Script/Commands: Codestyle and cleanups

This commit is contained in:
Fredi Machado
2011-10-10 10:33:13 -03:00
parent 3b4b6a2d9a
commit fd76ef3cd0
7 changed files with 825 additions and 798 deletions

View File

@@ -69,35 +69,35 @@ public:
return commandTable;
}
static bool HandleGameObjectActivateCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectActivateCommand(ChatHandler* handler, char const* args)
{
if (!*args)
return false;
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* obj = NULL;
GameObject* object = NULL;
// by DB guid
if (GameObjectData const* go_data = sObjectMgr->GetGOData(lowguid))
obj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, go_data->id);
if (GameObjectData const* goData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, goData->id);
if (!obj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
// Activate
obj->SetLootState(GO_READY);
obj->UseDoorOrButton(10000);
object->SetLootState(GO_READY);
object->UseDoorOrButton(10000);
handler->PSendSysMessage("Object activated!");
@@ -105,92 +105,92 @@ public:
}
//spawn go
static bool HandleGameObjectAddCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectAddCommand(ChatHandler* handler, char const* args)
{
if (!*args)
return false;
// number or [name] Shift-click form |color|Hgameobject_entry:go_id|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
if (!id)
return false;
uint32 id = atol(cId);
if (!id)
uint32 objectId = atol(id);
if (!objectId)
return false;
char* spawntimeSecs = strtok(NULL, " ");
const GameObjectTemplate* gInfo = sObjectMgr->GetGameObjectTemplate(id);
const GameObjectTemplate* objectInfo = sObjectMgr->GetGameObjectTemplate(objectId);
if (!gInfo)
if (!objectInfo)
{
handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id);
handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, objectId);
handler->SetSentErrorMessage(true);
return false;
}
if (gInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(gInfo->displayId))
if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId))
{
// report to DB errors log as in loading case
sLog->outErrorDb("Gameobject (Entry %u GoType: %u) have invalid displayId (%u), not spawned.", id, gInfo->type, gInfo->displayId);
handler->PSendSysMessage(LANG_GAMEOBJECT_HAVE_INVALID_DATA, id);
sLog->outErrorDb("Gameobject (Entry %u GoType: %u) have invalid displayId (%u), not spawned.", objectId, objectInfo->type, objectInfo->displayId);
handler->PSendSysMessage(LANG_GAMEOBJECT_HAVE_INVALID_DATA, objectId);
handler->SetSentErrorMessage(true);
return false;
}
Player* chr = handler->GetSession()->GetPlayer();
float x = float(chr->GetPositionX());
float y = float(chr->GetPositionY());
float z = float(chr->GetPositionZ());
float o = float(chr->GetOrientation());
Map* map = chr->GetMap();
Player* player = handler->GetSession()->GetPlayer();
float x = float(player->GetPositionX());
float y = float(player->GetPositionY());
float z = float(player->GetPositionZ());
float o = float(player->GetOrientation());
Map* map = player->GetMap();
GameObject* pGameObj = new GameObject;
uint32 db_lowGUID = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);
GameObject* object = new GameObject;
uint32 guidLow = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);
if (!pGameObj->Create(db_lowGUID, gInfo->entry, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
if (!object->Create(guidLow, objectInfo->entry, map, player->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, GO_STATE_READY))
{
delete pGameObj;
delete object;
return false;
}
if (spawntimeSecs)
{
uint32 value = atoi((char*)spawntimeSecs);
pGameObj->SetRespawnTime(value);
//sLog->outDebug(LOG_FILTER_TSCR, "*** spawntimeSecs: %d", value);
object->SetRespawnTime(value);
}
// fill the gameobject data and save to the db
pGameObj->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), chr->GetPhaseMaskForSpawn());
object->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), player->GetPhaseMaskForSpawn());
// this will generate a new guid if the object is in an instance
if (!pGameObj->LoadFromDB(db_lowGUID, map))
if (!object->LoadFromDB(guidLow, map))
{
delete pGameObj;
delete object;
return false;
}
map->Add(pGameObj);
map->Add(object);
// TODO: is it really necessary to add both the real and DB table guid here ?
