示例#1
0
    static GameObject* SummonGameObject(Player* obj, uint32 entry, float x, float y, float z, float o, uint32 p, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
    {
        if (!obj->IsInWorld())
            return NULL;

        GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
        if (!goinfo)
            return NULL;

        Map* map = obj->GetMap();
        GameObject* go = new GameObject();
        if (!go->Create(0, entry, map, p, x, y, z, o, rotation0, rotation1, rotation2, rotation3, 100, GO_STATE_READY))
        {
            delete go;
            return NULL;
        }

        go->SetRespawnTime(respawnTime);
        obj->AddGameObject(go);
        map->AddToMap(go);

        go->SetSpellId(go->GetGUIDHigh()); // small hack :3
        GObjects.insert(go->GetGUIDHigh());
        return go;
    }
示例#2
0
    static GameObject* SpawnObject(Player* player,float x,float y,float z,float o,uint32 p, bool move, uint32 eorg, bool isHex, bool message = false)
    {
        // eorg = !move && entry or move && GObjectID (entry or ID)
        if (!player || !eorg)
            return NULL;

        float rot2 = std::sin(o/2);
        float rot3 = std::cos(o/2);

        GameObject* object = NULL;
        if (move)
        {
            object = GetObjectByGObjectID(player, eorg, isHex);
            if (!object)
                return NULL;
            GameObject* spawned = SummonGameObject(player, object->GetEntry(), x, y, z, o, p, 0, 0, rot2, rot3, 0);
            DeleteObject(object/*, isHex ? eorg : 0*/);
            if(!spawned)
                return NULL;
            // object->SetPhaseMask(p, true);
            std::ostringstream ss;
            if (!isHex)
                ss << "GOMOVE|SWAP|" << eorg << "||" << "0x" << std::hex << spawned->GetGUIDHigh();
            else
                ss << "GOMOVE|SWAP|" << "0x" << std::hex << eorg << "||" << "0x" << std::hex << spawned->GetGUIDHigh();
            SendAddonMessage(player, ss.str().c_str());
        }
        else
        {
            object = SummonGameObject(player, eorg, x, y, z, o, p, 0, 0, rot2, rot3, 0);
            if(!object)
                return NULL;
            SendSelectionInfo(player, object->GetGUIDHigh(), true, true); // MUST be handled here. There are no good ways to get the GObjectID later.
        }

        return object;
    }
示例#3
0
    static bool GOMove_Command(ChatHandler* handler, const char* args)
    {
        if (!args)
            return false;

        char* ID_t = strtok((char*)args, " ");
        if (!ID_t)
            return false;
        uint32 ID = (uint32)atol(ID_t);

        char* GObjectID_C = strtok(NULL, " ");
        uint32 GObjectID = 0;
        bool isHex = false;
        if (GObjectID_C)
        {
            GObjectID = strtoul(GObjectID_C, NULL, 0); // can take in hex as well as dec
            isHex = (std::string(GObjectID_C).find("0x") != std::string::npos);
        }

        char* ARG_t = strtok(NULL, " ");
        uint32 ARG = 0;
        if (ARG_t)
            ARG = (uint32)atol(ARG_t);

        WorldSession* session = handler->GetSession();
        Player* player = session->GetPlayer();
        uint64 playerGUID = player->GetGUID();

