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authorShauren <shauren.trinity@gmail.com>2013-02-24 08:12:18 -0800
committerShauren <shauren.trinity@gmail.com>2013-02-24 08:12:18 -0800
commite3e09b93e2ad7c4d6cb821c52fe6a59d0bb339bb (patch)
tree1454385a43d0eb02e97b29ae70478b828c05c25a /src/server/game/Globals/ObjectMgr.cpp
parent06257d10348ba62ff0cb098e3cbe74aa948a261c (diff)
parentba549ddc30fd09f7591f0619a59cee1cd9e20574 (diff)
Merge pull request #9280 from horn/summons
Core/Summons: Implement summon groups system to be able to summon multiple NPCs at once without need of hardcoding the positions. Almost all hardcoded positions can now be moved to DB.
Diffstat (limited to 'src/server/game/Globals/ObjectMgr.cpp')
-rw-r--r--src/server/game/Globals/ObjectMgr.cpp86
1 files changed, 86 insertions, 0 deletions
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index 0e657c5ea9e..222331c48f8 100644
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -1421,6 +1421,92 @@ bool ObjectMgr::SetCreatureLinkedRespawn(uint32 guidLow, uint32 linkedGuidLow)
return true;
}
+void ObjectMgr::LoadTempSummons()
+{
+ uint32 oldMSTime = getMSTime();
+
+ // 0 1 2 3 4 5 6 7 8 9
+ QueryResult result = WorldDatabase.Query("SELECT summonerId, summonerType, groupId, entry, position_x, position_y, position_z, orientation, summonType, summonTime FROM creature_summon_groups");
+
+ if (!result)
+ {
+ sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded 0 temp summons. DB table `creature_summon_groups` is empty.");
+ return;
+ }
+
+ uint32 count = 0;
+ do
+ {
+ Field* fields = result->Fetch();
+
+ uint32 summonerId = fields[0].GetUInt32();
+ SummonerType summonerType = SummonerType(fields[1].GetUInt8());
+ uint8 group = fields[2].GetUInt8();
+
+ switch (summonerType)
+ {
+ case SUMMONER_TYPE_CREATURE:
+ if (!GetCreatureTemplate(summonerId))
+ {
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has summoner with non existing entry %u for creature summoner type, skipped.", summonerId);
+ continue;
+ }
+ break;
+ case SUMMONER_TYPE_GAMEOBJECT:
+ if (!GetGameObjectTemplate(summonerId))
+ {
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has summoner with non existing entry %u for gameobject summoner type, skipped.", summonerId);
+ continue;
+ }
+ break;
+ case SUMMONER_TYPE_MAP:
+ if (!sMapStore.LookupEntry(summonerId))
+ {
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has summoner with non existing entry %u for map summoner type, skipped.", summonerId);
+ continue;
+ }
+ break;
+ default:
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has unhandled summoner type %u for summoner %u, skipped.", summonerType, summonerId);
+ continue;
+ }
+
+ TempSummonData data;
+ data.entry = fields[3].GetUInt32();
+
+ if (!GetCreatureTemplate(data.entry))
+ {
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has creature in group [Summoner ID: %u, Summoner Type: %u, Group ID: %u] with non existing creature entry %u, skipped.", summonerId, summonerType, group, data.entry);
+ continue;
+ }
+
+ float posX = fields[4].GetFloat();
+ float posY = fields[5].GetFloat();
+ float posZ = fields[6].GetFloat();
+ float orientation = fields[7].GetFloat();
+
+ data.pos.Relocate(posX, posY, posZ, orientation);
+
+ data.type = TempSummonType(fields[8].GetUInt8());
+
+ if (data.type > TEMPSUMMON_MANUAL_DESPAWN)
+ {
+ sLog->outError(LOG_FILTER_SQL, "Table `creature_summon_groups` has unhandled temp summon type %u in group [Summoner ID: %u, Summoner Type: %u, Group ID: %u] for creature entry %u, skipped.", data.type, summonerId, summonerType, group, data.entry);
+ continue;
+ }
+
+ data.time = fields[9].GetUInt32();
+
+ TempSummonGroupKey key(summonerId, summonerType, group);
+ _tempSummonDataStore[key].push_back(data);
+
+ ++count;
+
+ } while (result->NextRow());
+
+ sLog->outInfo(LOG_FILTER_SERVER_LOADING, ">> Loaded %u temp summons in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
+}
+
void ObjectMgr::LoadCreatures()
{
uint32 oldMSTime = getMSTime();