Core/PvP: Gameobject rotation in BGs and Wintergrasp.

- Add a workaround in BattleGround correcting for bad rotations in BG scripts
- Calculate rotation from rotation in Wintergrasp, this function hasn't a rotation parameter and should be added in the future.
- Also removed an ugly hardcode in Battlefield::SpawnGameObject

Closes #17711

(cherry picked from commit 33fbc453d2)

# Conflicts:
#	src/server/game/Battlefield/Battlefield.cpp
#	src/server/game/Battlegrounds/Battleground.cpp
This commit is contained in:
ariel-
2016-08-01 14:55:13 -03:00
committed by joschiwald
parent af11f48356
commit 9c0f2c4945
2 changed files with 16 additions and 2 deletions

View File

@@ -826,9 +826,12 @@ GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z
return nullptr;
}
// Calculate rotation
G3D::Quat rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
// Create gameobject
GameObject* go = new GameObject;
if (!go->Create(entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(), 255, GO_STATE_READY))
if (!go->Create(entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, GO_STATE_READY))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry);
delete go;

View File

@@ -1458,11 +1458,22 @@ bool Battleground::AddObject(uint32 type, uint32 entry, float x, float y, float
Map* map = FindBgMap();
if (!map)
return false;
G3D::Quat rot(rotation0, rotation1, rotation2, rotation3);
// Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
if (!rotation0 && !rotation1 && !rotation2 && !rotation3)
{
TC_LOG_DEBUG("bg.battleground", "Battleground::AddObject: gameoobject [entry: %u, object type: %u] for BG (map: %u) has zeroed rotation fields, "
"orientation used temporally, but please fix the spawn", entry, type, m_MapId);
rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
}
// Must be created this way, adding to godatamap would add it to the base map of the instance
// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
// So we must create it specific for this instance
GameObject* go = new GameObject;
if (!go->Create(entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(rotation0, rotation1, rotation2, rotation3), 255, goState))
if (!go->Create(entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, goState))
{
TC_LOG_ERROR("bg.battleground", "Battleground::AddObject: cannot create gameobject (entry: %u) for BG (map: %u, instance id: %u)!",
entry, m_MapId, m_InstanceID);