sObjectMgr->AddGameobjectToGrid(db_lowGUID, sObjectMgr->GetGOData(db_lowGUID));
sObjectMgr->AddGameobjectToGrid(guidLow, sObjectMgr->GetGOData(guidLow));
handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, id, gInfo->name.c_str(), db_lowGUID, x, y, z);
handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, objectId, objectInfo->name.c_str(), guidLow, x, y, z);
return true;
}
// add go, temp only
static bool HandleGameObjectAddTempCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectAddTempCommand(ChatHandler* handler, char const* args)
{
if (!*args)
return false;
char* charID = strtok((char*)args, " ");
if (!charID)
char* id = strtok((char*)args, " ");
if (!id)
return false;
Player* chr = handler->GetSession()->GetPlayer();
Player* player = handler->GetSession()->GetPlayer();
char* spawntime = strtok(NULL, " ");
uint32 spawntm = 300;
@@ -198,46 +198,47 @@ public:
if (spawntime)
spawntm = atoi((char*)spawntime);
float x = chr->GetPositionX();
float y = chr->GetPositionY();
float z = chr->GetPositionZ();
float ang = chr->GetOrientation();
float x = player->GetPositionX();
float y = player->GetPositionY();
float z = player->GetPositionZ();
float ang = player->GetOrientation();
float rot2 = sin(ang/2);
float rot3 = cos(ang/2);
uint32 id = atoi(charID);
uint32 objectId = atoi(id);
chr->SummonGameObject(id, x, y, z, ang, 0, 0, rot2, rot3, spawntm);
player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, spawntm);
return true;
}
static bool HandleGameObjectTargetCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectTargetCommand(ChatHandler* handler, char const* args)
{
Player* pl = handler->GetSession()->GetPlayer();
Player* player = handler->GetSession()->GetPlayer();
QueryResult result;
GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList();
if (*args)
{
// number or [name] Shift-click form |color|Hgameobject_entry:go_id|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject_entry");
if (!id)
return false;
uint32 id = atol(cId);
uint32 objectId = atol(id);
if (id)
if (objectId)
result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ FROM gameobject WHERE map = '%i' AND id = '%u' ORDER BY order_ ASC LIMIT 1",
pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(), pl->GetMapId(), id);
player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), objectId);
else
{
std::string name = cId;
std::string name = id;
WorldDatabase.EscapeString(name);
result = WorldDatabase.PQuery(
"SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (POW(position_x - %f, 2) + POW(position_y - %f, 2) + POW(position_z - %f, 2)) AS order_ "
"FROM gameobject, gameobject_template WHERE gameobject_template.entry = gameobject.id AND map = %i AND name "_LIKE_" "_CONCAT3_("'%%'", "'%s'", "'%%'")" ORDER BY order_ ASC LIMIT 1",
pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(), pl->GetMapId(), name.c_str());
player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), name.c_str());
}
}
else
@@ -250,8 +251,8 @@ public:
{
if (initString)
{
eventFilter << "OR eventEntry IN (" <<*itr;
initString =false;
eventFilter << "OR eventEntry IN (" << *itr;
initString = false;
}
else
eventFilter << ',' << *itr;
@@ -277,25 +278,25 @@ public:
bool found = false;
float x, y, z, o;
uint32 lowguid, id;
uint16 mapid, phase;
uint32 pool_id;
uint32 guidLow, id;
uint16 mapId, phase;
uint32 poolId;
do
{
Field* fields = result->Fetch();
lowguid = fields[0].GetUInt32();
guidLow = fields[0].GetUInt32();
id = fields[1].GetUInt32();
x = fields[2].GetFloat();
y = fields[3].GetFloat();
z = fields[4].GetFloat();
o = fields[5].GetFloat();
mapid = fields[6].GetUInt16();
mapId = fields[6].GetUInt16();
phase = fields[7].GetUInt16();
pool_id = sPoolMgr->IsPartOfAPool<GameObject>(lowguid);
if (!pool_id || sPoolMgr->IsSpawnedObject<GameObject>(lowguid))
poolId = sPoolMgr->IsPartOfAPool<GameObject>(guidLow);
if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(guidLow))
found = true;
} while (result->NextRow() && (!found));
} while (result->NextRow() && !found);
if (!found)
{
@@ -303,21 +304,21 @@ public:
return false;
}
GameObjectTemplate const* goI = sObjectMgr->GetGameObjectTemplate(id);
GameObjectTemplate const* objectInfo = sObjectMgr->GetGameObjectTemplate(id);
