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authorariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
committerariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
commit62bfee37cb21584cef631dda428feaf5eb829cda (patch)
treeddec04832a3761e9e2d5dddd83215a19f44fded1 /src/server/game/Entities/Object
parent29826a92ef4cf7896e3be69757b015d47f3db006 (diff)
Core/Entities: debloat SummonGameObject parameter list using proper wrappers and enable GO rotation in scripts
- There's still an overload allowing for x, y, z, o to be passed directly - Fixed default animstate for GameObject creation in many places, it should be 255, not 100 (checked in sniffs)
Diffstat (limited to 'src/server/game/Entities/Object')
-rw-r--r--src/server/game/Entities/Object/Object.cpp27
-rw-r--r--src/server/game/Entities/Object/Object.h5
2 files changed, 23 insertions, 9 deletions
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index ed5ab471097..20b88c5e3a9 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1981,7 +1981,7 @@ void WorldObject::ClearZoneScript()
m_zoneScript = NULL;
}
-TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempSummonType spwtype, uint32 duration, uint32 /*vehId*/) const
+TempSummon* WorldObject::SummonCreature(uint32 entry, Position const& pos, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 duration /*= 0*/, uint32 /*vehId = 0*/) const
{
if (Map* map = FindMap())
{
@@ -1992,7 +1992,7 @@ TempSummon* WorldObject::SummonCreature(uint32 entry, const Position &pos, TempS
}
}
- return NULL;
+ return nullptr;
}
TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, float ang /*= 0*/, TempSummonType spwtype /*= TEMPSUMMON_MANUAL_DESPAWN*/, uint32 despwtime /*= 0*/) const
@@ -2002,29 +2002,30 @@ TempSummon* WorldObject::SummonCreature(uint32 id, float x, float y, float z, fl
GetClosePoint(x, y, z, GetObjectSize());
ang = GetOrientation();
}
+
Position pos;
pos.Relocate(x, y, z, ang);
return SummonCreature(id, pos, spwtype, despwtime, 0);
}
-GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime)
+GameObject* WorldObject::SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime)
{
if (!IsInWorld())
- return NULL;
+ return nullptr;
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Gameobject template %u not found in database!", entry);
- return NULL;
+ return nullptr;
}
Map* map = GetMap();
GameObject* go = new GameObject();
- if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
+ if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, GetPhaseMask(), pos, rot, 255, GO_STATE_READY))
{
delete go;
- return NULL;
+ return nullptr;
}
go->SetRespawnTime(respawnTime);
@@ -2037,6 +2038,18 @@ GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float
return go;
}
+GameObject* WorldObject::SummonGameObject(uint32 entry, float x, float y, float z, float ang, G3D::Quat const& rot, uint32 respawnTime)
+{
+ if (!x && !y && !z)
+ {
+ GetClosePoint(x, y, z, GetObjectSize());
+ ang = GetOrientation();
+ }
+
+ Position pos(x, y, z, ang);
+ return SummonGameObject(entry, pos, rot, respawnTime);
+}
+
Creature* WorldObject::SummonTrigger(float x, float y, float z, float ang, uint32 duration, CreatureAI* (*GetAI)(Creature*))
{
TempSummonType summonType = (duration == 0) ? TEMPSUMMON_DEAD_DESPAWN : TEMPSUMMON_TIMED_DESPAWN;
diff --git a/src/server/game/Entities/Object/Object.h b/src/server/game/Entities/Object/Object.h
index 47b28d8ea3a..87b158ab81a 100644
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -542,9 +542,10 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
void ClearZoneScript();
ZoneScript* GetZoneScript() const { return m_zoneScript; }
- TempSummon* SummonCreature(uint32 id, Position const &pos, TempSummonType spwtype = TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime = 0, uint32 vehId = 0) const;
+ 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, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime /* s */);
+ GameObject* SummonGameObject(uint32 entry, Position const& pos, G3D::Quat const& rot, uint32 respawnTime /* s */);
+ 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);