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authorariel- <ariel-@users.noreply.github.com>2016-08-01 14:55:13 -0300
committerariel- <ariel-@users.noreply.github.com>2016-08-01 14:55:53 -0300
commit33fbc453d236d943c24fb10522ac0720c3174c3d (patch)
treeee218d71a7afd585da0d05d141fdf85973191fff /src
parentbcfa47c0514b51690a5dd222b3b1ac5f20379232 (diff)
Core/PvP: Gameobject rotation in BGs and Wintergrasp.
- Add a workaround in BattleGround correcting for bad rotations in BG scripts - Calculate rotation from rotation in Wintergrasp, this function hasn't a rotation parameter and should be added in the future. - Also removed an ugly hardcode in Battlefield::SpawnGameObject Closes #17711
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Battlefield/Battlefield.cpp9
-rw-r--r--src/server/game/Battlegrounds/Battleground.cpp14
2 files changed, 18 insertions, 5 deletions
diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp
index 924b3b43777..f44099f6037 100644
--- a/src/server/game/Battlefield/Battlefield.cpp
+++ b/src/server/game/Battlefield/Battlefield.cpp
@@ -797,18 +797,21 @@ Creature* Battlefield::SpawnCreature(uint32 entry, float x, float y, float z, fl
GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z, float o)
{
// Get map object
- Map* map = sMapMgr->CreateBaseMap(571); // *vomits*
+ Map* map = sMapMgr->CreateBaseMap(m_MapId);
if (!map)
return 0;
+ // Calculate rotation
+ G3D::Quat rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
+
// Create gameobject
GameObject* go = new GameObject;
- if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(), 255, GO_STATE_READY))
+ if (!go->Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, GO_STATE_READY))
{
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Gameobject template %u could not be found in the database! Battlefield has not been created!", entry);
TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry);
delete go;
- return NULL;
+ return nullptr;
}
// Add to world
diff --git a/src/server/game/Battlegrounds/Battleground.cpp b/src/server/game/Battlegrounds/Battleground.cpp
index 79b07aa5b65..2e66c587e15 100644
--- a/src/server/game/Battlegrounds/Battleground.cpp
+++ b/src/server/game/Battlegrounds/Battleground.cpp
@@ -1350,12 +1350,22 @@ bool Battleground::AddObject(uint32 type, uint32 entry, float x, float y, float
Map* map = FindBgMap();
if (!map)
return false;
+
+ G3D::Quat rot(rotation0, rotation1, rotation2, rotation3);
+ // Temporally add safety check for bad spawns and send log (object rotations need to be rechecked in sniff)
+ if (!rotation0 && !rotation1 && !rotation2 && !rotation3)
+ {
+ TC_LOG_DEBUG("bg.battleground", "Battleground::AddObject: gameoobject [entry: %u, object type: %u] for BG (map: %u) has zeroed rotation fields, "
+ "orientation used temporally, but please fix the spawn", entry, type, m_MapId);
+
+ rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f);
+ }
+
// Must be created this way, adding to godatamap would add it to the base map of the instance
// and when loading it (in go::LoadFromDB()), a new guid would be assigned to the object, and a new object would be created
// So we must create it specific for this instance
GameObject* go = new GameObject;
- if (!go->Create(GetBgMap()->GenerateLowGuid<HighGuid::GameObject>(), entry, GetBgMap(),
- PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(rotation0, rotation1, rotation2, rotation3), 255, goState))
+ if (!go->Create(GetBgMap()->GenerateLowGuid<HighGuid::GameObject>(), entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, goState))
{
TC_LOG_ERROR("bg.battleground", "Battleground::AddObject: cannot create gameobject (entry: %u) for BG (map: %u, instance id: %u)!",
entry, m_MapId, m_InstanceID);