if (!goI)
if (!objectInfo)
{
handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id);
return false;
}
GameObject* target = handler->GetSession()->GetPlayer()->GetMap()->GetGameObject(MAKE_NEW_GUID(lowguid, id, HIGHGUID_GAMEOBJECT));
GameObject* target = handler->GetSession()->GetPlayer()->GetMap()->GetGameObject(MAKE_NEW_GUID(guidLow, id, HIGHGUID_GAMEOBJECT));
handler->PSendSysMessage(LANG_GAMEOBJECT_DETAIL, lowguid, goI->name.c_str(), lowguid, id, x, y, z, mapid, o, phase);
handler->PSendSysMessage(LANG_GAMEOBJECT_DETAIL, guidLow, objectInfo->name.c_str(), guidLow, id, x, y, z, mapId, o, phase);
if (target)
{
int32 curRespawnDelay = int32(target->GetRespawnTimeEx()-time(NULL));
int32 curRespawnDelay = int32(target->GetRespawnTimeEx() - time(NULL));
if (curRespawnDelay < 0)
curRespawnDelay = 0;
@@ -330,219 +331,217 @@ public:
}
//delete object by selection or guid
static bool HandleGameObjectDeleteCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectDeleteCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* obj = NULL;
GameObject* object = NULL;
// by DB guid
if (GameObjectData const* go_data = sObjectMgr->GetGOData(lowguid))
obj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, go_data->id);
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!obj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
uint64 owner_guid = obj->GetOwnerGUID();
if (owner_guid)
uint64 ownerGuid = object->GetOwnerGUID();
if (ownerGuid)
{
Unit* owner = ObjectAccessor::GetUnit(*handler->GetSession()->GetPlayer(), owner_guid);
if (!owner || !IS_PLAYER_GUID(owner_guid))
Unit* owner = ObjectAccessor::GetUnit(*handler->GetSession()->GetPlayer(), ownerGuid);
if (!owner || !IS_PLAYER_GUID(ownerGuid))
{
handler->PSendSysMessage(LANG_COMMAND_DELOBJREFERCREATURE, GUID_LOPART(owner_guid), obj->GetGUIDLow());
handler->PSendSysMessage(LANG_COMMAND_DELOBJREFERCREATURE, GUID_LOPART(ownerGuid), object->GetGUIDLow());
handler->SetSentErrorMessage(true);
return false;
}
owner->RemoveGameObject(obj, false);
owner->RemoveGameObject(object, false);
}
obj->SetRespawnTime(0); // not save respawn time
obj->Delete();
obj->DeleteFromDB();
object->SetRespawnTime(0); // not save respawn time
object->Delete();
object->DeleteFromDB();
handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, obj->GetGUIDLow());
handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, object->GetGUIDLow());
return true;
}
//turn selected object
static bool HandleGameObjectTurnCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectTurnCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_id|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* obj = NULL;
GameObject* object = NULL;
// by DB guid
if (GameObjectData const* go_data = sObjectMgr->GetGOData(lowguid))
obj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, go_data->id);
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!obj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* po = strtok(NULL, " ");
char* orientation = strtok(NULL, " ");
float o;
if (po)
{
o = (float)atof(po);
}
if (orientation)
o = (float)atof(orientation);
else
{
Player* chr = handler->GetSession()->GetPlayer();
o = chr->GetOrientation();
Player* player = handler->GetSession()->GetPlayer();
o = player->GetOrientation();
}
obj->Relocate(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), o);
obj->UpdateRotationFields();
obj->DestroyForNearbyPlayers();
obj->UpdateObjectVisibility();
object->Relocate(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), o);
object->UpdateRotationFields();
object->DestroyForNearbyPlayers();
object->UpdateObjectVisibility();
obj->SaveToDB();
obj->Refresh();
object->SaveToDB();
object->Refresh();
handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, obj->GetGUIDLow(), obj->GetGOInfo()->name.c_str(), obj->GetGUIDLow(), o);
handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, object->GetGUIDLow(), object->GetGOInfo()->name.c_str(), object->GetGUIDLow(), o);
return true;
}
//move selected object
static bool HandleGameObjectMoveCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectMoveCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_guid|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* obj = NULL;
