feat(gameobject): allow gameobjects to loot money + align table with TC (#1368)

This commit is contained in:
Francesco Borzì
2019-01-28 20:24:43 +01:00
committed by GitHub
parent 1905c36353
commit 38b368e909
8 changed files with 146 additions and 18 deletions

View File

@@ -6437,11 +6437,11 @@ void ObjectMgr::LoadGameObjectTemplate()
{
uint32 oldMSTime = getMSTime();
// 0 1 2 3 4 5 6 7 8 9
QueryResult result = WorldDatabase.Query("SELECT entry, type, displayId, name, IconName, castBarCaption, unk1, faction, flags, size, "
// 10 11 12 13 14 15 16 17 18 19 20 21 22
// 0 1 2 3 4 5 6 7
QueryResult result = WorldDatabase.Query("SELECT entry, type, displayId, name, IconName, castBarCaption, unk1, size, "
// 8 9 10 11 12 13 14 15 16 17 18 19 20
"Data0, Data1, Data2, Data3, Data4, Data5, Data6, Data7, Data8, Data9, Data10, Data11, Data12, "
// 23 24 25 26 27 28 29 30 31 32 33 34 35
// 21 22 23 24 25 26 27 28 29 30 31 32 33
"Data13, Data14, Data15, Data16, Data17, Data18, Data19, Data20, Data21, Data22, Data23, AIName, ScriptName "
"FROM gameobject_template");
@@ -6469,15 +6469,13 @@ void ObjectMgr::LoadGameObjectTemplate()
got.IconName = fields[4].GetString();
got.castBarCaption = fields[5].GetString();
got.unk1 = fields[6].GetString();
got.faction = uint32(fields[7].GetUInt16());
got.flags = fields[8].GetUInt32();
got.size = fields[9].GetFloat();
got.size = fields[7].GetFloat();
for (uint8 i = 0; i < MAX_GAMEOBJECT_DATA; ++i)
got.raw.data[i] = fields[10 + i].GetInt32(); // data1 and data6 can be -1
got.raw.data[i] = fields[8 + i].GetInt32(); // data1 and data6 can be -1
got.AIName = fields[34].GetString();
got.ScriptId = GetScriptId(fields[35].GetCString());
got.AIName = fields[32].GetString();
got.ScriptId = GetScriptId(fields[33].GetCString());
got.IsForQuests = false;
// Checks
@@ -6621,6 +6619,71 @@ void ObjectMgr::LoadGameObjectTemplate()
sLog->outString();
}
void ObjectMgr::LoadGameObjectTemplateAddons()
{
uint32 oldMSTime = getMSTime();
// 0 1 2 3 4
QueryResult result = WorldDatabase.Query("SELECT entry, faction, flags, mingold, maxgold FROM gameobject_template_addon");
if (!result)
{
sLog->outString(">> Loaded 0 gameobject template addon definitions. DB table `gameobject_template_addon` is empty.");
sLog->outString();
return;
}
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
GameObjectTemplate const* got = sObjectMgr->GetGameObjectTemplate(entry);
if (!got)
{
sLog->outErrorDb(
"GameObject template (Entry: %u) does not exist but has a record in `gameobject_template_addon`",
entry);
continue;
}
GameObjectTemplateAddon& gameObjectAddon = _gameObjectTemplateAddonStore[entry];
gameObjectAddon.faction = uint32(fields[1].GetUInt16());
gameObjectAddon.flags = fields[2].GetUInt32();
gameObjectAddon.mingold = fields[3].GetUInt32();
gameObjectAddon.maxgold = fields[4].GetUInt32();
// checks
if (gameObjectAddon.faction && !sFactionTemplateStore.LookupEntry(gameObjectAddon.faction))
sLog->outErrorDb(
"GameObject (Entry: %u) has invalid faction (%u) defined in `gameobject_template_addon`.",
entry, gameObjectAddon.faction);
if (gameObjectAddon.maxgold > 0)
{
switch (got->type)
{
case GAMEOBJECT_TYPE_CHEST:
case GAMEOBJECT_TYPE_FISHINGHOLE:
break;
default:
sLog->outErrorDb(
"GameObject (Entry %u GoType: %u) cannot be looted but has maxgold set in `gameobject_template_addon`.",
entry, got->type);
break;
}
}
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u game object template addons in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
void ObjectMgr::LoadExplorationBaseXP()
{
uint32 oldMSTime = getMSTime();
@@ -9013,6 +9076,15 @@ bool ObjectMgr::IsGameObjectStaticTransport(uint32 entry)
return goinfo && goinfo->type == GAMEOBJECT_TYPE_TRANSPORT;
}
GameObjectTemplateAddon const* ObjectMgr::GetGameObjectTemplateAddon(uint32 entry) const
{
auto itr = _gameObjectTemplateAddonStore.find(entry);
if (itr != _gameObjectTemplateAddonStore.end())
return &itr->second;
return nullptr;
}
CreatureTemplate const* ObjectMgr::GetCreatureTemplate(uint32 entry)
{
return entry < _creatureTemplateStoreFast.size() ? _creatureTemplateStoreFast[entry] : NULL;