And.....you made this yourself? Looks good, Tried and Working +Rep
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PlayerMenu (C++)
Playermenu adds an command ingame for players, i will add more stuff from time to time.
This is what it contains now
[The Vendor uses the slot 80000]
.Playermenu
RemoveSickness - Removes Res Sickness
TeleportList - Gives u a list of Teleport Locations
Go - Teleports u to Place from the list
AddTele - Adds Teleport place (Only for Z Gm)
Vendor - Spawns a Private Vendor (Put 1 infront of it or else it wont spawn)
RemoveVendor - Removes the Vendor (Im trying to make it so it will make a log of who spawned which mobs so players can get warnings and maybe even temp and perm bans when not deleting vendor when done)
More to Come (:
Credits ;
Shanjo
Chat.cpp - where all the Command Tables are..
Add to Chat.cpp in the Command Tablestatic ChatCommand playerCommandTable[] =
{
{ "RemoveSickness", '0', &ChatHandler::HandleRemoveRessurectionSickessAuraCommand, "Removes Res Sickness", NULL, 0, 0, 0 },
{ "TeleportList", '0', &ChatHandler::HandleTeleportListCommand, "Gives u a list of Teleport Locations", NULL, 0, 0, 0 },
{ "Go", '0', &ChatHandler::HandleTeleportCommand, "Teleport", NULL, 0, 0, 0 },
{ "Addtele", 'z', &ChatHandler::HandleTeleAddCommand, "Add tele command", NULL, 0, 0, 0 },
{ "Vendor", '0', &ChatHandler::HandleVendorCommand, ".playermenu vendor (1=Spawn)", NULL, 0, 0, 0 },
{ "RemoveVendor", '0', &ChatHandler::HandleDVCommand, "Remove ur Vendor when u are done", NULL, 0, 0, 0 },
{ NULL, '0', NULL, "", NULL, 0, 0, 0 }
};
dupe_command_table(playerCommandTable, _playerCommandTable);
Add in the Bottom of Level3.cpp{ "playermenu", '0', NULL, "", playerCommandTable, 0, 0, 0 },
Add in Creatures.cpp [Anywhere]bool ChatHandler::HandleVendorCommand(const char *args, WorldSession *m_session)
{
uint32 entry = atol(args);
if(entry == 0)
return false;
CreatureProto * proto = CreatureProtoStorage.LookupEntry(entry);
CreatureInfo * info = CreatureNameStorage.LookupEntry(entry);
if(proto == 0 || info == 0)
{
RedSystemMessage(m_session, "Invalid entry id.");
return true;
}
Other_Spawn * sp = new Other_Spawn;
//sp->displayid = info->DisplayID;
info->GenerateModelId(&sp->displayid);
sp->entry = 80000;
sp->form = 0;
sp->id = objmgr.GenerateCreatureSpawnID();
sp->movetype = 0;
sp->x = m_session->GetPlayer()->GetPositionX();
sp->y = m_session->GetPlayer()->GetPositionY();
sp->z = m_session->GetPlayer()->GetPositionZ();
sp->o = m_session->GetPlayer()->GetOrientation();
sp->emote_state = 0;
sp->flags = 0;
sp->factionid = 35;
sp->bytes0 = 0;
sp->bytes1 = 0;
sp->bytes2 = 0;
//sp->respawnNpcLink = 0;
sp->stand_state = 0;
sp->channel_spell=sp->channel_target_creature=sp->channel_target_go=0;
Creature * p = m_session->GetPlayer()->GetMapMgr()->CreateCreature(entry);
ASSERT(p);
p->Load(sp, (uint32)NULL, NULL);
p->m_loadedFromDB = true;
p->PushToWorld(m_session->GetPlayer()->GetMapMgr());
uint32 x = m_session->GetPlayer()->GetMapMgr()->GetPosX(m_session->GetPlayer()->GetPositionX());
uint32 y = m_session->GetPlayer()->GetMapMgr()->GetPosY(m_session->GetPlayer()->GetPositionY());
// Add spawn to map
m_session->GetPlayer()->GetMapMgr()->GetBaseMap()->GetSpawnsListAndCreate(
x,
y)->Other_Spawns.push_back(sp);
MapCell * mCell = m_session->GetPlayer()->GetMapMgr()->GetCell( x, y );
if( mCell != NULL )
mCell->SetLoaded();
BlueSystemMessage(m_session, "Spawned the Vendor", info->Name,
80000, sp->x, sp->y, sp->z, m_session->GetPlayer()->GetMapId());
// Save it to the database.
