diff options
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r-- | src/game/GameObject.cpp | 90 |
1 files changed, 63 insertions, 27 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp index 28c39ee5bbe..a888ba6ec5b 100644 --- a/src/game/GameObject.cpp +++ b/src/game/GameObject.cpp @@ -46,7 +46,7 @@ GameObject::GameObject() : WorldObject() m_objectType |= TYPEMASK_GAMEOBJECT; m_objectTypeId = TYPEID_GAMEOBJECT; // 2.3.2 - 0x58 - m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HASPOSITION); + m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION); m_valuesCount = GAMEOBJECT_END; m_respawnTime = 0; @@ -127,17 +127,33 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float SetFloatValue(GAMEOBJECT_POS_Z, z); SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle - SetFloatValue (GAMEOBJECT_ROTATION, rotation0); - SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1); - SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2); - SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3); + int64 rotation = 0; + + float f_rot1 = sin(ang / 2.0f); + int64 i_rot1 = f_rot1 / atan(pow(2.0f, -20.0f)); + rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF; + + //float f_rot2 = sin(0.0f / 2.0f); + //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f)); + //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000; + + //float f_rot3 = sin(0.0f / 2.0f); + //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f)); + //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000; + + SetUInt64Value(GAMEOBJECT_ROTATION, rotation); + + SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0); + SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1); + SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2); + SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3); SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size); SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction); SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); - SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id); + SetEntry(goinfo->id); SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId); @@ -146,7 +162,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float SetGoAnimProgress(animprogress); - SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit); + SetByteValue(GAMEOBJECT_BYTES_1, 2, ArtKit); // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22) if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER) @@ -264,7 +280,7 @@ void GameObject::Update(uint32 /*p_time*/) return; } // respawn timer - MapManager::Instance().GetMap(GetMapId(), this)->Add(this); + GetMap()->Add(this); break; } } @@ -414,7 +430,7 @@ void GameObject::Update(uint32 /*p_time*/) //burning flags in some battlegrounds, if you find better condition, just add it if (GetGoAnimProgress() > 0) { - SendObjectDeSpawnAnim(this->GetGUID()); + SendObjectDeSpawnAnim(GetGUID()); //reset flags SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); } @@ -451,7 +467,7 @@ void GameObject::Refresh() return; if(isSpawned()) - MapManager::Instance().GetMap(GetMapId(), this)->Add(this); + GetMap()->Add(this); } void GameObject::AddUniqueUse(Player* player) @@ -504,7 +520,7 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask) if (!goI) return; - + if (!m_DBTableGuid) m_DBTableGuid = GetGUIDLow(); // update in loaded data (changing data only in this place) @@ -517,34 +533,34 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask) data.posY = GetFloatValue(GAMEOBJECT_POS_Y); data.posZ = GetFloatValue(GAMEOBJECT_POS_Z); data.orientation = GetFloatValue(GAMEOBJECT_FACING); - data.rotation0 = GetFloatValue(GAMEOBJECT_ROTATION+0); - data.rotation1 = GetFloatValue(GAMEOBJECT_ROTATION+1); - data.rotation2 = GetFloatValue(GAMEOBJECT_ROTATION+2); - data.rotation3 = GetFloatValue(GAMEOBJECT_ROTATION+3); + data.rotation0 = GetFloatValue(GAMEOBJECT_PARENTROTATION+0); + data.rotation1 = GetFloatValue(GAMEOBJECT_PARENTROTATION+1); + data.rotation2 = GetFloatValue(GAMEOBJECT_PARENTROTATION+2); + data.rotation3 = GetFloatValue(GAMEOBJECT_PARENTROTATION+3); data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime; data.animprogress = GetGoAnimProgress(); data.go_state = GetGoState(); data.spawnMask = spawnMask; - data.ArtKit = GetUInt32Value (GAMEOBJECT_ARTKIT); + data.ArtKit = GetGoArtKit(); // updated in DB std::ostringstream ss; ss << "INSERT INTO gameobject VALUES ( " << m_DBTableGuid << ", " - << GetUInt32Value (OBJECT_FIELD_ENTRY) << ", " + << GetEntry() << ", " << mapid << ", " << (uint32)spawnMask << ", " << GetFloatValue(GAMEOBJECT_POS_X) << ", " << GetFloatValue(GAMEOBJECT_POS_Y) << ", " << GetFloatValue(GAMEOBJECT_POS_Z) << ", " << GetFloatValue(GAMEOBJECT_FACING) << ", " - << GetFloatValue(GAMEOBJECT_ROTATION) << ", " - << GetFloatValue(GAMEOBJECT_ROTATION+1) << ", " - << GetFloatValue(GAMEOBJECT_ROTATION+2) << ", " - << GetFloatValue(GAMEOBJECT_ROTATION+3) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", " << m_respawnDelayTime << ", " - << GetGoAnimProgress() << ", " - << GetGoState() << ")"; + << (uint32)GetGoAnimProgress() << ", " + << (uint32)GetGoState() << ")"; WorldDatabase.BeginTransaction(); WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid); @@ -563,7 +579,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map) } uint32 entry = data->id; - uint32 map_id = data->mapid; + //uint32 map_id = data->mapid; // already used before call float x = data->posX; float y = data->posY; float z = data->posZ; @@ -846,9 +862,9 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore) } -void GameObject::SetGoArtKit(uint32 kit) +void GameObject::SetGoArtKit(uint8 kit) { - SetUInt32Value(GAMEOBJECT_ARTKIT, kit); + SetByteValue(GAMEOBJECT_BYTES_1, 2, kit); GameObjectData *data = const_cast<GameObjectData*>(objmgr.GetGOData(m_DBTableGuid)); if(data) data->ArtKit = kit; @@ -1209,7 +1225,7 @@ void GameObject::Use(Unit* user) Player* player = (Player*)user; - if( player->isAllowUseBattleGroundObject() ) + if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); @@ -1247,6 +1263,26 @@ void GameObject::Use(Unit* user) } break; } + case GAMEOBJECT_TYPE_BARBER_CHAIR: //32 + { + GameObjectInfo const* info = GetGOInfo(); + if(!info) + return; + + if(user->GetTypeId()!=TYPEID_PLAYER) + return; + + Player* player = (Player*)user; + + // fallback, will always work + player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); + + WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0); + player->GetSession()->SendPacket(&data); + + player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight); + return; + } default: sLog.outDebug("Unknown Object Type %u", GetGoType()); break; |