Core/SAI: Add an action_param3 to "summon gob" to control when the object will despawn

0 - For despawn when creature dies or time runs out
1 - For despawn after time
This commit is contained in:
Aokromes
2018-02-16 04:05:47 +01:00
parent ade258873e
commit ca5e3445b8
4 changed files with 12 additions and 5 deletions

View File

@@ -1333,7 +1333,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
// continue;
Position pos = (*itr)->GetPositionWithOffset(Position(e.target.x, e.target.y, e.target.z, e.target.o));
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, pos, G3D::Quat(), e.action.summonGO.despawnTime);
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, pos, G3D::Quat(), e.action.summonGO.despawnTime, GOSummonType(e.action.summonGO.summonType));
}
delete targets;
@@ -1342,7 +1342,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
if (e.GetTargetType() != SMART_TARGET_POSITION)
break;
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, Position(e.target.x, e.target.y, e.target.z, e.target.o), G3D::Quat(), e.action.summonGO.despawnTime);
GetBaseObject()->SummonGameObject(e.action.summonGO.entry, Position(e.target.x, e.target.y, e.target.z, e.target.o), G3D::Quat(), e.action.summonGO.despawnTime, GOSummonType(e.action.summonGO.summonType));
break;
}
case SMART_ACTION_KILL_UNIT:

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@@ -838,6 +838,7 @@ struct SmartAction
{
uint32 entry;
uint32 despawnTime;
uint32 summonType;
} summonGO;
struct

View File

@@ -2176,7 +2176,7 @@ TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, fl
return SummonCreature(id, pos, spwtype, despwtime, 0);
}
GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime)
GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime, GOSummonType summonType)
{
if (!IsInWorld())
return nullptr;
@@ -2199,7 +2199,7 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, G3D
go->CopyPhaseFrom(this);
go->SetRespawnTime(respawnTime);
if (GetTypeId() == TYPEID_PLAYER || GetTypeId() == TYPEID_UNIT) //not sure how to handle this
if (GetTypeId() == TYPEID_PLAYER || (GetTypeId() == TYPEID_UNIT && summonType == GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)) //not sure how to handle this
ToUnit()->AddGameObject(go);
else
go->SetSpawnedByDefault(false);

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@@ -446,6 +446,12 @@ class TC_GAME_API MapObject
}
};
enum GOSummonType
{
GO_SUMMON_TIMED_OR_CORPSE_DESPAWN = 0, // despawns after a specified time OR when the summoner dies
GO_SUMMON_TIMED_DESPAWN = 1 // despawns after a specified time
};
class TC_GAME_API WorldObject : public Object, public WorldLocation
{
protected:
@@ -584,7 +590,7 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
TempSummon* SummonCreature(uint32 id, Position const& pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0) const;
TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0) const;
GameObject* SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime /* s */);
GameObject* SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime /* s */, GOSummonType summonType = GO_SUMMON_TIMED_OR_CORPSE_DESPAWN);
GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, G3D::Quat const& rot, uint32 respawnTime /* s */);
Creature* SummonTrigger(float x, float y, float z, float ang, uint32 dur, CreatureAI* (*GetAI)(Creature*) = NULL);
void SummonCreatureGroup(uint8 group, std::list<TempSummon*>* list = NULL);