p->SaveToDB2();
sGMLog.writefromsession(m_session, "Spawned Vendor", info->Name, m_session->GetPlayer()->GetMapId(),sp->x,sp->y,sp->z);
return true;
}
bool ChatHandler::HandleDVCommand(const char* args, WorldSession *m_session)
{
uint64 guid = m_session->GetPlayer()->GetSelection();
if (guid == 0)
{
SystemMessage(m_session, "No selection.");
return true;
}
Creature *unit = m_session->GetPlayer()->GetMapMgr()->GetCreature(GET_LOWGUID_PART(guid));
if(!unit)
{
SystemMessage(m_session, "You should select a creature.");
return true;
}
if ( unit->IsPet() )
{
SystemMessage(m_session, "You can't delete a pet." );
return true;
}
sGMLog.writefromsession(m_session, "used npc delete, sqlid %u, creature %s, pos %f %f %f", unit->GetSQL_id2(), unit->GetCreatureInfo() ? unit->GetCreatureInfo()->Name : "wtfbbqhax", unit->GetPositionX(), unit->GetPositionY(), unit->GetPositionZ());
if( unit->m_spawns == NULL )
return false;
BlueSystemMessage(m_session, "Deleted creature ID %u", unit->spawnid);
if(unit->IsInWorld())
{
if(unit->m_spawns)
{
uint32 cellx = uint32(((_maxX-unit->m_spawns->x)/_cellSize));
uint32 celly = uint32(((_maxY-unit->m_spawns->y)/_cellSize));
if(cellx <= _sizeX && celly <= _sizeY)
{
CellSpawns * sp = unit->GetMapMgr()->GetBaseMap()->GetSpawnsList(cellx, celly);
if( sp != NULL )
{
for( CreatureSpawnList2::iterator itr = sp->Other_Spawns.begin(); itr != sp->Other_Spawns.end(); ++itr )
if( (*itr) == unit->m_spawns )
{
sp->Other_Spawns.erase( itr );
break;
}
}
delete unit->m_spawns;
}
}
unit->RemoveFromWorld(false,true);
}
unit->DeleteFromDB();
delete unit;
return true;
}
Add in Creature.cpp [Bottom]void Creature::SaveToDB2()
{
if(!spawnid)
spawnid = objmgr.GenerateCreatureSpawnID();
std::stringstream ss;
ss << "REPLACE INTO Other_Spawns VALUES("
<< spawnid << ","
<< GetEntry() << ","
<< GetMapId() << ","
<< m_position.x << ","
<< m_position.y << ","
<< m_position.z << ","
<< m_position.o << ","
<< m_aiInterface->getMoveType() << ","
<< m_uint32Values[UNIT_FIELD_DISPLAYID] << ","
<< m_uint32Values[UNIT_FIELD_FACTIONTEMPLATE] << ","
<< m_uint32Values[UNIT_FIELD_FLAGS] << ","
<< m_uint32Values[UNIT_FIELD_BYTES_0] << ","
<< m_uint32Values[UNIT_FIELD_BYTES_1] << ","
<< m_uint32Values[UNIT_FIELD_BYTES_2] << ","
<< m_uint32Values[UNIT_NPC_EMOTESTATE] << ",0,";
/*<< ((this->m_spawn ? m_spawn->respawnNpcLink : uint32(0))) << ",";*/
if(m_spawn)
ss << m_spawn->channel_spell << "," << m_spawn->channel_target_go << "," << m_spawn->channel_target_creature << ",";
else
ss << "0,0,0,";
ss << uint32(GetStandState()) << ")";
WorldDatabase.Execute(ss.str().c_str());
}
Add in ObjectStorage.cpp [Under CreatureSpawns in this void Storage_LoadAdditionalTables()]bool Creature::Load(Other_Spawn *spawn, uint32 mode, MapInfo *info)
{
m_spawns = spawn;
proto = CreatureProtoStorage.LookupEntry(spawn->entry);
if(!proto)
return false;
creature_info = CreatureNameStorage.LookupEntry(spawn->entry);
if(!creature_info)
return false;
spawnid = spawn->id;
m_walkSpeed = m_base_walkSpeed = proto->walk_speed; //set speeds
m_runSpeed = m_base_runSpeed = proto->run_speed; //set speeds
m_flySpeed = proto->fly_speed;
//Set fields
SetUInt32Value(OBJECT_FIELD_ENTRY,proto->Id);
SetFloatValue(OBJECT_FIELD_SCALE_X,proto->Scale);
