diff options
author | megamage <none@none> | 2009-04-08 16:35:13 -0500 |
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committer | megamage <none@none> | 2009-04-08 16:35:13 -0500 |
commit | fa0492ccce16411d20edb8928a0038e2b4e68427 (patch) | |
tree | 6c47f567cc05493ddbc9a0ff1816a574a8ff05a6 | |
parent | 371a58404743aa7294eee0096d7884018929e87b (diff) |
[7634] Fixed: select non-despawnable gameobjects base at appropriate for gameobject type dataN fields. Author: VladimirMangos
Many in world gameobject that unexpected daspawned before must now work in more expected way.
In tests i not found any damage to bg gameobject work, and at least this restore expected work for non-bg dorrs//buttons broken
after half-year ago patch (that has been reverted partly in this commit)
--HG--
branch : trunk
-rw-r--r-- | src/game/GameObject.cpp | 47 | ||||
-rw-r--r-- | src/game/GameObject.h | 14 |
2 files changed, 36 insertions, 25 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index def17130372..89a03cac016 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -610,37 +610,34 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map) if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) ) return false; - switch(GetGOInfo()->type) + if(!GetDespawnPossibility()) { - case GAMEOBJECT_TYPE_DOOR: - case GAMEOBJECT_TYPE_BUTTON: - /* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove - SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); + SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); + m_spawnedByDefault = true; + m_respawnDelayTime = 0; + m_respawnTime = 0; + } + else + { + if(data->spawntimesecs >= 0) + { m_spawnedByDefault = true; - m_respawnDelayTime = 0; - m_respawnTime = 0; - break;*/ - default: - if(data->spawntimesecs >= 0) - { - m_spawnedByDefault = true; - m_respawnDelayTime = data->spawntimesecs; - m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId()); + m_respawnDelayTime = data->spawntimesecs; + m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId()); - // ready to respawn - if(m_respawnTime && m_respawnTime <= time(NULL)) - { - m_respawnTime = 0; - objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); - } - } - else + // ready to respawn + if(m_respawnTime && m_respawnTime <= time(NULL)) { - m_spawnedByDefault = false; - m_respawnDelayTime = -data->spawntimesecs; m_respawnTime = 0; + objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); } - break; + } + else + { + m_spawnedByDefault = false; + m_respawnDelayTime = -data->spawntimesecs; + m_respawnTime = 0; + } } return true; diff --git a/src/game/GameObject.h b/src/game/GameObject.h index 3d2d3c2de57..b0019048827 100644 --- a/src/game/GameObject.h +++ b/src/game/GameObject.h @@ -482,6 +482,20 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject } } + bool GetDespawnPossibility() const + { + switch(GetGoType()) + { + case GAMEOBJECT_TYPE_DOOR: return GetGOInfo()->door.noDamageImmune; + case GAMEOBJECT_TYPE_BUTTON: return GetGOInfo()->button.noDamageImmune; + case GAMEOBJECT_TYPE_QUESTGIVER: return GetGOInfo()->questgiver.noDamageImmune; + case GAMEOBJECT_TYPE_GOOBER: return GetGOInfo()->goober.noDamageImmune; + case GAMEOBJECT_TYPE_FLAGSTAND: return GetGOInfo()->flagstand.noDamageImmune; + case GAMEOBJECT_TYPE_FLAGDROP: return GetGOInfo()->flagdrop.noDamageImmune; + default: return true; + } + } + time_t GetRespawnTime() const { return m_respawnTime; } time_t GetRespawnTimeEx() const { |