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authorariel- <ariel-@users.noreply.github.com>2016-07-30 18:50:44 -0300
committerjoschiwald <joschiwald.trinity@gmail.com>2017-02-11 20:50:29 +0100
commitc429e7d4899b51bba5df9bf0be0acee4ecc38cb7 (patch)
treef0ebcb546932cc092ef92841c0d53a0649a0829a /src/server/game/Entities/Object
parent02cef6f034804eb7291f7539936226c0552cad7f (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) (cherry picked from commit 62bfee37cb21584cef631dda428feaf5eb829cda) # Conflicts: # src/server/game/Battlefield/Battlefield.cpp # src/server/game/Battlegrounds/Battleground.cpp # src/server/game/Entities/GameObject/GameObject.cpp # src/server/game/Entities/GameObject/GameObject.h # src/server/game/Entities/Object/Object.cpp # src/server/game/Entities/Object/Object.h # src/server/game/Spells/SpellEffects.cpp # src/server/scripts/Commands/cs_gobject.cpp # src/server/scripts/EasternKingdoms/SunkenTemple/instance_sunken_temple.cpp # src/server/scripts/EasternKingdoms/ZulAman/zulaman.cpp # src/server/scripts/Kalimdor/zone_feralas.cpp # src/server/scripts/Northrend/Nexus/EyeOfEternity/boss_malygos.cpp # src/server/scripts/Northrend/Nexus/EyeOfEternity/instance_eye_of_eternity.cpp # src/server/scripts/OutdoorPvP/OutdoorPvPSI.cpp
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 67cde258ed9..3d6f7498d9b 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -2449,7 +2449,7 @@ Scenario* WorldObject::GetScenario() const
return nullptr;
}
-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())
{
@@ -2460,7 +2460,7 @@ 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
@@ -2470,29 +2470,30 @@ 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(entry, map, GetPhaseMask(), x, y, z, ang, G3D::Quat(rotation0, rotation1, rotation2, rotation3), 100, GO_STATE_READY))
+ if (!go->Create(entry, map, GetPhaseMask(), pos, rot, 255, GO_STATE_READY))
{
delete go;
- return NULL;
+ return nullptr;
}
go->CopyPhaseFrom(this);
@@ -2507,6 +2508,18 @@ 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 4e8b37a086d..5b7b324a70e 100644
--- a/src/server/game/Entities/Object/Object.h
+++ b/src/server/game/Entities/Object/Object.h
@@ -646,9 +646,10 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
Scenario* GetScenario() const;
- 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);