//SetUInt32Value(UNIT_FIELD_HEALTH, (mode ? long2int32(proto->Health * 1.5) : proto->Health));
//SetUInt32Value(UNIT_FIELD_BASE_HEALTH, (mode ? long2int32(proto->Health * 1.5) : proto->Health));
//SetUInt32Value(UNIT_FIELD_MAXHEALTH, (mode ? long2int32(proto->Health * 1.5) : proto->Health));
uint32 health = proto->MinHealth + RandomUInt(proto->MaxHealth - proto->MinHealth);
if(mode)
health = long2int32(double(health) * 1.5);
SetUInt32Value(UNIT_FIELD_HEALTH, health);
SetUInt32Value(UNIT_FIELD_MAXHEALTH, health);
SetUInt32Value(UNIT_FIELD_BASE_HEALTH, health);
SetUInt32Value(UNIT_FIELD_POWER1,proto->Mana);
SetUInt32Value(UNIT_FIELD_MAXPOWER1,proto->Mana);
SetUInt32Value(UNIT_FIELD_BASE_MANA,proto->Mana);
// Whee, thank you blizz, I love patch 2.2! Later on, we can randomize male/female mobs! xD
// Determine gender (for voices)
//if(spawn->displayid != creature_info->Male_DisplayID)
// setGender(1); // Female
uint32 model = 0;
uint32 gender = creature_info->GenerateModelId(&model);
setGender(gender);
SetUInt32Value(UNIT_FIELD_DISPLAYID,model);
SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID,model);
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID,proto->MountedDisplayID);
EventModelChange();
//SetUInt32Value(UNIT_FIELD_LEVEL, (mode ? proto->Level + (info ? info->lvl_mod_a : 0) : proto->Level));
SetUInt32Value(UNIT_FIELD_LEVEL, proto->MinLevel + (RandomUInt(proto->MaxLevel - proto->MinLevel)));
if(mode && info)
ModUnsigned32Value(UNIT_FIELD_LEVEL, min(73 - GetUInt32Value(UNIT_FIELD_LEVEL), info->lvl_mod_a));
for(uint32 i = 0; i < 7; ++i)
SetUInt32Value(UNIT_FIELD_RESISTANCES+i,proto->Resistances[i]);
SetUInt32Value(UNIT_FIELD_BASEATTACKTIME,proto->AttackTime);
SetFloatValue(UNIT_FIELD_MINDAMAGE, (mode ? proto->MinDamage * 1.5f : proto->MinDamage));
SetFloatValue(UNIT_FIELD_MAXDAMAGE, (mode ? proto->MaxDamage * 1.5f : proto->MaxDamage));
SetUInt32Value(UNIT_FIELD_RANGEDATTACKTIME,proto->RangedAttackTime);
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE,proto->RangedMinDamage);
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE,proto->RangedMaxDamage);
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY, proto->Item1SlotDisplay);
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_01, proto->Item2SlotDisplay);
SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY_02, proto->Item3SlotDisplay);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO, proto->Item1Info1);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_01, proto->Item1Info2);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_02, proto->Item2Info1);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_03, proto->Item2Info2);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_04, proto->Item3Info1);
SetUInt32Value(UNIT_VIRTUAL_ITEM_INFO_05, proto->Item3Info2);
SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, spawn->factionid);
SetUInt32Value(UNIT_FIELD_FLAGS, spawn->flags);
SetUInt32Value(UNIT_NPC_EMOTESTATE, spawn->emote_state);
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, proto->BoundingRadius);
SetFloatValue(UNIT_FIELD_COMBATREACH, proto->CombatReach);
original_emotestate = spawn->emote_state;
// set position
m_position.ChangeCoords( spawn->x, spawn->y, spawn->z, spawn->o );
m_spawnLocation.ChangeCoords(spawn->x, spawn->y, spawn->z, spawn->o);
