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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
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')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp19
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h2
-rw-r--r--src/server/game/Entities/Object/Object.cpp27
-rw-r--r--src/server/game/Entities/Object/Object.h5
4 files changed, 32 insertions, 21 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 2e5f8b43280..760e1f23d7e 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -178,16 +178,16 @@ void GameObject::RemoveFromWorld()
}
}
-bool GameObject::Create(uint32 name_id, Map* map, uint32 /*phaseMask*/, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit)
+bool GameObject::Create(uint32 name_id, Map* map, uint32 /*phaseMask*/, Position const& pos, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit /*= 0*/)
{
ASSERT(map);
SetMap(map);
- Relocate(x, y, z, ang);
- m_stationaryPosition.Relocate(x, y, z, ang);
+ Relocate(pos);
+ m_stationaryPosition.Relocate(pos);
if (!IsPositionValid())
{
- TC_LOG_ERROR("misc", "Gameobject (Spawn id: " UI64FMTD " Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", GetSpawnId(), name_id, x, y);
+ TC_LOG_ERROR("misc", "Gameobject (Spawn id: " UI64FMTD " Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", GetSpawnId(), name_id, pos.GetPositionX(), pos.GetPositionY());
return false;
}
@@ -202,7 +202,7 @@ bool GameObject::Create(uint32 name_id, Map* map, uint32 /*phaseMask*/, float x,
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
if (!goinfo)
{
- TC_LOG_ERROR("sql.sql", "Gameobject (Spawn id: " UI64FMTD " Entry: %u) not created: non-existing entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f)", GetSpawnId(), name_id, map->GetId(), x, y, z);
+ TC_LOG_ERROR("sql.sql", "Gameobject (Spawn id: " UI64FMTD " Entry: %u) not created: non-existing entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f)", GetSpawnId(), name_id, map->GetId(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
return false;
}
@@ -895,17 +895,14 @@ bool GameObject::LoadGameObjectFromDB(ObjectGuid::LowType spawnId, Map* map, boo
uint32 entry = data->id;
//uint32 map_id = data->mapid; // already used before call
uint32 phaseMask = data->phaseMask;
- float x = data->posX;
- float y = data->posY;
- float z = data->posZ;
- float ang = data->orientation;
+ Position pos(data->posX, data->posY, data->posZ, data->orientation);
uint32 animprogress = data->animprogress;
GOState go_state = data->go_state;
uint32 artKit = data->artKit;
m_spawnId = spawnId;
- if (!Create(entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state, artKit))
+ if (!Create(entry, map, phaseMask, pos, data->rotation, animprogress, go_state, artKit))
return false;
if (data->phaseid)
@@ -934,7 +931,7 @@ bool GameObject::LoadGameObjectFromDB(ObjectGuid::LowType spawnId, Map* map, boo
m_respawnTime = GetMap()->GetGORespawnTime(m_spawnId);
// ready to respawn
- if (m_respawnTime && m_respawnTime <= time(NULL))
+ if (m_respawnTime && m_respawnTime <= time(nullptr))
{
m_respawnTime = 0;
GetMap()->RemoveGORespawnTime(m_spawnId);
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index 55c5c473e95..1cd3ff88552 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -943,7 +943,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void RemoveFromWorld() override;
void CleanupsBeforeDelete(bool finalCleanup = true) override;
- bool Create(uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
+ bool Create(uint32 name_id, Map* map, uint32 phaseMask, Position const& pos, G3D::Quat const& rotation, uint32 animprogress, GOState go_state, uint32 artKit = 0);
void Update(uint32 p_time) override;
GameObjectTemplate const* GetGOInfo() const { return m_goInfo; }
GameObjectTemplateAddon const* GetTemplateAddon() const { return m_goTemplateAddon; }
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);