GameObject* object = NULL;
// by DB guid
if (GameObjectData const* go_data = sObjectMgr->GetGOData(lowguid))
obj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, go_data->id);
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!obj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* px = strtok(NULL, " ");
char* py = strtok(NULL, " ");
char* pz = strtok(NULL, " ");
char* toX = strtok(NULL, " ");
char* toY = strtok(NULL, " ");
char* toZ = strtok(NULL, " ");
if (!px)
if (!toX)
{
Player* chr = handler->GetSession()->GetPlayer();
obj->Relocate(chr->GetPositionX(), chr->GetPositionY(), chr->GetPositionZ(), obj->GetOrientation());
obj->DestroyForNearbyPlayers();
obj->UpdateObjectVisibility();
Player* player = handler->GetSession()->GetPlayer();
object->Relocate(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), object->GetOrientation());
object->DestroyForNearbyPlayers();
object->UpdateObjectVisibility();
}
else
{
if (!py || !pz)
if (!toY || !toZ)
return false;
float x = (float)atof(px);
float y = (float)atof(py);
float z = (float)atof(pz);
float x = (float)atof(toX);
float y = (float)atof(toY);
float z = (float)atof(toZ);
if (!MapManager::IsValidMapCoord(obj->GetMapId(), x, y, z))
if (!MapManager::IsValidMapCoord(object->GetMapId(), x, y, z))
{
handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, obj->GetMapId());
handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, x, y, object->GetMapId());
handler->SetSentErrorMessage(true);
return false;
}
obj->Relocate(x, y, z, obj->GetOrientation());
obj->DestroyForNearbyPlayers();
obj->UpdateObjectVisibility();
object->Relocate(x, y, z, object->GetOrientation());
object->DestroyForNearbyPlayers();
object->UpdateObjectVisibility();
}
obj->SaveToDB();
obj->Refresh();
object->SaveToDB();
object->Refresh();
handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, obj->GetGUIDLow(), obj->GetGOInfo()->name.c_str(), obj->GetGUIDLow());
handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, object->GetGUIDLow(), object->GetGOInfo()->name.c_str(), object->GetGUIDLow());
return true;
}
//set pahsemask for selected object
static bool HandleGameObjectSetPhaseCommand(ChatHandler* handler, const char* args)
//set phasemask for selected object
static bool HandleGameObjectSetPhaseCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_id|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* obj = NULL;
GameObject* object = NULL;
// by DB guid
if (GameObjectData const* go_data = sObjectMgr->GetGOData(lowguid))
obj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, go_data->id);
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!obj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* phaseStr = strtok (NULL, " ");
uint32 phasemask = phaseStr? atoi(phaseStr) : 0;
if (phasemask == 0)
char* phase = strtok (NULL, " ");
uint32 phaseMask = phase ? atoi(phase) : 0;
if (phaseMask == 0)
{
handler->SendSysMessage(LANG_BAD_VALUE);
handler->SetSentErrorMessage(true);
return false;
}
obj->SetPhaseMask(phasemask, true);
obj->SaveToDB();
object->SetPhaseMask(phaseMask, true);
object->SaveToDB();
return true;
}
static bool HandleGameObjectNearCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectNearCommand(ChatHandler* handler, char const* args)
{
float distance = (!*args) ? 10.0f : (float)(atof(args));
uint32 count = 0;
Player* pl = handler->GetSession()->GetPlayer();
Player* player = handler->GetSession()->GetPlayer();
QueryResult result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, map, "
"(POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) AS order_ "
"FROM gameobject WHERE map='%u' AND (POW(position_x - '%f', 2) + POW(position_y - '%f', 2) + POW(position_z - '%f', 2)) <= '%f' ORDER BY order_",
pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(),
pl->GetMapId(), pl->GetPositionX(), pl->GetPositionY(), pl->GetPositionZ(), distance*distance);
player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(),
player->GetMapId(), player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), distance * distance);
if (result)
{
@@ -554,14 +553,14 @@ public:
float x = fields[2].GetFloat();
