[7489] Update gameobject rotation fields if need.

* Fixed update absent in ".gobject turn" command
* Propetly set rotation fields for summoned objects
* Check rotation/coordinates fields values at server loading
This commit is contained in:
VladimirMangos 2009-03-18 20:48:22 +03:00
parent 071a24562a
commit 7589bf7263
6 changed files with 54 additions and 45 deletions

View file

@ -121,28 +121,11 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
SetFloatValue(GAMEOBJECT_POS_X, x); SetFloatValue(GAMEOBJECT_POS_X, x);
SetFloatValue(GAMEOBJECT_POS_Y, y); SetFloatValue(GAMEOBJECT_POS_Y, y);
SetFloatValue(GAMEOBJECT_POS_Z, z); SetFloatValue(GAMEOBJECT_POS_Z, z);
SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle
int64 rotation = 0;
double f_rot1 = sin(ang / 2.0f);
int64 i_rot1 = int64(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+0, rotation0);
SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1); SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3); UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size); SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
@ -1317,3 +1300,25 @@ const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
return GetName(); return GetName();
} }
void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
{
SetFloatValue(GAMEOBJECT_FACING, GetOrientation());
int64 rotation = 0;
double f_rot1 = sin(GetOrientation() / 2.0f);
int64 i_rot1 = int64(f_rot1 / atan(pow(2.0f, -20.0f)));
rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
SetUInt64Value(GAMEOBJECT_ROTATION, rotation);
if(rotation2==0.0f && rotation3==0.0f)
{
rotation2 = sin(GetOrientation()/2);
rotation3 = cos(GetOrientation()/2);
}
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
}

View file

@ -441,6 +441,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; } uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
void UpdateRotationFields(float rotation2 = 0.0f, float rotation3 = 0.0f);
void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); } void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); } void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); } void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }

View file

@ -1787,17 +1787,11 @@ bool ChatHandler::HandleTurnObjectCommand(const char* args)
o = chr->GetOrientation(); o = chr->GetOrientation();
} }
float rot2 = sin(o/2);
float rot3 = cos(o/2);
Map* map = obj->GetMap(); Map* map = obj->GetMap();
map->Remove(obj,false); map->Remove(obj,false);
obj->Relocate(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), o); obj->Relocate(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), o);
obj->UpdateRotationFields();
obj->SetFloatValue(GAMEOBJECT_FACING, o);
obj->SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rot2);
obj->SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rot3);
map->Add(obj); map->Add(obj);
@ -3660,13 +3654,10 @@ bool ChatHandler::HandleGameObjectCommand(const char* args)
float o = float(chr->GetOrientation()); float o = float(chr->GetOrientation());
Map *map = chr->GetMap(); Map *map = chr->GetMap();
float rot2 = sin(o/2);
float rot3 = cos(o/2);
GameObject* pGameObj = new GameObject; GameObject* pGameObj = new GameObject;
uint32 db_lowGUID = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT); uint32 db_lowGUID = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0, 0, rot2, rot3, 0, 1)) if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
{ {
delete pGameObj; delete pGameObj;
return false; return false;

View file

@ -1075,6 +1075,24 @@ void ObjectMgr::LoadGameobjects()
int16 gameEvent = fields[16].GetInt16(); int16 gameEvent = fields[16].GetInt16();
int16 PoolId = fields[17].GetInt16(); int16 PoolId = fields[17].GetInt16();
if(data.rotation2 < -1.0f || data.rotation2 > 1.0f)
{
sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid rotation2 (%f) value, skip",guid,data.id,data.rotation2 );
continue;
}
if(data.rotation3 < -1.0f || data.rotation3 > 1.0f)
{
sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid rotation3 (%f) value, skip",guid,data.id,data.rotation3 );
continue;
}
if(!MapManager::IsValidMapCoord(data.mapid,data.posX,data.posY,data.posZ,data.orientation))
{
sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid coordinates, skip",guid,data.id );
continue;
}
if(data.phaseMask==0) if(data.phaseMask==0)
{ {
sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with `phaseMask`=0 (not visible for anyone), set to 1.",guid,data.id ); sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with `phaseMask`=0 (not visible for anyone), set to 1.",guid,data.id );

