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[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
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071a24562a
commit
7589bf7263
6 changed files with 54 additions and 45 deletions
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@ -121,28 +121,11 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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SetFloatValue(GAMEOBJECT_POS_X, x);
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SetFloatValue(GAMEOBJECT_POS_Y, y);
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SetFloatValue(GAMEOBJECT_POS_Z, z);
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SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle
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int64 rotation = 0;
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double f_rot1 = sin(ang / 2.0f);
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int64 i_rot1 = int64(f_rot1 / atan(pow(2.0f, -20.0f)));
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rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
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//float f_rot2 = sin(0.0f / 2.0f);
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//int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
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//rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
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//float f_rot3 = sin(0.0f / 2.0f);
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//int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
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//rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
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SetUInt64Value(GAMEOBJECT_ROTATION, rotation);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
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UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
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SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
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@ -1317,3 +1300,25 @@ const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
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return GetName();
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}
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void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
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{
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SetFloatValue(GAMEOBJECT_FACING, GetOrientation());
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int64 rotation = 0;
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double f_rot1 = sin(GetOrientation() / 2.0f);
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int64 i_rot1 = int64(f_rot1 / atan(pow(2.0f, -20.0f)));
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rotation |= (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
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SetUInt64Value(GAMEOBJECT_ROTATION, rotation);
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if(rotation2==0.0f && rotation3==0.0f)
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{
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rotation2 = sin(GetOrientation()/2);
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rotation3 = cos(GetOrientation()/2);
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}
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SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
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}
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@ -441,6 +441,8 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
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uint32 GetDBTableGUIDLow() const { return m_DBTableGuid; }
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void UpdateRotationFields(float rotation2 = 0.0f, float rotation3 = 0.0f);
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void Say(int32 textId, uint32 language, uint64 TargetGuid) { MonsterSay(textId,language,TargetGuid); }
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void Yell(int32 textId, uint32 language, uint64 TargetGuid) { MonsterYell(textId,language,TargetGuid); }
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void TextEmote(int32 textId, uint64 TargetGuid) { MonsterTextEmote(textId,TargetGuid); }
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@ -1787,17 +1787,11 @@ bool ChatHandler::HandleTurnObjectCommand(const char* args)
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o = chr->GetOrientation();
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}
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float rot2 = sin(o/2);
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float rot3 = cos(o/2);
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Map* map = obj->GetMap();
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map->Remove(obj,false);
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obj->Relocate(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), o);
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obj->SetFloatValue(GAMEOBJECT_FACING, o);
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obj->SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rot2);
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obj->SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rot3);
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obj->UpdateRotationFields();
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map->Add(obj);
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@ -3660,13 +3654,10 @@ bool ChatHandler::HandleGameObjectCommand(const char* args)
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float o = float(chr->GetOrientation());
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Map *map = chr->GetMap();
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float rot2 = sin(o/2);
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float rot3 = cos(o/2);
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GameObject* pGameObj = new GameObject;
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uint32 db_lowGUID = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
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if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0, 0, rot2, rot3, 0, 1))
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if(!pGameObj->Create(db_lowGUID, goI->id, map, chr->GetPhaseMaskForSpawn(), x, y, z, o, 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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{
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delete pGameObj;
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return false;
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@ -1075,6 +1075,24 @@ void ObjectMgr::LoadGameobjects()
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int16 gameEvent = fields[16].GetInt16();
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int16 PoolId = fields[17].GetInt16();
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if(data.rotation2 < -1.0f || data.rotation2 > 1.0f)
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid rotation2 (%f) value, skip",guid,data.id,data.rotation2 );
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continue;
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}
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if(data.rotation3 < -1.0f || data.rotation3 > 1.0f)
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid rotation3 (%f) value, skip",guid,data.id,data.rotation3 );
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continue;
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}
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if(!MapManager::IsValidMapCoord(data.mapid,data.posX,data.posY,data.posZ,data.orientation))
