Files
TrinityCore/src/server/game/Entities/GameObject/GameObject.cpp
r00ty-tc 59db2eeea0 Dynamic Creature/Go spawning:
- True blizzlike creature spawn/respawn behavior - new creature = new object
 - Toggleable spawn groups (with C++/SAI/command options to use them)
 - Custom feature: dynamic spawn rate scaling. Accelerates respawn rate based on players in the zone.
 - Backward compatibility mode (set via group and for summons)
   to support creatures/gos that currently don't work well with this
   (this should be removed once the exceptions are fixed)

Fixes and closes #2858
Tags #8661 as fixable.
Fixes and closes #13787
Fixes #15222.
2017-07-31 21:21:04 +02:00

2526 lines
90 KiB
C++

/*
* Copyright (C) 2008-2017 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GameObject.h"
#include "Battleground.h"
#include "CellImpl.h"
#include "CreatureAISelector.h"
#include "DatabaseEnv.h"
#include "GameObjectAI.h"
#include "GameObjectModel.h"
#include "GameTime.h"
#include "GossipDef.h"
#include "GridNotifiersImpl.h"
#include "Group.h"
#include "GroupMgr.h"
#include "Log.h"
#include "LootMgr.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
#include "PoolMgr.h"
#include "QueryPackets.h"
#include "ScriptMgr.h"
#include "SpellMgr.h"
#include "Transport.h"
#include "UpdateFieldFlags.h"
#include "World.h"
#include <G3D/Quat.h>
void GameObjectTemplate::InitializeQueryData()
{
WorldPacket queryTemp;
for (uint8 loc = LOCALE_enUS; loc < TOTAL_LOCALES; ++loc)
{
queryTemp = BuildQueryData(static_cast<LocaleConstant>(loc));
QueryData[loc] = queryTemp;
}
}
WorldPacket GameObjectTemplate::BuildQueryData(LocaleConstant loc) const
{
WorldPackets::Query::QueryGameObjectResponse queryTemp;
std::string locName = name;
std::string locIconName = IconName;
std::string locCastBarCaption = castBarCaption;
if (GameObjectLocale const* gameObjectLocale = sObjectMgr->GetGameObjectLocale(entry))
{
ObjectMgr::GetLocaleString(gameObjectLocale->Name, loc, locName);
ObjectMgr::GetLocaleString(gameObjectLocale->CastBarCaption, loc, locCastBarCaption);
}
queryTemp.GameObjectID = entry;
queryTemp.Allow = true;
queryTemp.Stats.Type = type;
queryTemp.Stats.DisplayID = displayId;
queryTemp.Stats.Name = locName;
queryTemp.Stats.IconName = locIconName;
queryTemp.Stats.CastBarCaption = locCastBarCaption;
queryTemp.Stats.UnkString = unk1;
memcpy(queryTemp.Stats.Data, raw.data, sizeof(uint32) * MAX_GAMEOBJECT_DATA);
queryTemp.Stats.Size = size;
for (uint32 i = 0; i < MAX_GAMEOBJECT_QUEST_ITEMS; ++i)
queryTemp.Stats.QuestItems[i] = 0;
if (std::vector<uint32> const* items = sObjectMgr->GetGameObjectQuestItemList(entry))
for (uint32 i = 0; i < MAX_GAMEOBJECT_QUEST_ITEMS; ++i)
if (i < items->size())
queryTemp.Stats.QuestItems[i] = (*items)[i];
return *queryTemp.Write();
}
bool QuaternionData::isUnit() const
{
return fabs(x * x + y * y + z * z + w * w - 1.0f) < 1e-5f;
}
QuaternionData QuaternionData::fromEulerAnglesZYX(float Z, float Y, float X)
{
G3D::Quat quat(G3D::Matrix3::fromEulerAnglesZYX(Z, Y, X));
return QuaternionData(quat.x, quat.y, quat.z, quat.w);
}
GameObject::GameObject() : WorldObject(false), MapObject(),
m_model(nullptr), m_goValue(), m_AI(nullptr), m_respawnCompatibilityMode(false)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
m_respawnDelayTime = 300;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_usetimes = 0;
m_spellId = 0;
m_cooldownTime = 0;
m_prevGoState = GO_STATE_ACTIVE;
m_goInfo = nullptr;
m_goTemplateAddon = nullptr;
m_goData = nullptr;
m_packedRotation = 0;
m_spawnId = 0;
m_lootRecipientGroup = 0;
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
m_lootGenerationTime = 0;
ResetLootMode(); // restore default loot mode
m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
}
GameObject::~GameObject()
{
delete m_AI;
