From 9c0f2c49457930bf4a0dc27a51e5c22b2013dbfd Mon Sep 17 00:00:00 2001 From: ariel- Date: Mon, 1 Aug 2016 14:55:13 -0300 Subject: 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 (cherry picked from commit 33fbc453d236d943c24fb10522ac0720c3174c3d) # Conflicts: # src/server/game/Battlefield/Battlefield.cpp # src/server/game/Battlegrounds/Battleground.cpp --- src/server/game/Battlefield/Battlefield.cpp | 5 ++++- src/server/game/Battlegrounds/Battleground.cpp | 13 ++++++++++++- 2 files changed, 16 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp index 90db806ad28..cd037f8002d 100644 --- a/src/server/game/Battlefield/Battlefield.cpp +++ b/src/server/game/Battlefield/Battlefield.cpp @@ -826,9 +826,12 @@ GameObject* Battlefield::SpawnGameObject(uint32 entry, float x, float y, float z return nullptr; } + // Calculate rotation + G3D::Quat rot = G3D::Matrix3::fromEulerAnglesZYX(o, 0.f, 0.f); + // Create gameobject GameObject* go = new GameObject; - if (!go->Create(entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(), 255, GO_STATE_READY)) + if (!go->Create(entry, map, PHASEMASK_NORMAL, Position(x, y, z, o), rot, 255, GO_STATE_READY)) { TC_LOG_ERROR("bg.battlefield", "Battlefield::SpawnGameObject: Could not create gameobject template %u! Battlefield has not been created!", entry); delete go; diff --git a/src/server/game/Battlegrounds/Battleground.cpp b/src/server/game/Battlegrounds/Battleground.cpp index 32c964d171d..86c6b5d8cc5 100644 --- a/src/server/game/Battlegrounds/Battleground.cpp +++ b/src/server/game/Battlegrounds/Battleground.cpp @@ -1458,11 +1458,22 @@ 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(entry, GetBgMap(), PHASEMASK_NORMAL, Position(x, y, z, o), G3D::Quat(rotation0, rotation1, rotation2, rotation3), 255, goState)) + if (!go->Create(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); -- cgit v1.2.3