GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE);
	BaseAttackType=proto->AttackType;

	SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);   // better set this one
	SetUInt32Value(UNIT_FIELD_BYTES_0, spawn->bytes);
	SetUInt32Value(UNIT_FIELD_BYTES_2, spawn->bytes2);

////////////AI
	
	// kek
	for(list<AI_Spell*>::iterator itr = proto->spells.begin(); itr != proto->spells.end(); ++itr)
	{
		m_aiInterface->addSpellToList(*itr);
	}
	//m_aiInterface->m_canCallForHelp = proto->m_canCallForHelp;
	//m_aiInterface->m_CallForHelpHealth = proto->m_callForHelpHealth;
	m_aiInterface->m_canFlee = proto->m_canFlee;
	m_aiInterface->m_FleeHealth = proto->m_fleeHealth;
	m_aiInterface->m_FleeDuration = proto->m_fleeDuration;

	//these fields are always 0 in db
	GetAIInterface()->setMoveType(0);
	GetAIInterface()->setMoveRunFlag(0);
	
	// load formation data
	if( spawn->form != NULL )
	{
		m_aiInterface->m_formationLinkSqlId = spawn->form->fol;
		m_aiInterface->m_formationFollowDistance = spawn->form->dist;
		m_aiInterface->m_formationFollowAngle = spawn->form->ang;
	}
	else
	{
		m_aiInterface->m_formationLinkSqlId = 0;
		m_aiInterface->m_formationFollowDistance = 0;
		m_aiInterface->m_formationFollowAngle = 0;
	}

//////////////AI

	myFamily = dbcCreatureFamily.LookupEntry(creature_info->Family);

	
// PLACE FOR DIRTY FIX BASTARDS
	// HACK! set call for help on civ health @ 100%
	if(creature_info->Civilian >= 1)
		m_aiInterface->m_CallForHelpHealth = 100;
 
 //HACK!
	if(m_uint32Values[UNIT_FIELD_DISPLAYID] == 17743 ||
		m_uint32Values[UNIT_FIELD_DISPLAYID] == 20242 ||
		m_uint32Values[UNIT_FIELD_DISPLAYID] == 15435 ||
		(creature_info->Family == UNIT_TYPE_MISC))
	{
		m_useAI = false;
	}

	/* more hacks! */
	if(proto->Mana != 0)
		SetPowerType(POWER_TYPE_MANA);
	else
		SetPowerType(0);

	has_combat_text = objmgr.HasMonsterSay(GetEntry(), MONSTER_SAY_EVENT_ENTER_COMBAT);
	has_waypoint_text = objmgr.HasMonsterSay(GetEntry(), MONSTER_SAY_EVENT_RANDOM_WAYPOINT);
	m_aiInterface->m_isGuard = isGuard(GetEntry());

	m_aiInterface->getMoveFlags();

	/* creature death state */
	if(proto->death_state == 1)
	{
		uint32 newhealth = m_uint32Values[UNIT_FIELD_HEALTH] / 100;
		if(!newhealth)
			newhealth = 1;
		SetUInt32Value(UNIT_FIELD_HEALTH, 1);
		m_limbostate = true;
		bInvincible = true;
		SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DEAD);
	}
	m_invisFlag = proto->invisibility_type;
	if( spawn->stand_state )
		SetStandState( (uint8)spawn->stand_state );

	return true;
}