#include "sql_exporter.hpp" #include "core/coordinates.hpp" #include "core/logger.hpp" #include #include #include #include #include namespace wowee { namespace editor { std::string SQLExporter::escape(const std::string& s) { std::string out; out.reserve(s.size()); for (char c : s) { if (c == '\'') out += "''"; else if (c == '\\') out += "\\\\"; else out += c; } return out; } static std::string escapeSql(const std::string& s) { return SQLExporter::escape(s); } bool SQLExporter::exportCreatures(const std::vector& spawns, const std::string& path, uint32_t mapId, uint32_t startEntry) { namespace fs = std::filesystem; fs::create_directories(fs::path(path).parent_path()); std::ofstream f(path); if (!f) return false; auto now = std::chrono::system_clock::now(); auto time = std::chrono::system_clock::to_time_t(now); char timeBuf[32]; std::strftime(timeBuf, sizeof(timeBuf), "%Y-%m-%d %H:%M:%S", std::localtime(&time)); f << "-- Wowee World Editor — Creature Spawn Export\n"; f << "-- Generated: " << timeBuf << "\n"; f << "-- Target: AzerothCore / TrinityCore 3.3.5a\n"; f << "-- Map ID: " << mapId << "\n"; f << "-- Creatures: " << spawns.size() << "\n\n"; // creature_template entries f << "-- =============================================\n"; f << "-- creature_template (NPC definitions)\n"; f << "-- =============================================\n\n"; for (size_t i = 0; i < spawns.size(); i++) { const auto& s = spawns[i]; uint32_t entry = startEntry + static_cast(i); // AzerothCore creature_template.npcflag bits. uint32_t npcFlags = 0; if (s.questgiver) npcFlags |= 0x02; if (s.trainer) npcFlags |= 0x10; if (s.vendor) npcFlags |= 0x80; if (s.repair) npcFlags |= 0x1000; if (s.innkeeper) npcFlags |= 0x10000; if (s.banker) npcFlags |= 0x20000; if (s.auctioneer) npcFlags |= 0x200000; if (s.flightmaster) npcFlags |= 0x02000000; uint32_t unitFlags = 0; if (!s.hostile) unitFlags |= 0x02; // NON_ATTACKABLE f << "INSERT INTO `creature_template` " << "(`entry`, `name`, `minlevel`, `maxlevel`, `minhealth`, `maxhealth`, " << "`mana`, `armor`, `mindmg`, `maxdmg`, `faction`, `npcflag`, " << "`unit_flags`, `modelid1`, `scale`) VALUES (" << entry << ", " << "'" << escapeSql(s.name) << "', " << s.level << ", " << s.level << ", " << s.health << ", " << s.health << ", " << s.mana << ", " << s.armor << ", " << s.minDamage << ", " << s.maxDamage << ", " << s.faction << ", " << npcFlags << ", " << unitFlags << ", " << s.displayId << ", " << s.scale << ") ON DUPLICATE KEY UPDATE `name`='" << escapeSql(s.name) << "';\n"; } // creature spawn entries f << "\n-- =============================================\n"; f << "-- creature (spawn positions)\n"; f << "-- =============================================\n\n"; for (size_t i = 0; i < spawns.size(); i++) { const auto& s = spawns[i]; uint32_t entry = startEntry + static_cast(i); uint32_t guid = startEntry + static_cast(i); uint8_t movementType = 0; if (s.behavior == CreatureBehavior::Wander) movementType = 1; if (s.behavior == CreatureBehavior::Patrol) movementType = 2; // Editor stores positions in render coords; AzerothCore expects WoW // canonical (X=north, Y=west). renderToCanonical handles the swap. const glm::vec3 wow = core::coords::renderToCanonical(s.position); const float wowX = wow.x; const float wowY = wow.y; const float wowZ = wow.z; // AzerothCore expects orientation in radians from +X (north). Editor's // orientation is in degrees from +renderX (west). Convert via: // wowYaw = π/2 - editorYaw constexpr float kPi = 3.14159265358979323846f; const float editorYawRad = s.orientation * kPi / 180.0f; float orientRad = kPi * 0.5f - editorYawRad; while (orientRad < 0.0f) orientRad += 2.0f * kPi; while (orientRad >= 2.0f * kPi) orientRad -= 2.0f * kPi; f << "INSERT INTO `creature` " << "(`guid`, `id`, `map`, `position_x`, `position_y`, `position_z`, " << "`orientation`, `spawntimesecs`, `wander_distance`, `MovementType`) VALUES (" << guid << ", " << entry << ", " << mapId << ", " << wowX << ", " << wowY << ", " << wowZ << ", " << orientRad << ", " << (s.respawnTimeMs / 1000) << ", " // wander_distance only meaningful for Wander behaviour; Patrol uses // waypoint_data and Stationary doesn't move at all. << (s.behavior == CreatureBehavior::Wander ? s.wanderRadius : 0.0f) << ", " << static_cast(movementType) << ") ON DUPLICATE KEY UPDATE `position_x`=" << wowX << ";\n"; } // Patrol waypoints bool hasPatrols = false; for (const auto& s : spawns) { if (!s.patrolPath.empty()) { hasPatrols = true; break; } } if (hasPatrols) { f << "\n-- =============================================\n"; f << "-- creature_addon + waypoint_data (patrol paths)\n"; f << "-- =============================================\n\n"; for (size_t i = 0; i < spawns.size(); i++) { const auto& s = spawns[i]; if (s.patrolPath.empty()) continue; uint32_t guid = startEntry + static_cast(i); uint32_t pathId = guid; f << "INSERT INTO `creature_addon` (`guid`, `path_id`) VALUES (" << guid << ", " << pathId << ") ON DUPLICATE KEY UPDATE `path_id`=" << pathId << ";\n"; for (size_t pi = 0; pi < s.patrolPath.size(); pi++) { const auto& wp = s.patrolPath[pi]; const glm::vec3 wpWow = core::coords::renderToCanonical(wp.position); const float wpWowX = wpWow.x; const float wpWowY = wpWow.y; const float wpWowZ = wpWow.z; f << "INSERT INTO `waypoint_data` " << "(`id`, `point`, `position_x`, `position_y`, `position_z`, `delay`) VALUES (" << pathId << ", " << (pi + 1) << ", " << wpWowX << ", " << wpWowY << ", " << wpWowZ << ", " << wp.waitTimeMs << ") ON DUPLICATE KEY UPDATE `position_x`=" << wpWowX << ";\n"; } } } LOG_INFO("SQL exported: ", path, " (", spawns.size(), " creatures)"); return true; } bool SQLExporter::exportQuests(const std::vector& quests, const std::string& path, uint32_t startEntry, const std::vector* spawns, uint32_t creatureStartEntry) { // Build a spawn.id -> SQL creature entry map. Allows quest hooks defined // by the editor's UI (which uses spawn.id) to point at the matching // creature_template row (which uses creatureStartEntry + index). std::unordered_map spawnIdToEntry; if (spawns) { for (size_t i = 0; i < spawns->size(); i++) { spawnIdToEntry[(*spawns)[i].id] = creatureStartEntry + static_cast(i); } } auto resolveCreatureEntry = [&](uint32_t spawnId) { if (!spawns || spawns->empty()) return spawnId; auto it = spawnIdToEntry.find(spawnId); return it != spawnIdToEntry.end() ? it->second : spawnId; }; namespace fs = std::filesystem; fs::create_directories(fs::path(path).parent_path()); std::ofstream f(path, std::ios::app); if (!f) return false; if (quests.empty()) return true; f << "\n-- =============================================\n"; f << "-- quest_template (quest definitions)\n"; f << "-- =============================================\n\n"; for (const auto& q : quests) { uint32_t entry = startEntry + q.id; uint32_t rewardMoney = q.reward.gold * 10000 + q.reward.silver * 100 + q.reward.copper; // Map up to 4 KillCreature objectives to RequiredNpcOrGo slots // and report objective counts in matching slots. Item objectives go // to RequiredItemId/Count. Editor stores the M2 path in targetName, // so creature objectives can only be linked when the user has filled // a numeric ID into targetName (rare); leave 0 otherwise. uint32_t reqNpcOrGo[4] = {0, 0, 0, 0}; uint32_t reqNpcOrGoCount[4] = {0, 0, 0, 0}; uint32_t reqItemId[6] = {0, 0, 0, 0, 0, 0}; uint32_t reqItemCount[6] = {0, 0, 0, 0, 0, 0}; size_t npcSlot = 0, itemSlot = 0; for (const auto& obj : q.objectives) { uint32_t id = 0; try { id = static_cast(std::stoul(obj.targetName)); } catch (...) {} if (obj.type == QuestObjectiveType::KillCreature && npcSlot < 4) { // Editor UI fills targetName with a spawn.id for Kill objectives; // resolve to the matching SQL creature entry. reqNpcOrGo[npcSlot] = resolveCreatureEntry(id); reqNpcOrGoCount[npcSlot] = obj.targetCount; npcSlot++; } else if (obj.type == QuestObjectiveType::CollectItem && itemSlot < 6) { reqItemId[itemSlot] = id; reqItemCount[itemSlot] = obj.targetCount; itemSlot++; } } f << "INSERT INTO `quest_template` " << "(`ID`, `LogTitle`, `LogDescription`, `QuestCompletionLog`, " << "`MinLevel`, `RewardXP`, `RewardMoney`, " << "`RequiredNpcOrGo1`, `RequiredNpcOrGoCount1`, " << "`RequiredNpcOrGo2`, `RequiredNpcOrGoCount2`, " << "`RequiredNpcOrGo3`, `RequiredNpcOrGoCount3`, " << "`RequiredNpcOrGo4`, `RequiredNpcOrGoCount4`, " << "`RequiredItemId1`, `RequiredItemCount1`, " << "`RequiredItemId2`, `RequiredItemCount2`, " << "`RequiredItemId3`, `RequiredItemCount3`, " << "`RequiredItemId4`, `RequiredItemCount4`, " << "`RequiredItemId5`, `RequiredItemCount5`, " << "`RequiredItemId6`, `RequiredItemCount6`) VALUES (" << entry << ", " << "'" << escapeSql(q.title) << "', " << "'" << escapeSql(q.description) << "', " << "'" << escapeSql(q.completionText) << "', " << q.requiredLevel << ", " << q.reward.xp << ", " << rewardMoney; for (int k = 0; k < 4; k++) f << ", " << reqNpcOrGo[k] << ", " << reqNpcOrGoCount[k]; for (int k = 0; k < 6; k++) f << ", " << reqItemId[k] << ", " << reqItemCount[k]; f << ") ON DUPLICATE KEY UPDATE `LogTitle`='" << escapeSql(q.title) << "';\n"; } // creature_queststarter / creature_questender link quests to NPCs. // Without these the player can pick up the quest from no one. f << "\n-- =============================================\n"; f << "-- creature_queststarter / _questender (quest links)\n"; f << "-- =============================================\n\n"; for (const auto& q : quests) { uint32_t entry = startEntry + q.id; if (q.questGiverNpcId > 0) { f << "INSERT IGNORE INTO `creature_queststarter` (`id`, `quest`) VALUES (" << resolveCreatureEntry(q.questGiverNpcId) << ", " << entry << ");\n"; } if (q.turnInNpcId > 0) { f << "INSERT IGNORE INTO `creature_questender` (`id`, `quest`) VALUES (" << resolveCreatureEntry(q.turnInNpcId) << ", " << entry << ");\n"; } } LOG_INFO("SQL quests exported: ", quests.size(), " quests"); return true; } bool SQLExporter::exportAll(const std::vector& spawns, const std::vector& quests, const std::string& path, uint32_t mapId, uint32_t startEntry) { if (!exportCreatures(spawns, path, mapId, startEntry)) return false; if (!quests.empty()) exportQuests(quests, path, startEntry, &spawns, startEntry); return true; } } // namespace editor } // namespace wowee