m_aiInterface->setMoveType(spawn->movetype);
m_aiInterface->m_waypoints = objmgr.GetWayPointMap(spawn->id);
m_aiInterface->timed_emotes = objmgr.GetTimedEmoteList(spawn->id);
m_faction = dbcFactionTemplate.LookupEntry(spawn->factionid);
if(m_faction)
{
m_factionDBC = dbcFaction.LookupEntry(m_faction->Faction);
// not a neutral creature
if(!(m_factionDBC->RepListId == -1 && m_faction->HostileMask == 0 && m_faction->FriendlyMask == 0))
{
GetAIInterface()->m_canCallForHelp = true;
}
}
//SETUP NPC FLAGS
SetUInt32Value(UNIT_NPC_FLAGS,proto->NPCFLags);
if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ) )
m_SellItems = objmgr.GetVendorList(GetEntry());
if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ) )
_LoadQuests();
if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TAXIVENDOR) )
m_TaxiNode = sTaxiMgr.GetNearestTaxiNode( m_position.x, m_position.y, m_position.z, GetMapId() );
if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER) || HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER_PROF))
mTrainer = objmgr.GetTrainer(GetEntry());
if ( HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER ) )
auctionHouse = sAuctionMgr.GetAuctionHouse(GetEntry());
//NPC FLAGS
m_aiInterface->m_waypoints=objmgr.GetWayPointMap(spawn->id);
//load resistances
for(uint32 x=0;x<7;x++)
BaseResistance[x]=GetUInt32Value(UNIT_FIELD_RESISTANCES+x);
for(uint32 x=0;x<5;x++)
BaseStats[x]=GetUInt32Value(UNIT_FIELD_STAT0+x);
BaseDamage[0]=GetFloatValue(UNIT_FIELD_MINDAMAGE);
BaseDamage[1]=GetFloatValue(UNIT_FIELD_MAXDAMAGE);
BaseOffhandDamage[0]=GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE);
BaseOffhandDamage[1]=GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE);
BaseRangedDamage[0]=GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE);
BaseRangedDamage[1]=GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE);
BaseAttackType=proto->AttackType;
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // better set this one
SetUInt32Value(UNIT_FIELD_BYTES_0, spawn->bytes0);
SetUInt32Value(UNIT_FIELD_BYTES_1, spawn->bytes1);
SetUInt32Value(UNIT_FIELD_BYTES_2, spawn->bytes2);
////////////AI
// kek
for(list<AI_Spell*>::iterator itr = proto->spells.begin(); itr != proto->spells.end(); ++itr)
{
m_aiInterface->addSpellToList(*itr);
}
//m_aiInterface->m_canCallForHelp = proto->m_canCallForHelp;
//m_aiInterface->m_CallForHelpHealth = proto->m_callForHelpHealth;
m_aiInterface->m_canFlee = proto->m_canFlee;
m_aiInterface->m_FleeHealth = proto->m_fleeHealth;
m_aiInterface->m_FleeDuration = proto->m_fleeDuration;
//these fields are always 0 in db
GetAIInterface()->setMoveType(0);
GetAIInterface()->setMoveRunFlag(0);
// load formation data
if( spawn->form != NULL )
{
m_aiInterface->m_formationLinkSqlId = spawn->form->fol;
m_aiInterface->m_formationFollowDistance = spawn->form->dist;
m_aiInterface->m_formationFollowAngle = spawn->form->ang;
}
else
{
m_aiInterface->m_formationLinkSqlId = 0;
m_aiInterface->m_formationFollowDistance = 0;
m_aiInterface->m_formationFollowAngle = 0;
}
//////////////AI
myFamily = dbcCreatureFamily.LookupEntry(creature_info->Family);
// PLACE FOR DIRTY FIX BASTARDS
// HACK! set call for help on civ health @ 100%
if(creature_info->Civilian >= 1)
m_aiInterface->m_CallForHelpHealth = 100;
//HACK!
