示例#1
0
void PoolGroup<GameObject>::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj)
{
    if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
    {
        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
            if (Map* dataMap = dataMapState->GetMap())
                if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
                    pGameobject->GetMap()->Add(pGameobject);
    }
}
示例#2
0
void PoolGroup<Creature>::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj)
{
    if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
    {
        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
            if (Map* dataMap = dataMapState->GetMap())
                if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(obj->guid)))
                    pCreature->GetMap()->Add(pCreature);
    }
}
示例#3
0
void PoolGroup<GameObject>::Despawn1Object(MapPersistentState& mapState, uint32 guid)
{
    if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
    {
        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
        {
            dataMapState->RemoveGameobjectFromGrid(guid, data);

            if (Map* dataMap = dataMapState->GetMap())
                if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
                    pGameobject->AddObjectToRemoveList();
        }
    }
}
示例#4
0
void PoolGroup<Creature>::Despawn1Object(MapPersistentState& mapState, uint32 guid)
{
    if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
    {
        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
        {
            dataMapState->RemoveCreatureFromGrid(guid, data);

            if (Map* dataMap = dataMapState->GetMap())
                if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(guid)))
                    pCreature->AddObjectToRemoveList();
        }
    }
}
void PoolGroup<GameObject>::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly)
{
    if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
    {
        MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);

        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
        {
            dataMapState->AddGameobjectToGrid(obj->guid, data);

            Map* dataMap = dataMapState->GetMap();

            // We use spawn coords to spawn
            if (dataMap && dataMap->IsLoaded(data->posX, data->posY))
            {
                GameObject* pGameobject = new GameObject;
                //DEBUG_LOG("Spawning gameobject %u", obj->guid);
                if (!pGameobject->LoadFromDB(obj->guid, dataMap))
                {
                    delete pGameobject;
                    return;
                }
                else
                {
                    if (pGameobject->isSpawnedByDefault())
                    {
                        // if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
                        if(!instantly)
                        {
                            pGameobject->SetRespawnTime( pGameobject->GetRespawnDelay() );
                            if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY))
                                pGameobject->SaveRespawnTime();
                        }
                        dataMap->Add(pGameobject);
                    }
                }
            }
            // for not loaded grid just update respawn time (avoid work for instances until implemented support)
            else if(!instantly)
            {
                // for spawned by default object only
                if (data->spawntimesecs >= 0)
                    dataMapState->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
            }
        }
    }
}
void PoolGroup<Creature>::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly)
{
    if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
    {
        MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);

        // for non-instanceable maps pool spawn can be at different map from provided mapState
        if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0))
        {
            dataMapState->AddCreatureToGrid(obj->guid, data);

            Map* dataMap = dataMapState->GetMap();

            // We use spawn coords to spawn
            if (dataMap && dataMap->IsLoaded(data->posX, data->posY))
            {
                Creature* pCreature = new Creature;
                //DEBUG_LOG("Spawning creature %u",obj->guid);
                if (!pCreature->LoadFromDB(obj->guid, dataMap))
                {
                    delete pCreature;
                    return;
                }
                else
                {
                    // if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
                    if(!instantly)
                    {
                        pCreature->SetRespawnTime( pCreature->GetRespawnDelay() );
                        if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY) || pCreature->IsWorldBoss())
                            pCreature->SaveRespawnTime();
                    }
                    dataMap->Add(pCreature);
                }
            }
            // for not loaded grid just update respawn time (avoid work for instances until implemented support)
            else if(!instantly)
            {
                dataMapState->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
            }
        }
    }
}