View file

@ -793,7 +793,7 @@ void Spell::EffectDummy(uint32 i)
// create before death for get proper coordinates // create before death for get proper coordinates
if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 179644, map, m_caster->GetPhaseMask(), if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 179644, map, m_caster->GetPhaseMask(),
creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(), creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(),
creatureTarget->GetOrientation(), 0, 0, 0, 0, 100, 1) ) creatureTarget->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1) )
{ {
delete pGameObj; delete pGameObj;
return; return;
@ -4587,7 +4587,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
Map *map = target->GetMap(); Map *map = target->GetMap();
if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), gameobject_id, map, if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), gameobject_id, map,
m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0, 0, 0, 0, 100, 1)) m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
{ {
delete pGameObj; delete pGameObj;
return; return;
@ -4635,7 +4635,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
{ {
GameObject* linkedGO = new GameObject; GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map, if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0, 0, 0, 0, 100, 1)) m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
{ {
linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0); linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
linkedGO->SetSpellId(m_spellInfo->Id); linkedGO->SetSpellId(m_spellInfo->Id);
@ -5260,7 +5260,7 @@ void Spell::EffectDuel(uint32 i)
m_caster->GetPositionX()+(unitTarget->GetPositionX()-m_caster->GetPositionX())/2 , m_caster->GetPositionX()+(unitTarget->GetPositionX()-m_caster->GetPositionX())/2 ,
m_caster->GetPositionY()+(unitTarget->GetPositionY()-m_caster->GetPositionY())/2 , m_caster->GetPositionY()+(unitTarget->GetPositionY()-m_caster->GetPositionY())/2 ,
m_caster->GetPositionZ(), m_caster->GetPositionZ(),
m_caster->GetOrientation(), 0, 0, 0, 0, 0, 1)) m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
{ {
delete pGameObj; delete pGameObj;
return; return;
@ -5635,9 +5635,6 @@ void Spell::EffectSummonObject(uint32 i)
GameObject* pGameObj = new GameObject; GameObject* pGameObj = new GameObject;
float rot2 = sin(m_caster->GetOrientation()/2);
float rot3 = cos(m_caster->GetOrientation()/2);
float x,y,z; float x,y,z;
// If dest location if present // If dest location if present
if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION) if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
@ -5652,7 +5649,7 @@ void Spell::EffectSummonObject(uint32 i)
Map *map = m_caster->GetMap(); Map *map = m_caster->GetMap();
if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), go_id, map, if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), go_id, map,
m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0, 0, rot2, rot3, 0, 1)) m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
{ {
delete pGameObj; delete pGameObj;
return; return;
@ -6242,7 +6239,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
GameObject* pGameObj = new GameObject; GameObject* pGameObj = new GameObject;
if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), name_id, cMap, if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), name_id, cMap,
m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0, 0, 0, 0, 100, 1)) m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
{ {
delete pGameObj; delete pGameObj;
return; return;
@ -6255,10 +6252,6 @@ void Spell::EffectTransmitted(uint32 effIndex)
case GAMEOBJECT_TYPE_FISHINGNODE: case GAMEOBJECT_TYPE_FISHINGNODE:
{ {
m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT,pGameObj->GetGUID()); m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT,pGameObj->GetGUID());
// Orientation3
pGameObj->SetFloatValue(GAMEOBJECT_PARENTROTATION + 2, 0.88431775569915771 );
// Orientation4
pGameObj->SetFloatValue(GAMEOBJECT_PARENTROTATION + 3, -0.4668855369091033 );
m_caster->AddGameObject(pGameObj); // will removed at spell cancel m_caster->AddGameObject(pGameObj); // will removed at spell cancel
// end time of range when possible catch fish (FISHING_BOBBER_READY_TIME..GetDuration(m_spellInfo)) // end time of range when possible catch fish (FISHING_BOBBER_READY_TIME..GetDuration(m_spellInfo))
@ -6313,7 +6306,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
{ {
GameObject* linkedGO = new GameObject; GameObject* linkedGO = new GameObject;
if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap, if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,
m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0, 0, 0, 0, 100, 1)) m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
{ {
linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0); linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, m_caster->getLevel() ); linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, m_caster->getLevel() );

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "7488" #define REVISION_NR "7489"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__