if(m_uint32Values[UNIT_FIELD_DISPLAYID] == 17743 ||
m_uint32Values[UNIT_FIELD_DISPLAYID] == 20242 ||
m_uint32Values[UNIT_FIELD_DISPLAYID] == 15435 ||
(creature_info->Family == UNIT_TYPE_MISC))
{
m_useAI = false;
}
/* more hacks! */
if(proto->Mana != 0)
SetPowerType(POWER_TYPE_MANA);
else
SetPowerType(0);
has_combat_text = objmgr.HasMonsterSay(GetEntry(), MONSTER_SAY_EVENT_ENTER_COMBAT);
has_waypoint_text = objmgr.HasMonsterSay(GetEntry(), MONSTER_SAY_EVENT_RANDOM_WAYPOINT);
m_aiInterface->m_isGuard = isGuard(GetEntry());
m_aiInterface->m_isNeutralGuard = isNeutralGuard(GetEntry());
m_aiInterface->getMoveFlags();
/* creature death state */
if(proto->death_state == 1)
{
uint32 newhealth = m_uint32Values[UNIT_FIELD_HEALTH] / 100;
if(!newhealth)
newhealth = 1;
SetUInt32Value(UNIT_FIELD_HEALTH, 1);
m_limbostate = true;
bInvincible = true;
SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_DEAD);
}
m_invisFlag = proto->invisibility_type;
if( spawn->stand_state )
SetStandState( (uintspawn->stand_state );
m_aiInterface->EventAiInterfaceParamsetFinish();
return true;
}
Add Under ExtraMapGameObjectTables.insert(string(SecondName)); in objectstorage.cppExtraMapCreatureTables.insert(string("Other_Spawns"));
Add in bottom of RecallCommands.cppelse if(!stricmp(TableName, "Other_spawns"))
{
ExtraMapCreatureTables.insert(string(SecondName));
return false;
}
Add in Chat.h under Level 0 Commandsbool ChatHandler::HandleTeleportListCommand(const char* args, WorldSession *m_session)
{
QueryResult *result = WorldDatabase.Query( "SELECT id,name FROM Teleport ORDER BY name" );
if(!result)
return false;
std::string recout;
uint32 count = 0;
recout = "|cff00ff00Recall locations|r:\n\n";
do
{
Field *fields = result->Fetch();
//float id = fields[0].GetFloat();
const char * locname = fields[1].GetString();
recout += "|cff00ccff";
recout += locname;
recout += "|r, ";
count++;
if(count == 5)
{
recout += "\n";
count = 0;
}
}while (result->NextRow());
SendMultilineMessage(m_session, recout.c_str());
delete result;
return true;
}
bool ChatHandler::HandleTeleportCommand(const char* args, WorldSession *m_session)
{
if( args == NULL )
return false;
if( !*args )
return false;
if( m_session == NULL )
return false;
QueryResult *result = WorldDatabase.Query( "SELECT * FROM Teleport ORDER BY name" );
if( result == NULL)
return false;
do
{
Field* fields = result->Fetch();
const char* locname = fields[1].GetString();
uint32 locmap = fields[2].GetUInt32();
float x = fields[3].GetFloat();
float y = fields[4].GetFloat();
float z = fields[5].GetFloat();
if( strnicmp( const_cast< char* >( args ), locname, strlen( args ) ) == 0 )
{
if( m_session->GetPlayer() != NULL )
{
m_session->GetPlayer()->SafeTeleport(locmap, 0, LocationVector(x, y, z));
delete result;
return true;
}
else
{
delete result;
return false;
}
}
}while (result->NextRow());
delete result;
return false;
}
bool ChatHandler::HandleTeleAddCommand(const char* args, WorldSession *m_session)
{
if(!*args)
return false;
QueryResult *result = WorldDatabase.Query( "SELECT name FROM Teleport" );
if(!result)
return false;
do
{
Field *fields = result->Fetch();
const char * locname = fields[0].GetString();
if (strncmp((char*)args,locname,strlen(locname))==0)
{
RedSystemMessage(m_session, "Name in use, please use another name for your location.");
delete result;
return true;
}
}while (result->NextRow());
delete result;
Player* plr = m_session->GetPlayer();
std::stringstream ss;
string rc_locname = string(args);
ss << "INSERT INTO Teleport (name, mapid, positionX, positionY, positionZ) VALUES ('"
