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/Vehicle.cpp | |
| 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/Vehicle.cpp')
| -rw-r--r-- | src/game/Vehicle.cpp | 13 |
1 files changed, 3 insertions, 10 deletions
diff --git a/src/game/Vehicle.cpp b/src/game/Vehicle.cpp index 0bcdf088bc2..aaf97b3e413 100644 --- a/src/game/Vehicle.cpp +++ b/src/game/Vehicle.cpp @@ -90,9 +90,9 @@ void Vehicle::Update(uint32 diff) // ModifyPower(POWER_ENERGY, 1); } -bool Vehicle::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehicleId, uint32 team, const CreatureData * data) +bool Vehicle::Create(uint32 guidlow, Map *map, uint32 phaseMask, uint32 Entry, uint32 vehicleId, uint32 team, float x, float y, float z, float o, const CreatureData * data) { - if(!Creature::Create(guidlow, map, phaseMask, Entry, team, data)) + if(!Creature::Create(guidlow, map, phaseMask, Entry, team, x, y, z, o, data)) return false; SetVehicleId(vehicleId); @@ -338,16 +338,9 @@ bool Vehicle::LoadFromDB(uint32 guid, Map *map) if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_VEHICLE); uint16 team = 0; - if(!Create(guid,map,data->phaseMask,data->id,id,team,data)) + if(!Create(guid,map,data->phaseMask,data->id,id,team,data->posX,data->posY,data->posZ,data->orientation,data)) return false; - Relocate(data->posX,data->posY,data->posZ,data->orientation); - - if(!IsPositionValid()) - { - sLog.outError("Creature (guidlow %d, entry %d) not loaded. Suggested coordinates isn't valid (X: %f Y: %f)",GetGUIDLow(),GetEntry(),GetPositionX(),GetPositionY()); - return false; - } //We should set first home position, because then AI calls home movement SetHomePosition(data->posX,data->posY,data->posZ,data->orientation); |