delete m_model;
//if (m_uint32Values) // field array can be not exist if GameOBject not loaded
// CleanupsBeforeDelete();
}
void GameObject::AIM_Destroy()
{
delete m_AI;
m_AI = nullptr;
}
bool GameObject::AIM_Initialize()
{
AIM_Destroy();
m_AI = FactorySelector::SelectGameObjectAI(this);
if (!m_AI)
return false;
m_AI->InitializeAI();
return true;
}
std::string const& GameObject::GetAIName() const
{
return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
}
void GameObject::CleanupsBeforeDelete(bool finalCleanup)
{
WorldObject::CleanupsBeforeDelete(finalCleanup);
if (m_uint32Values) // field array can be not exist if GameOBject not loaded
RemoveFromOwner();
}
void GameObject::RemoveFromOwner()
{
ObjectGuid ownerGUID = GetOwnerGUID();
if (!ownerGUID)
return;
if (Unit* owner = ObjectAccessor::GetUnit(*this, ownerGUID))
{
owner->RemoveGameObject(this, false);
ASSERT(!GetOwnerGUID());
return;
}
// This happens when a mage portal is despawned after the caster changes map (for example using the portal)
TC_LOG_DEBUG("misc", "Removed GameObject (GUID: %u Entry: %u SpellId: %u LinkedGO: %u) that just lost any reference to the owner (%s) GO list",
GetGUID().GetCounter(), GetGOInfo()->entry, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), ownerGUID.ToString().c_str());
SetOwnerGUID(ObjectGuid::Empty);
}
void GameObject::AddToWorld()
{
///- Register the gameobject for guid lookup
if (!IsInWorld())
{
if (m_zoneScript)
m_zoneScript->OnGameObjectCreate(this);
GetMap()->GetObjectsStore().Insert<GameObject>(GetGUID(), this);
if (m_spawnId)
GetMap()->GetGameObjectBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
// The state can be changed after GameObject::Create but before GameObject::AddToWorld
bool toggledState = GetGoType() == GAMEOBJECT_TYPE_CHEST ? getLootState() == GO_READY : (GetGoState() == GO_STATE_READY || IsTransport());
if (m_model)
{
if (Transport* trans = ToTransport())
trans->SetDelayedAddModelToMap();
else
GetMap()->InsertGameObjectModel(*m_model);
}
EnableCollision(toggledState);
WorldObject::AddToWorld();
}
}
void GameObject::RemoveFromWorld()
{
///- Remove the gameobject from the accessor
if (IsInWorld())
{
if (m_zoneScript)
m_zoneScript->OnGameObjectRemove(this);
RemoveFromOwner();
if (m_model)
if (GetMap()->ContainsGameObjectModel(*m_model))
GetMap()->RemoveGameObjectModel(*m_model);
WorldObject::RemoveFromWorld();
if (m_spawnId)
Trinity::Containers::MultimapErasePair(GetMap()->GetGameObjectBySpawnIdStore(), m_spawnId, this);
GetMap()->GetObjectsStore().Remove<GameObject>(GetGUID());
}
}
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)
{
ASSERT(map);
SetMap(map);
Relocate(pos);
m_stationaryPosition.Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", guidlow, name_id, pos.GetPositionX(), pos.GetPositionY());
return false;
}
// Set if this object can handle dynamic spawns
if (!dynamic)
SetRespawnCompatibilityMode();
SetPhaseMask(phaseMask, false);
UpdatePositionData();
SetZoneScript();
if (m_zoneScript)
{
name_id = m_zoneScript->GetGameObjectEntry(guidlow, name_id);
if (!name_id)
return false;
}
GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
if (!goinfo)
{
TC_LOG_ERROR("sql.sql", "Gameobject (GUID: %u Entry: %u) not created: non-existing entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f)", guidlow, name_id, map->GetId(), pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ());
return false;
}
if (goinfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT)
{
TC_LOG_ERROR("sql.sql", "Gameobject (GUID: %u Entry: %u) not created: gameobject type GAMEOBJECT_TYPE_MO_TRANSPORT cannot be manually created.", guidlow, name_id);
return false;
}
if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT)
m_updateFlag = (m_updateFlag | UPDATEFLAG_TRANSPORT) & ~UPDATEFLAG_POSITION;