<< WorldDatabase.EscapeString(rc_locname).c_str() << "' , "
<< plr->GetMapId() << ", "
<< plr->GetPositionX() << ", "
<< plr->GetPositionY() << ", "
<< plr->GetPositionZ() << ");";
WorldDatabase.Execute( ss.str( ).c_str( ) );
char buf[256];
snprintf((char*)buf, 256, "Added location to DB with MapID: %d, X: %f, Y: %f, Z: %f",
(unsigned int)plr->GetMapId(), plr->GetPositionX(), plr->GetPositionY(), plr->GetPositionZ());
GreenSystemMessage(m_session, buf);
sGMLog.writefromsession(m_session, "used Tele add, added \"%s\" location to database.", rc_locname.c_str());
return true;
}
Add in Chat.h Under CommandTableStoragebool HandleTeleportListCommand(const char* args, WorldSession *m_session);
bool HandleTeleportCommand(const char* args, WorldSession *m_session);
bool HandleTeleAddCommand(const char* args, WorldSession *m_session);
bool HandleVendorCommand(const char* args, WorldSession *m_session);
bool HandleDVCommand(const char* args, WorldSession *m_session);
Add in Chat.cpp Under GetSubCommandChatCommand* _playerCommandTable;
Add in map.h under } GOSpawn;else if(!strcmp(name, "playermenu"))
return _playerCommandTable;
return 0;
Add in Map.h under Gospawnlist;typedef struct
{
uint32 id;//spawn ID
uint32 entry;
float x;
float y;
float z;
float o;
Formation* form;
uint8 movetype;
uint32 displayid;
uint32 factionid;
uint32 flags;
uint32 bytes0;
uint32 bytes1;
uint32 bytes2;
uint32 emote_state;
//uint32 respawnNpcLink;
uint16 channel_spell;
uint32 channel_target_go;
uint32 channel_target_creature;
uint16 stand_state;
}Other_Spawn;
add in map.h under CreatureSpawnList CreatureSpawns;typedef std::vector<Other_Spawn*> CreatureSpawnList2;
add in map.h under uint32 CreatureSpawnCount;CreatureSpawnList2 Other_Spawns;
add in map.cpp under for ( GOSpawnList::iterator it =uint32 Other_SpawnCount;
Add under Map.cpp over }for ( CreatureSpawnList2::iterator i = sp->Other_Spawns.begin(); i != sp->Other_Spawns.end(); i++ )
delete (*i);
Log.Notice("Map", "%u creatures / %u gameobjects on map %u cached.", CreatureSpawnCount, GameObjectSpawnCount, _mapId);
}
Add this to a Txt file and save it as SqlQueryResult * result;
set<string>::iterator tableiterator;
for(tableiterator=ExtraMapCreatureTables.begin(); tableiterator!=ExtraMapCreatureTables.end();++tableiterator)
{
result = WorldDatabase.Query("SELECT * FROM %s WHERE Map = %u",(*tableiterator).c_str(),this->_mapId);
if(result)
{
if(CheckResultLengthCreatures( result) )
{
do{
Field * fields = result->Fetch();
Other_Spawn * cspawn = new Other_Spawn;
cspawn->id = fields[0].GetUInt32();
cspawn->form = FormationMgr::getSingleton().GetFormation(cspawn->id);
cspawn->entry = fields[1].GetUInt32();
cspawn->x = fields[3].GetFloat();
cspawn->y = fields[4].GetFloat();
cspawn->z = fields[5].GetFloat();
cspawn->o = fields[6].GetFloat();
/*uint32 cellx=float2int32(((_maxX-cspawn->x)/_cellSize));
uint32 celly=float2int32(((_maxY-cspawn->y)/_cellSize));*/
uint32 cellx=CellHandler<MapMgr>::GetPosX(cspawn->x);
uint32 celly=CellHandler<MapMgr>::GetPosY(cspawn->y);
if(spawns[cellx]==NULL)
{
spawns[cellx]=new CellSpawns*[_sizeY];
memset(spawns[cellx],0,sizeof(CellSpawns*)*_sizeY);
}
if(!spawns[cellx][celly])
spawns[cellx][celly]=new CellSpawns;
cspawn->movetype = fields[7].GetUInt8();
cspawn->displayid = fields[8].GetUInt32();
cspawn->factionid = fields[9].GetUInt32();
cspawn->flags = fields[10].GetUInt32();
cspawn->bytes0 = fields[11].GetUInt32();
cspawn->bytes1 = fields[12].GetUInt32();
cspawn->bytes2 = fields[13].GetUInt32();
cspawn->emote_state = fields[14].GetUInt32();
//cspawn->respawnNpcLink = fields[15].GetUInt32();
