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[7715] Provided way for scripts set alternative gameobject state for client show.
Also use enum for gsmeobject states.
This commit is contained in:
parent
1ec21cfb71
commit
c2e6dd20dd
10 changed files with 80 additions and 53 deletions
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@ -88,7 +88,7 @@ void GameObject::RemoveFromWorld()
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Object::RemoveFromWorld();
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}
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state)
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state)
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{
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Relocate(x,y,z,ang);
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SetMapId(map->GetId());
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@ -188,7 +188,7 @@ void GameObject::Update(uint32 /*p_time*/)
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Unit* caster = GetOwner();
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if(caster && caster->GetTypeId()==TYPEID_PLAYER)
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{
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SetGoState(0);
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SetGoState(GO_STATE_ACTIVE);
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SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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UpdateData udata;
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@ -246,11 +246,11 @@ void GameObject::Update(uint32 /*p_time*/)
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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//we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
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if( !GetGoState() )
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SwitchDoorOrButton(false);
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if (GetGoState() != GO_STATE_READY)
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ResetDoorOrButton();
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//flags in AB are type_button and we need to add them here so no break!
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default:
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if(!m_spawnedByDefault) // despawn timer
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if (!m_spawnedByDefault) // despawn timer
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{
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// can be despawned or destroyed
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SetLootState(GO_JUST_DEACTIVATED);
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@ -368,11 +368,8 @@ void GameObject::Update(uint32 /*p_time*/)
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{
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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if(GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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{
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SwitchDoorOrButton(false);
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SetLootState(GO_JUST_DEACTIVATED);
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}
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if (GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
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ResetDoorOrButton();
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break;
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}
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break;
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@ -460,7 +457,7 @@ void GameObject::Delete()
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{
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SendObjectDeSpawnAnim(GetGUID());
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SetGoState(1);
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SetGoState(GO_STATE_READY);
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SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
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uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
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@ -545,8 +542,8 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
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<< GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
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<< m_respawnDelayTime << ", "
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<< (uint32)GetGoAnimProgress() << ", "
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<< (uint32)GetGoState() << ")";
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<< uint32(GetGoAnimProgress()) << ", "
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<< uint32(GetGoState()) << ")";
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WorldDatabase.BeginTransaction();
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WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
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@ -578,7 +575,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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float rotation3 = data->rotation3;
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uint32 animprogress = data->animprogress;
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uint32 go_state = data->go_state;
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GOState go_state = data->go_state;
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m_DBTableGuid = guid;
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if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
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@ -813,7 +810,17 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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return ok;
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}
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void GameObject::UseDoorOrButton(uint32 time_to_restore)
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void GameObject::ResetDoorOrButton()
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{
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if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
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return;
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SwitchDoorOrButton(false);
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SetLootState(GO_JUST_DEACTIVATED);
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m_cooldownTime = 0;
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}
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void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
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{
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if(m_lootState != GO_READY)
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return;
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@ -821,24 +828,23 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore)
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if(!time_to_restore)
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time_to_restore = GetAutoCloseTime();
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SwitchDoorOrButton(true);
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SwitchDoorOrButton(true,alternative);
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SetLootState(GO_ACTIVATED);
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m_cooldownTime = time(NULL) + time_to_restore;
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}
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void GameObject::SwitchDoorOrButton(bool activate)
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void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
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{
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if(activate)
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SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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else
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RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
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if(GetGoState()) //if closed -> open
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SetGoState(0);
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if(GetGoState() == GO_STATE_READY) //if closed -> open
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SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
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else //if open -> close
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SetGoState(1);
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SetGoState(GO_STATE_READY);
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}
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void GameObject::Use(Unit* user)
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