        if (ID < SPAWN) // no args
        {
            if (ID >= DELET && ID <= GOTO) // has target (needs retrieve gameobject)
            {
                GameObject* target = GetObjectByGObjectID(player, GObjectID, isHex);
                if (!target)
                    ChatHandler(player->GetSession()).PSendSysMessage("Object GUID: %u not found. Temp(%u)", GObjectID, isHex ? 1 : 0);
                else
                {
                    float x,y,z,o;
                    target->GetPosition(x,y,z,o);
                    uint32 p = target->GetPhaseMask();
                    switch(ID)
                    {
                    case DELET: DeleteObject(target/*, isHex ? GObjectID : 0*/); SendSelectionInfo(player, GObjectID, isHex, false); break;
                    case X: SpawnObject(player,player->GetPositionX(),y,z,o,p,true,GObjectID, isHex);      break;
                    case Y: SpawnObject(player,x,player->GetPositionY(),z,o,p,true,GObjectID, isHex);      break;
                    case Z: SpawnObject(player,x,y,player->GetPositionZ(),o,p,true,GObjectID, isHex);      break;
                    case O: SpawnObject(player,x,y,z,player->GetOrientation(),p,true,GObjectID, isHex);    break;
                    case GOTO: player->TeleportTo(target->GetMapId(), x,y,z,o);                     break;
                    case RESPAWN: SpawnObject(player,x,y,z,o,p,false,target->GetEntry(), isHex);           break;
                    case GROUND:
                        {
                            float ground = target->GetMap()->GetHeight(target->GetPhaseMask(), x, y, MAX_HEIGHT);
                            if(ground != INVALID_HEIGHT)
                                SpawnObject(player,x,y,ground,o,p,true,GObjectID, isHex);
                        } break;
                    }
                }
            }
            else
            {
                switch(ID)
                {
                case TEST: session->SendAreaTriggerMessage(player->GetName().c_str());      break;
                case FACE: { float piper2 = M_PI/2; float multi = player->GetOrientation()/piper2; float multi_int = floor(multi); float new_ori = (multi-multi_int > 0.5f) ? (multi_int+1)*piper2 : multi_int*piper2; player->SetFacingTo(new_ori); } break;
                case SAVE: SaveObject(player, GObjectID, isHex);                                   break;
                case SELECTNEAR:
                    {
                        GameObject* object = handler->GetNearbyGameObject();
                        object = GetClosestGObjectID(player, object);
                        if (!object)
                            ChatHandler(player->GetSession()).PSendSysMessage("No objects found");
                        else
                        {
                            bool isHex = (object->GetGUIDHigh() != HIGHGUID_GAMEOBJECT);
                            SendSelectionInfo(player, isHex ? object->GetGUIDHigh() : object->GetDBTableGUIDLow() ? object->GetDBTableGUIDLow() : object->GetGUIDLow(), isHex, true);
                            session->SendAreaTriggerMessage("Selected %s", object->GetName().c_str());
                        }
                    } break;
                }
            }
        }
        else if (ARG && ID >= SPAWN)
        {
            if (ID >= NORTH && ID <= PHASE)
            {
                GameObject* target = GetObjectByGObjectID(player, GObjectID, isHex);
                if (!target)
                    ChatHandler(player->GetSession()).PSendSysMessage("Object GUID: %u not found. Temporary: %s", GObjectID, isHex ? "true" : "false");
                else
                {
                    float x,y,z,o;
                    target->GetPosition(x,y,z,o);
                    uint32 p = target->GetPhaseMask();
                    switch(ID)
                    {
                    case NORTH: SpawnObject(player,x+((float)ARG/100),y,z,o,p,true,GObjectID, isHex);                        break;
                    case EAST: SpawnObject(player,x,y-((float)ARG/100),z,o,p,true,GObjectID, isHex);                         break;
                    case SOUTH: SpawnObject(player,x-((float)ARG/100),y,z,o,p,true,GObjectID, isHex);                        break;
                    case WEST: SpawnObject(player,x,y+((float)ARG/100),z,o,p,true,GObjectID, isHex);                         break;
                    case NORTHEAST: SpawnObject(player,x+((float)ARG/100),y-((float)ARG/100),z,o,p,true,GObjectID, isHex);   break;
                    case SOUTHEAST: SpawnObject(player,x-((float)ARG/100),y-((float)ARG/100),z,o,p,true,GObjectID, isHex);   break;
                    case SOUTHWEST: SpawnObject(player,x-((float)ARG/100),y+((float)ARG/100),z,o,p,true,GObjectID, isHex);   break;
                    case NORTHWEST: SpawnObject(player,x+((float)ARG/100),y+((float)ARG/100),z,o,p,true,GObjectID, isHex);   break;
                    case UP: SpawnObject(player,x,y,z+((float)ARG/100),o,p,true,GObjectID, isHex);                           break;
                    case DOWN: SpawnObject(player,x,y,z-((float)ARG/100),o,p,true,GObjectID, isHex);                         break;
                    case RIGHT: SpawnObject(player,x,y,z,o-((float)ARG/100),p,true,GObjectID, isHex);                        break;
                    case LEFT: SpawnObject(player,x,y,z,o+((float)ARG/100),p,true,GObjectID, isHex);                         break;
                    case PHASE: SpawnObject(player,x,y,z,o,ARG,true,GObjectID, isHex);                                       break;
                    }
                }
            }
            else
            {
                switch(ID)
                {
                case SPAWN:
                    {
                        if (SpawnObject(player, player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(),  player->GetOrientation(), player->GetPhaseMaskForSpawn(), false, ARG, false, true))
                            SpawnQue[player->GetGUID()] = ARG;
                    } break;
                case SPAWNSPELL:
                    {
                        SpawnQue[player->GetGUID()] = ARG;
                    } break;
                case SELECTALLNEAR:
                    { 
                        if (ARG > 5000)
                            ARG = 5000;

                        QueryResult result = WorldDatabase.PQuery("SELECT guid, (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ FROM gameobject WHERE map = '%u' AND position_x BETWEEN '%f'-'%u' AND '%f'+'%u' AND position_y BETWEEN '%f'-'%u' AND '%f'+'%u' AND position_z BETWEEN '%f'-'%u' AND '%f'+'%u' ORDER BY order_ ASC LIMIT 100",
                            player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), player->GetPositionX(), ARG, player->GetPositionX(), ARG, player->GetPositionY(), ARG, player->GetPositionY(), ARG, player->GetPositionZ(), ARG, player->GetPositionZ(), ARG);

                        if (result)
                        {
                            do
                            {
                                Field* fields   = result->Fetch();
                                uint32 guidLow  = fields[0].GetUInt32();

                                if (GameObject* object = GetObjectByGObjectID(player, guidLow, false))
                                    SendSelectionInfo(player, guidLow, false, true);
                            }
                            while (result->NextRow());
                        }
                        for(std::set<uint32>::const_iterator it = GObjects.begin(); it != GObjects.end();)
                        {
                            GameObject* temp = player->GetGameObject(*it);
                            if(!temp)
                            {
                                GObjects.erase(*it++);
                                continue;
                            }
                            if(temp->IsWithinDistInMap(player, ARG))
                                SendSelectionInfo(player, (*it), true, true);
                            ++it;
                        }
                    } break;
                }
            }
        }
        else
            return false;
        return true;
    }