*Add function SummonTrigger and allow to override its AI.

*Remove some trigger scripts. Use default trigger AI and db data instead.
*Small fix on eagle boss' electrical storm.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-12-10 20:25:47 -06:00
parent 0029017e17
commit 39083f4ff8
16 changed files with 73 additions and 177 deletions

View File

@@ -1534,6 +1534,25 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
return go;
}
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
{
TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
Creature* summon = SummonCreature(WORLD_TRIGGER, x, y, z, ang, summonType, 0);
if(!summon)
return NULL;
//summon->SetName(GetName());
if(GetTypeId()==TYPEID_PLAYER || GetTypeId()==TYPEID_UNIT)
{
summon->setFaction(((Unit*)this)->getFaction());
summon->SetLevel(((Unit*)this)->getLevel());
}
if(GetAI)
summon->AIM_Initialize(GetAI(summon));
return summon;
}
void WorldObject::GetNearPoint2D(float &x, float &y, float distance2d, float absAngle ) const
{
x = GetPositionX() + (GetObjectSize() + distance2d) * cos(absAngle);