Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types

This commit is contained in:
KimLS
2015-01-23 00:01:10 -08:00
parent 03286f540a
commit 269d56e1d0
68 changed files with 1524 additions and 1692 deletions
+18 -18
View File
@@ -130,8 +130,8 @@ struct PetInfo {
struct ZoneSpellsBlocked {
uint32 spellid;
int8 type;
xyz_location m_Location;
xyz_location m_Difference;
glm::vec3 m_Location;
glm::vec3 m_Difference;
char message[256];
};
@@ -273,7 +273,7 @@ public:
bool LoadCharacterLeadershipAA(uint32 character_id, PlayerProfile_Struct* pp);
/* Character Data Saves */
bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, const xyz_heading& position, uint8 is_home);
bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, const glm::vec4& position, uint8 is_home);
bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp);
bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp, ExtendedProfile_Struct* m_epp);
bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level);
@@ -305,24 +305,24 @@ public:
uint32 GetCharacterCorpseItemCount(uint32 corpse_id);
bool LoadCharacterCorpseData(uint32 corpse_id, PlayerCorpse_Struct* pcs);
Corpse* LoadCharacterCorpse(uint32 player_corpse_id);
Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
Corpse* SummonBuriedCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
void MarkCorpseAsRezzed(uint32 dbid);
bool GetDecayTimes(npcDecayTimes_Struct* npcCorpseDecayTimes);
bool BuryCharacterCorpse(uint32 dbid);
bool BuryAllCharacterCorpses(uint32 charid);
bool DeleteCharacterCorpse(uint32 dbid);
bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, const xyz_heading& position);
bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const xyz_heading& position);
bool SummonAllCharacterCorpses(uint32 char_id, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool SummonAllGraveyardCorpses(uint32 cur_zoneid, uint32 dest_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool UnburyCharacterCorpse(uint32 dbid, uint32 new_zoneid, uint16 dest_instanceid, const glm::vec4& position);
bool LoadCharacterCorpses(uint32 iZoneID, uint16 iInstanceID);
bool DeleteGraveyard(uint32 zone_id, uint32 graveyard_id);
uint32 GetCharacterCorpseDecayTimer(uint32 corpse_db_id);
uint32 GetCharacterBuriedCorpseCount(uint32 char_id);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const xyz_heading& position);
uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, const xyz_heading& position);
uint32 SendCharacterCorpseToGraveyard(uint32 dbid, uint32 zoneid, uint16 instanceid, const glm::vec4& position);
uint32 CreateGraveyardRecord(uint32 graveyard_zoneid, const glm::vec4& position);
uint32 AddGraveyardIDToZone(uint32 zone_id, uint32 graveyard_id);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const xyz_heading& position);
uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const xyz_heading& position, bool rezzed = false);
uint32 SaveCharacterCorpse(uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position);
uint32 UpdateCharacterCorpse(uint32 dbid, uint32 charid, const char* charname, uint32 zoneid, uint16 instanceid, PlayerCorpse_Struct* dbpc, const glm::vec4& position, bool rezzed = false);
uint32 GetFirstCorpseID(uint32 char_id);
uint32 GetCharacterCorpseCount(uint32 char_id);
uint32 GetCharacterCorpseID(uint32 char_id, uint8 corpse);
@@ -353,7 +353,7 @@ public:
bool GetZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct *data, bool &can_bind, bool &can_combat, bool &can_levitate, bool &can_castoutdoor, bool &is_city, bool &is_hotzone, bool &allow_mercs, uint8 &zone_type, int &ruleset, char **map_filename);
bool SaveZoneCFG(uint32 zoneid, uint16 instance_id, NewZone_Struct* zd);
bool LoadStaticZonePoints(LinkedList<ZonePoint*>* zone_point_list,const char* zonename, uint32 version);
bool UpdateZoneSafeCoords(const char* zonename, const xyz_location& location);
bool UpdateZoneSafeCoords(const char* zonename, const glm::vec3& location);
uint8 GetUseCFGSafeCoords();
int getZoneShutDownDelay(uint32 zoneID, uint32 version);
@@ -362,7 +362,7 @@ public:
bool LoadSpawnGroupsByID(int spawngroupid, SpawnGroupList* spawn_group_list);
bool PopulateZoneSpawnList(uint32 zoneid, LinkedList<Spawn2*> &spawn2_list, int16 version, uint32 repopdelay = 0);
Spawn2* LoadSpawn2(LinkedList<Spawn2*> &spawn2_list, uint32 spawn2id, uint32 timeleft);
bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const xyz_heading& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
bool CreateSpawn2(Client *c, uint32 spawngroup, const char* zone, const glm::vec4& position, uint32 respawn, uint32 variance, uint16 condition, int16 cond_value);
void UpdateSpawn2Timeleft(uint32 id, uint16 instance_id,uint32 timeleft);
uint32 GetSpawnTimeLeft(uint32 id, uint16 instance_id);
void UpdateSpawn2Status(uint32 id, uint8 new_status);
@@ -371,14 +371,14 @@ public:
uint32 GetFreeGrid(uint16 zoneid);
void DeleteGrid(Client *c, uint32 sg2, uint32 grid_num, bool grid_too, uint16 zoneid);
void DeleteWaypoint(Client *c, uint32 grid_num, uint32 wp_num, uint16 zoneid);
void AddWP(Client *c, uint32 gridid, uint32 wpnum, const xyz_heading& position, uint32 pause, uint16 zoneid);
uint32 AddWPForSpawn(Client *c, uint32 spawn2id, const xyz_heading& position, uint32 pause, int type1, int type2, uint16 zoneid);
void AddWP(Client *c, uint32 gridid, uint32 wpnum, const glm::vec4& position, uint32 pause, uint16 zoneid);
uint32 AddWPForSpawn(Client *c, uint32 spawn2id, const glm::vec4& position, uint32 pause, int type1, int type2, uint16 zoneid);
void ModifyGrid(Client *c, bool remove, uint32 id, uint8 type = 0, uint8 type2 = 0, uint16 zoneid = 0);
void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, const xyz_location& location, uint32 script = 0, uint16 zoneid = 0);
void ModifyWP(Client *c, uint32 grid_id, uint32 wp_num, const glm::vec3& location, uint32 script = 0, uint16 zoneid = 0);
uint8 GetGridType(uint32 grid, uint32 zoneid);
uint8 GetGridType2(uint32 grid, uint16 zoneid);
bool GetWaypoints(uint32 grid, uint16 zoneid, uint32 num, wplist* wp);
void AssignGrid(Client *client, const xy_location& location, uint32 id);
void AssignGrid(Client *client, const glm::vec2& location, uint32 id);
int GetHighestGrid(uint32 zoneid);
int GetHighestWaypoint(uint32 zoneid, uint32 gridid);
@@ -450,7 +450,7 @@ public:
int32 GetDoorsCount(uint32* oMaxID, const char *zone_name, int16 version);
int32 GetDoorsCountPlusOne(const char *zone_name, int16 version);
int32 GetDoorsDBCountPlusOne(const char *zone_name, int16 version);
void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, const xyz_heading& position, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize);
void InsertDoor(uint32 did, uint16 ddoorid, const char* ddoor_name, const glm::vec4& position, uint8 dopentype, uint16 dguildid, uint32 dlockpick, uint32 dkeyitem, uint8 ddoor_param, uint8 dinvert, int dincline, uint16 dsize);
/* Blocked Spells */
int32 GetBlockedSpellsCount(uint32 zoneid);