示例#1
0
void ChatHandler::SpawnCreature(GameClient *pClient, char* pName, uint32 display_id, uint32 npcFlags, uint32 faction_id, uint32 level)
{
    wowWData data;

    // Create the requested monster
    Character *chr = pClient->getCurrentChar();
    float x = chr->getPositionX();
    float y = chr->getPositionY();
    float z = chr->getPositionZ();
    float o = chr->getOrientation();

    Unit* pUnit = new Unit();
    UpdateMask unitMask;
    WorldServer::getSingletonPtr()->mObjectMgr.SetCreateUnitBits(unitMask);

    pUnit->Create(world.m_hiCreatureGuid++, (uint8*)pName, x, y, z, o);
    pUnit->setMapId(chr->getMapId());
    pUnit->setZone(chr->getZone());
    data.clear();
    pUnit->setUpdateValue(OBJECT_FIELD_ENTRY, world.addCreatureName((uint8*)pUnit->getCreatureName()));
    pUnit->setUpdateFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
    pUnit->setUpdateValue(UNIT_FIELD_DISPLAYID, display_id);
    pUnit->setUpdateValue(UNIT_NPC_FLAGS , npcFlags);
    pUnit->setUpdateValue(UNIT_FIELD_FACTIONTEMPLATE , faction_id);
    pUnit->setUpdateValue(UNIT_FIELD_HEALTH, 100 + 30*level);
    pUnit->setUpdateValue(UNIT_FIELD_MAXHEALTH, 100 + 30*level);
    pUnit->setUpdateValue(UNIT_FIELD_LEVEL , level);

    pUnit->setUpdateFloatValue(UNIT_FIELD_COMBATREACH , 1.5f);
    pUnit->setUpdateFloatValue(UNIT_FIELD_MAXDAMAGE ,  5.0f);
    pUnit->setUpdateFloatValue(UNIT_FIELD_MINDAMAGE , 8.0f);
    pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME, 1900);
    pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME+1, 2000);
    pUnit->setUpdateFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 2.0f);

    pUnit->CreateObject(&unitMask, &data, 0);

    // add to the world list of creatures
    WPAssert( pUnit->getGUID() != 0 );
    world.mCreatures[pUnit->getGUID()] = pUnit;

    // send create message to everyone
    world.SendGlobalMessage(&data);

    DatabaseInterface *dbi = Database::getSingleton( ).createDatabaseInterface( );
    dbi->saveCreature(pUnit);
    Database::getSingleton( ).removeDatabaseInterface(dbi);
}
示例#2
0
void ChatHandler::GenCreature(GameClient *pClient, uint32 StartId, uint32 EndId ,uint32 StepId )
{
    char* pName= "Def Name ";
    uint32 CurrentId=1;
    uint16 ModuloId=0;
    uint32 npcFlags=0;
    uint32 faction_id=0;
    uint32 level=10;
    wowWData data;

    // Create the requested monster

    Character *chr = pClient->getCurrentChar();
    float x = chr->getPositionX();
    float y = chr->getPositionY();
    float z = chr->getPositionZ();
    float o = chr->getOrientation();

    for (CurrentId=StartId;CurrentId<=EndId;CurrentId++)
    {
        x+= (float) 5.0f;
        ModuloId++;
        if ( ModuloId>=StepId)
        {
            x-= (float) 5.0f *(float) ModuloId;
            ModuloId=0;
            y+= (float) 10.0f;
        }

        sprintf(pName,"Id:%i",CurrentId);

        Unit* pUnit = new Unit();
        UpdateMask unitMask;
        WorldServer::getSingletonPtr()->mObjectMgr.SetCreateUnitBits(unitMask);

        pUnit->Create(world.m_hiCreatureGuid++, (uint8*)pName, x, y, z, o);
        pUnit->setMapId(chr->getMapId());
        pUnit->setZone(chr->getZone());
        data.clear();
        pUnit->setUpdateValue(OBJECT_FIELD_ENTRY, world.addCreatureName((uint8*)pUnit->getCreatureName()));
        pUnit->setUpdateFloatValue(OBJECT_FIELD_SCALE_X, 1.0f);
        pUnit->setUpdateValue(UNIT_FIELD_DISPLAYID, CurrentId);
        pUnit->setUpdateValue(UNIT_NPC_FLAGS , npcFlags);
        pUnit->setUpdateValue(UNIT_FIELD_FACTIONTEMPLATE , faction_id);
        pUnit->setUpdateValue(UNIT_FIELD_HEALTH, 100 + 30*level);
        pUnit->setUpdateValue(UNIT_FIELD_MAXHEALTH, 100 + 30*level);
        pUnit->setUpdateValue(UNIT_FIELD_LEVEL , level);

        pUnit->setUpdateFloatValue(UNIT_FIELD_COMBATREACH , 1.5f);
        pUnit->setUpdateFloatValue(UNIT_FIELD_MAXDAMAGE ,  5.0f);
        pUnit->setUpdateFloatValue(UNIT_FIELD_MINDAMAGE , 8.0f);
        pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME, 1900);
        pUnit->setUpdateValue(UNIT_FIELD_BASEATTACKTIME+1, 2000);
        pUnit->setUpdateFloatValue(UNIT_FIELD_BOUNDINGRADIUS, 2.0f);

        pUnit->CreateObject(&unitMask, &data, 0);

        //  add to the world list of creatures
        WPAssert( pUnit->getGUID() != 0 );
        world.mCreatures[pUnit->getGUID()] = pUnit;

        // send create message to everyone
        world.SendGlobalMessage(&data);

        DatabaseInterface *dbi = Database::getSingleton( ).createDatabaseInterface( );
        char sql[512];
        sprintf(sql, "insert into skin set id_skin='%i',name='%s',type='0',race='0', gender='0'", CurrentId,pName);
        dbi->doQuery(sql);
        //dbi->saveCreature(pUnit);
        Database::getSingleton( ).removeDatabaseInterface(dbi);
    }
}