cspawn->channel_spell = fields[16].GetUInt16();
cspawn->channel_target_go = fields[17].GetUInt32();
cspawn->channel_target_creature = fields[18].GetUInt32();
cspawn->stand_state = fields[19].GetUInt16();
spawns[cellx][celly]->Other_Spawns.push_back(cspawn);
++Other_SpawnCount;
}while(result->NextRow());
}
}
delete result;
}
result = WorldDatabase.Query("SELECT * FROM Other_staticspawns WHERE Map = %u",this->_mapId);
if(result)
{
if( CheckResultLengthCreatures(result) )
{
do{
Field * fields = result->Fetch();
Other_Spawn * cspawn = new Other_Spawn;
cspawn->id = fields[0].GetUInt32();
cspawn->form = FormationMgr::getSingleton().GetFormation(cspawn->id);
cspawn->entry = fields[1].GetUInt32();
cspawn->x = fields[3].GetFloat();
cspawn->y = fields[4].GetFloat();
cspawn->z = fields[5].GetFloat();
cspawn->o = fields[6].GetFloat();
cspawn->movetype = fields[7].GetUInt8();
cspawn->displayid = fields[8].GetUInt32();
cspawn->factionid = fields[9].GetUInt32();
cspawn->flags = fields[10].GetUInt32();
cspawn->bytes0 = fields[11].GetUInt32();
cspawn->bytes1 = fields[12].GetUInt32();
cspawn->bytes2 = fields[13].GetUInt32();
cspawn->emote_state = fields[14].GetUInt32();
//cspawn->respawnNpcLink = fields[15].GetUInt32();
cspawn->channel_spell=0;
cspawn->channel_target_creature=0;
cspawn->channel_target_go=0;
cspawn->stand_state = fields[19].GetUInt16();
staticSpawns.Other_Spawns.push_back(cspawn);
++Other_SpawnCount;
}while(result->NextRow());
}
delete result;
}
and add it to ur DB.
Also. always have 1 TeleportCommand in Teleport Table, or else u cant addtele from ingame
CREATE TABLE `teleport` (
`id` bigint(20) unsigned NOT NULL auto_increment,
`name` varchar(100) NOT NULL,
`MapId` int(10) unsigned NOT NULL default '0',
`positionX` float NOT NULL default '0',
`positionY` float NOT NULL default '0',
`positionZ` float NOT NULL default '0',
PRIMARY KEY (`id`)
) ENGINE=MyISAM AUTO_INCREMENT=800 DEFAULT CHARSET=utf8 COMMENT='Tele Command';
INSERT INTO `teleport` VALUES ('799', 'Stormwind', '0', '-8909.42', '556.026', '93.5676');
CREATE TABLE `other_spawns` (
`id` int(11) unsigned NOT NULL auto_increment,
`entry` int(30) NOT NULL,
`map` int(30) NOT NULL,
`position_x` float NOT NULL,
`position_y` float NOT NULL,
`position_z` float NOT NULL,
`orientation` float NOT NULL,
`movetype` int(30) NOT NULL default '0',
`displayid` int(30) unsigned NOT NULL default '0',
`faction` int(30) NOT NULL default '14',
`flags` int(30) NOT NULL default '0',
`bytes0` int(30) NOT NULL default '0',
`bytes1` int(30) NOT NULL default '0',
`bytes2` int(30) NOT NULL default '0',
`emote_state` int(30) NOT NULL default '0',
`npc_respawn_link` int(30) NOT NULL default '0',
`channel_spell` int(30) NOT NULL default '0',
`channel_target_sqlid` int(30) NOT NULL default '0',
`channel_target_sqlid_creature` int(30) NOT NULL default '0',
`standstate` int(10) NOT NULL default '0',
PRIMARY KEY (`id`),
KEY `b` (`map`)
) ENGINE=MyISAM AUTO_INCREMENT=4661362 DEFAULT CHARSET=latin1 COMMENT='Spawn System';
CREATE TABLE `other_staticspawns` (
`id` int(30) unsigned NOT NULL auto_increment,
`entry` int(30) NOT NULL,
`Map` int(30) NOT NULL,
`x` float NOT NULL,
`y` float NOT NULL,
`z` float NOT NULL,
`o` float NOT NULL,
`movetype` int(30) NOT NULL default '0',
`displayid` int(30) unsigned NOT NULL default '0',
`factionid` int(30) NOT NULL default '35',
`flags` int(30) NOT NULL default '0',
`bytes` int(30) NOT NULL default '0',
`bytes2` int(30) NOT NULL default '0',
`emote_state` int(30) NOT NULL default '0',
`npc_respawn_link` int(30) NOT NULL default '0',
PRIMARY KEY (`id`),
UNIQUE KEY `id` (`id`),