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with invalid coordinates, skip",guid,data.id );
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continue;
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}
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if(data.phaseMask==0)
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{
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sLog.outErrorDb("Table `gameobject` have gameobject (GUID: %u Entry: %u) with `phaseMask`=0 (not visible for anyone), set to 1.",guid,data.id );
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@ -793,7 +793,7 @@ void Spell::EffectDummy(uint32 i)
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// create before death for get proper coordinates
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), 179644, map, m_caster->GetPhaseMask(),
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creatureTarget->GetPositionX(), creatureTarget->GetPositionY(), creatureTarget->GetPositionZ(),
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creatureTarget->GetOrientation(), 0, 0, 0, 0, 100, 1) )
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creatureTarget->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1) )
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{
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delete pGameObj;
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return;
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@ -4587,7 +4587,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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Map *map = target->GetMap();
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), gameobject_id, map,
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0, 0, 0, 0, 100, 1))
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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{
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delete pGameObj;
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return;
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@ -4635,7 +4635,7 @@ void Spell::EffectSummonObjectWild(uint32 i)
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, map,
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0, 0, 0, 0, 100, 1))
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m_caster->GetPhaseMask(), x, y, z, target->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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{
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linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
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linkedGO->SetSpellId(m_spellInfo->Id);
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@ -5260,7 +5260,7 @@ void Spell::EffectDuel(uint32 i)
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m_caster->GetPositionX()+(unitTarget->GetPositionX()-m_caster->GetPositionX())/2 ,
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m_caster->GetPositionY()+(unitTarget->GetPositionY()-m_caster->GetPositionY())/2 ,
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m_caster->GetPositionZ(),
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m_caster->GetOrientation(), 0, 0, 0, 0, 0, 1))
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m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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{
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delete pGameObj;
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return;
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@ -5635,9 +5635,6 @@ void Spell::EffectSummonObject(uint32 i)
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GameObject* pGameObj = new GameObject;
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float rot2 = sin(m_caster->GetOrientation()/2);
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float rot3 = cos(m_caster->GetOrientation()/2);
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float x,y,z;
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// If dest location if present
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if (m_targets.m_targetMask & TARGET_FLAG_DEST_LOCATION)
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@ -5652,7 +5649,7 @@ void Spell::EffectSummonObject(uint32 i)
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Map *map = m_caster->GetMap();
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), go_id, map,
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m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0, 0, rot2, rot3, 0, 1))
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m_caster->GetPhaseMask(), x, y, z, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 0, 1))
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{
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delete pGameObj;
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return;
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@ -6242,7 +6239,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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GameObject* pGameObj = new GameObject;
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if(!pGameObj->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), name_id, cMap,
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0, 0, 0, 0, 100, 1))
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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{
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delete pGameObj;
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return;
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@ -6255,10 +6252,6 @@ void Spell::EffectTransmitted(uint32 effIndex)
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case GAMEOBJECT_TYPE_FISHINGNODE:
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{
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m_caster->SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT,pGameObj->GetGUID());
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// Orientation3
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pGameObj->SetFloatValue(GAMEOBJECT_PARENTROTATION + 2, 0.88431775569915771 );
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// Orientation4
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pGameObj->SetFloatValue(GAMEOBJECT_PARENTROTATION + 3, -0.4668855369091033 );
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m_caster->AddGameObject(pGameObj); // will removed at spell cancel
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// end time of range when possible catch fish (FISHING_BOBBER_READY_TIME..GetDuration(m_spellInfo))
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@ -6313,7 +6306,7 @@ void Spell::EffectTransmitted(uint32 effIndex)
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{
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GameObject* linkedGO = new GameObject;
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if(linkedGO->Create(objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, cMap,
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0, 0, 0, 0, 100, 1))
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m_caster->GetPhaseMask(), fx, fy, fz, m_caster->GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, 1))
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{
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linkedGO->SetRespawnTime(duration > 0 ? duration/IN_MILISECONDS : 0);
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linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, m_caster->getLevel() );
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7488"
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#define REVISION_NR "7489"
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#endif // __REVISION_NR_H__
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