Core/Entities: remove PhaseMask

* database fields and values will remain until they have been converted to their according phase IDs
This commit is contained in:
Ovahlord committed 2020-03-29 04:05:43 +02:00
1 parent ce6093f8cd
commit 9bfe43a88a
32 files changed
+121 -149

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@@ -200,7 +200,7 @@ void GameObject::RemoveFromWorld()
}
}
bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, uint32 /*phaseMask*/, Position const& pos, QuaternionData const& rotation, uint32 animprogress, GOState go_state, uint32 artKit /*= 0*/, bool dynamic, ObjectGuid::LowType spawnid)
bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, Position const& pos, QuaternionData const& rotation, uint32 animprogress, GOState go_state, uint32 artKit /*= 0*/, bool dynamic, ObjectGuid::LowType spawnid)
{
ASSERT(map);
SetMap(map);
@@ -335,7 +335,7 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
if (uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject();
if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, 0, pos, rotation, 255, GO_STATE_READY))
if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, pos, rotation, 255, GO_STATE_READY))
{
SetLinkedTrap(linkedGO);
map->AddToMap(linkedGO);
@@ -866,10 +866,10 @@ void GameObject::SaveToDB()
return;
}
SaveToDB(GetMapId(), data->spawnMask, data->phaseMask);
SaveToDB(GetMapId(), data->spawnMask);
}
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask)
{
GameObjectTemplate const* goI = GetGOInfo();
if (!goI)
@@ -886,7 +886,6 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
ASSERT(data.spawnId == m_spawnId);
data.id = GetEntry();
data.spawnPoint.WorldRelocate(this);
data.phaseMask = phaseMask;
data.rotation = m_localRotation;
data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
data.animprogress = GetGoAnimProgress();
@@ -896,6 +895,9 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
if (!data.spawnGroupData)
data.spawnGroupData = sObjectMgr->GetDefaultSpawnGroup();
data.phaseId = GetDBPhase() > 0 ? GetDBPhase() : data.phaseId;
data.phaseGroup = GetDBPhase() < 0 ? -GetDBPhase() : data.phaseGroup;
// Update in DB
SQLTransaction trans = WorldDatabase.BeginTransaction();
@@ -910,7 +912,6 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
stmt->setUInt32(index++, GetEntry());
stmt->setUInt16(index++, uint16(mapid));
stmt->setUInt8(index++, spawnMask);
stmt->setUInt32(index++, GetPhaseMask());
stmt->setFloat(index++, GetPositionX());
stmt->setFloat(index++, GetPositionY());
stmt->setFloat(index++, GetPositionZ());
@@ -938,7 +939,6 @@ bool GameObject::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap
uint32 entry = data->id;
//uint32 map_id = data->mapid; // already used before call
uint32 phaseMask = data->phaseMask;
uint32 animprogress = data->animprogress;
GOState go_state = data->goState;
@@ -950,7 +950,7 @@ bool GameObject::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap
uint32 gameObjectType = sObjectMgr->GetGameObjectTypeByEntry(entry);
ObjectGuid::LowType lowGuid = gameObjectType == GAMEOBJECT_TYPE_TRANSPORT ? map->GenerateLowGuid<HighGuid::Transport>() : map->GenerateLowGuid<HighGuid::GameObject>();
if (!Create(lowGuid, entry, map, phaseMask, data->spawnPoint, data->rotation, animprogress, go_state, artKit, !m_respawnCompatibilityMode))
if (!Create(lowGuid, entry, map, data->spawnPoint, data->rotation, animprogress, go_state, artKit, !m_respawnCompatibilityMode))
return false;
PhasingHandler::InitDbPhaseShift(GetPhaseShift(), data->phaseUseFlags, data->phaseId, data->phaseGroup);