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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
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@@ -795,18 +795,21 @@ Creature* Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
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GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
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{
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// Get map object
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Map* map = sMapMgr->CreateBaseMap(571); // *vomits*
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Map* map = sMapMgr->CreateBaseMap(m_MapId);
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if (!map)
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return 0;
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// Calculate rotation
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G3D::Quat rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
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// Create gameobject
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GameObject* go = new GameObject;
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if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(), 255, GO_STATE_READY))
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if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, GO_STATE_READY))
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{
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TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Gameobject template %u could not be found in the database! Battlefield has not been created!", entry);
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TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry);
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delete go;
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return NULL;
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return nullptr;
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}
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// Add to world
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@@ -1442,12 +1442,22 @@ bool Battleground::AddObject(uint32 type, uint32 entry, float x, float y, float
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Map* map = FindBgMap();
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if (!map)
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return false;
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G3D::Quat rot(rotation0, rotation1, rotation2, rotation3);
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// Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
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if (!rotation0 && !rotation1 && !rotation2 && !rotation3)
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{
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TC_LOG_DEBUG("bg.battleground", "Battleground::AddObject: gameoobject [entry: %u, object type: %u] for BG (map: %u) has zeroed rotation fields, "
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"orientation used temporally, but please fix the spawn", entry, type, m_MapId);
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rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
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}
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// Must be created this way, adding to godatamap would add it to the base map of the instance
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// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
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// So we must create it specific for this instance
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GameObject* go = new GameObject;
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if (!go->Create(GetBgMap()->GenerateLowGuid<HighGuid::GameObject>(), entry, GetBgMap(),
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PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(rotation0, rotation1, rotation2, rotation3), 255, goState))
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if (!go->Create(GetBgMap()->GenerateLowGuid<HighGuid::GameObject>(), entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, goState))
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{
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TC_LOG_ERROR("bg.battleground", "Battleground::AddObject: cannot create gameobject (entry: %u) for BG (map: %u, instance id: %u)!",
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entry, m_MapId, m_InstanceID);
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