diff options
| author | megamage <none@none> | 2009-05-30 22:15:05 -0500 |
|---|---|---|
| committer | megamage <none@none> | 2009-05-30 22:15:05 -0500 |
| commit | 8d1f4f9ea0beb503e2a3014abb95263e501ef1c5 (patch) | |
| tree | 41d48951c315129dee817befa40d4dab90d3fd14 /src/game/Object.h | |
| parent | b5778357d9d8c5fb10da5d99c46b48250578cb49 (diff) | |
*Provide another way to implement dynamic spawns. Now a creature will call its zonescript before spawn to determine the spawned entry. This can be used to implement zones such as wintergrasp with less data requirement (only need to know the entry of counterpart creatures, not require spawn points)
*Use zonescript as basic class of opvp script and dugeon script (can also be used for bg)
*Store zonescript in worldobject.
*Add door for sapphiron.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Object.h')
| -rw-r--r-- | src/game/Object.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/Object.h b/src/game/Object.h index e6731db1712..1667d266016 100644 --- a/src/game/Object.h +++ b/src/game/Object.h @@ -107,6 +107,7 @@ class GameObject; class TempSummon; class Vehicle; class CreatureAI; +class ZoneScript; typedef UNORDERED_MAP<Player*, UpdateData> UpdateDataMapType; @@ -537,6 +538,8 @@ class TRINITY_DLL_SPEC WorldObject : public Object Map * FindMap() const { return m_map ? m_map : const_cast<WorldObject*>(this)->_findMap(); } Map const* GetBaseMap() const; + void SetZoneScript(); + TempSummon* SummonCreature(uint32 id, float x, float y, float z, float ang = 0,TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN,uint32 despwtime = 0); Vehicle* SummonVehicle(uint32 entry, float x, float y, float z, float ang = 0); GameObject* SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime); @@ -565,6 +568,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object explicit WorldObject(); std::string m_name; bool m_isActive; + ZoneScript *m_zoneScript; private: uint32 m_mapId; // object at map with map_id |