float y = fields[3].GetFloat();
float z = fields[4].GetFloat();
uint16 mapid = fields[5].GetUInt16();
uint16 mapId = fields[5].GetUInt16();
GameObjectTemplate const* gInfo = sObjectMgr->GetGameObjectTemplate(entry);
GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!gInfo)
if (!gameObjectInfo)
continue;
handler->PSendSysMessage(LANG_GO_LIST_CHAT, guid, entry, guid, gInfo->name.c_str(), x, y, z, mapid);
handler->PSendSysMessage(LANG_GO_LIST_CHAT, guid, entry, guid, gameObjectInfo->name.c_str(), x, y, z, mapId);
++count;
} while (result->NextRow());
@@ -572,99 +571,97 @@ public:
}
//show info of gameobject
static bool HandleGameObjectInfoCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectInfoCommand(ChatHandler* handler, char const* args)
{
uint32 entry = 0;
uint32 type = 0;
uint32 displayid = 0;
uint32 displayId = 0;
std::string name;
uint32 lootId = 0;
if (!*args)
{
if (WorldObject* obj = handler->getSelectedObject())
entry = obj->GetEntry();
if (WorldObject* object = handler->getSelectedObject())
entry = object->GetEntry();
else
entry = atoi((char*)args);
}
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
if (!gameObjectInfo)
return false;
type = goinfo->type;
displayid = goinfo->displayId;
name = goinfo->name;
type = gameObjectInfo->type;
displayId = gameObjectInfo->displayId;
name = gameObjectInfo->name;
if (type == GAMEOBJECT_TYPE_CHEST)
lootId = goinfo->chest.lootId;
lootId = gameObjectInfo->chest.lootId;
else if (type == GAMEOBJECT_TYPE_FISHINGHOLE)
lootId = goinfo->fishinghole.lootId;
lootId = gameObjectInfo->fishinghole.lootId;
handler->PSendSysMessage(LANG_GOINFO_ENTRY, entry);
handler->PSendSysMessage(LANG_GOINFO_TYPE, type);
handler->PSendSysMessage(LANG_GOINFO_LOOTID, lootId);
handler->PSendSysMessage(LANG_GOINFO_DISPLAYID, displayid);
handler->PSendSysMessage(LANG_GOINFO_DISPLAYID, displayId);
handler->PSendSysMessage(LANG_GOINFO_NAME, name.c_str());
return true;
}
static bool HandleGameObjectSetStateCommand(ChatHandler* handler, const char* args)
static bool HandleGameObjectSetStateCommand(ChatHandler* handler, char const* args)
{
// number or [name] Shift-click form |color|Hgameobject:go_id|h[name]|h|r
char* cId = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!cId)
char* id = handler->extractKeyFromLink((char*)args, "Hgameobject");
if (!id)
return false;
uint32 lowguid = atoi(cId);
if (!lowguid)
uint32 guidLow = atoi(id);
if (!guidLow)
return false;
GameObject* gobj = NULL;
GameObject* object = NULL;
if (GameObjectData const* goData = sObjectMgr->GetGOData(lowguid))
gobj = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(lowguid, goData->id);
if (GameObjectData const* gameObjectData = sObjectMgr->GetGOData(guidLow))
object = handler->GetObjectGlobalyWithGuidOrNearWithDbGuid(guidLow, gameObjectData->id);
if (!gobj)
if (!object)
{
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, lowguid);
handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, guidLow);
handler->SetSentErrorMessage(true);
return false;
}
char* ctype = strtok(NULL, " ");
if (!ctype)
char* type = strtok(NULL, " ");
if (!type)
return false;
int32 type = atoi(ctype);
if (type < 0)
int32 objectType = atoi(type);
if (objectType < 0)
{
if (type == -1)
gobj->SendObjectDeSpawnAnim(gobj->GetGUID());
else if (type == -2)
{
if (objectType == -1)
object->SendObjectDeSpawnAnim(object->GetGUID());
else if (objectType == -2)
return false;
}
return true;
}
char* cstate = strtok(NULL, " ");
if (!cstate)
char* state = strtok(NULL, " ");
if (!state)
return false;
int32 state = atoi(cstate);
int32 objectState = atoi(state);
if (type < 4)
gobj->SetByteValue(GAMEOBJECT_BYTES_1, type, state);
else if (type == 4)
if (objectType < 4)
object->SetByteValue(GAMEOBJECT_BYTES_1, objectType, objectState);
else if (objectType == 4)
{
WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4);
data << gobj->GetGUID();
data << (uint32)(state);
gobj->SendMessageToSet(&data, true);
data << object->GetGUID();
data << (uint32)(objectState);
object->SendMessageToSet(&data, true);
}
handler->PSendSysMessage("Set gobject type %d state %d", type, state);
handler->PSendSysMessage("Set gobject type %d state %d", objectType, objectState);
return true;
}
};