KEY `a` (`Map`)
) ENGINE=MyISAM DEFAULT CHARSET=utf8 COMMENT='Spawn System';
Last edited by shanjo; 11-08-2008 at 09:45 AM.
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Yes ?.
Its not that hard ?. Tho it took alot of time, made alot of things, just never Released anything before.

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This is an alright job. +rep
Cheese Cake?
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Thank u.. (:
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hehe Ths was NICE mate !![]()
I like it a lot!
People who don't believe you because if low rep sould be shot, well maybe not shot but you get the idea+Rep
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Yea hehe (:
Im trying to Make a Command that Spawns an Vendor then when on_leave it will despawn the Npc. (:
[The Vendor will ofc. be sql based so peeps can change the things he sells (:]
Ermmm, to do it in Lua:
The first 4 lines get the coords of where the npc is actually at.Code:x = Unit:GetX(); y = Unit:GetY(); z = Unit:GetZ(); o = Unit:GetO(); x = x + 2 y = y + 2 z = z + 1 Unit:SpawnCreature(22997, x, y, z, o, 17, 45000);
x = x +2 and y, change where you go. So if i say, i add 2 to x, then it will spawn 2 yards to the left. The z is how high, I always add one just in case it spawns under a mountain etc. You then spawn the npc (changing unit to your function ofc); the 22997 is the code of the npc, x y z o is the coords it's using, 17 is the faction and finnaly, 45000 is for how long the npc spawns for (1000 = 1 second). If you spawn it close to the creature then when it leaves combat it will despawn depending on how long you spawned it for, but it means that people cant talk to it while out of combat if it's close. Good luck!
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well.. gave up in to do it in lua, thinks its easier in C++, plus its a bit better in C++ don't u think (: ?
Im doing so the Player can remove the Npc by himself when he is done, but he can only remove the vendor, not others..
also. he can spawn the vendor with the use of this command
.playermenu vendor (1 = Spawns 0 = Dont spawn, also 2+ numbers and it will say invalid id or somthing like that.)
Post if u get errors..
[Im not 100% that i got everything in, but can't remember anymore .. its alot of codes so (:]
Updated..
Vendor Spawn and Vendor Deletions have been added..
Last edited by shanjo; 11-08-2008 at 09:59 AM. Reason: Updated
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Developer + Donor Menu Added
When u are a donor u now have <Donor> infront of ur name instead
and developer have <Developer>
Goto TCOF - Powered by vBulletin to read changeset and see what else im doing
and for updates [They will be posted there in the future.]
svn = http://svn2.assembla.com/svn/tcof/

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can ya post donar menu to?
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My com ****t. so had to start it all over again, but im making em again right now, will post a Repack that Installs Playermenu, DeveloperMenu and DonorMenu
[I can put a Database in it that have all weapon speed reduced by 0.3 ?] or maybe the just the update patch i made that will make em 0.3 faster
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This is awesome mate, really ... Good job.
+Rep If I can.
Also Knowned as Samloo

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Looking cool.
It would be better if you could make it a patch file though.
I live in a shoe
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