Object::_Create(guidlow, goinfo->entry, HighGuid::GameObject);
m_goInfo = goinfo;
m_goTemplateAddon = sObjectMgr->GetGameObjectTemplateAddon(name_id);
if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
{
TC_LOG_ERROR("sql.sql", "Gameobject (GUID: %u Entry: %u) not created: non-existing GO type '%u' in `gameobject_template`. It will crash client if created.", guidlow, name_id, goinfo->type);
return false;
}
SetWorldRotation(rotation.x, rotation.y, rotation.z, rotation.w);
GameObjectAddon const* gameObjectAddon = sObjectMgr->GetGameObjectAddon(GetSpawnId());
// For most of gameobjects is (0, 0, 0, 1) quaternion, there are only some transports with not standard rotation
QuaternionData parentRotation;
if (gameObjectAddon)
parentRotation = gameObjectAddon->ParentRotation;
SetParentRotation(parentRotation);
SetObjectScale(goinfo->size);
if (m_goTemplateAddon)
{
SetFaction(m_goTemplateAddon->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, m_goTemplateAddon->flags);
}
SetEntry(goinfo->entry);
// set name for logs usage, doesn't affect anything ingame
SetName(goinfo->name);
SetDisplayId(goinfo->displayId);
m_model = CreateModel();
// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
SetGoType(GameobjectTypes(goinfo->type));
m_prevGoState = go_state;
SetGoState(go_state);
SetGoArtKit(artKit);
switch (goinfo->type)
{
case GAMEOBJECT_TYPE_FISHINGHOLE:
SetGoAnimProgress(animprogress);
m_goValue.FishingHole.MaxOpens = urand(GetGOInfo()->fishinghole.minSuccessOpens, GetGOInfo()->fishinghole.maxSuccessOpens);
break;
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
m_goValue.Building.Health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits;
m_goValue.Building.MaxHealth = m_goValue.Building.Health;
SetGoAnimProgress(255);
break;
case GAMEOBJECT_TYPE_TRANSPORT:
SetUInt32Value(GAMEOBJECT_LEVEL, goinfo->transport.pause);
SetGoState(goinfo->transport.startOpen ? GO_STATE_ACTIVE : GO_STATE_READY);
SetGoAnimProgress(animprogress);
m_goValue.Transport.PathProgress = 0;
m_goValue.Transport.AnimationInfo = sTransportMgr->GetTransportAnimInfo(goinfo->entry);
m_goValue.Transport.CurrentSeg = 0;
break;
case GAMEOBJECT_TYPE_FISHINGNODE:
SetGoAnimProgress(0);
break;
case GAMEOBJECT_TYPE_TRAP:
if (GetGOInfo()->trap.stealthed)
{
m_stealth.AddFlag(STEALTH_TRAP);
m_stealth.AddValue(STEALTH_TRAP, 70);
}
if (GetGOInfo()->trap.invisible)
{
m_invisibility.AddFlag(INVISIBILITY_TRAP);
m_invisibility.AddValue(INVISIBILITY_TRAP, 300);
}
break;
default:
SetGoAnimProgress(animprogress);
break;
}
if (gameObjectAddon && gameObjectAddon->InvisibilityValue)
{
m_invisibility.AddFlag(gameObjectAddon->invisibilityType);
m_invisibility.AddValue(gameObjectAddon->invisibilityType, gameObjectAddon->InvisibilityValue);
}
LastUsedScriptID = GetGOInfo()->ScriptId;
AIM_Initialize();
// Initialize loot duplicate count depending on raid difficulty
if (map->Is25ManRaid())
loot.maxDuplicates = 3;
if (spawnid)
m_spawnId = spawnid;
if (uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry())
{
GameObject* linkedGO = new GameObject();
if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, phaseMask, pos, rotation, 255, GO_STATE_READY))
{
SetLinkedTrap(linkedGO);
map->AddToMap(linkedGO);
}
else
delete linkedGO;
}
return true;
}
void GameObject::Update(uint32 diff)
{
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())
TC_LOG_ERROR("misc", "Could not initialize GameObjectAI");
switch (m_lootState)
{
case GO_NOT_READY:
{
switch (GetGoType())
{
case GAMEOBJECT_TYPE_TRAP:
{
// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
GameObjectTemplate const* goInfo = GetGOInfo();
// Bombs
if (goInfo->trap.type == 2)
// Hardcoded tooltip value
m_cooldownTime = GameTime::GetGameTimeMS() + 10 * IN_MILLISECONDS;
else if (Unit* owner = GetOwner())
if (owner->IsInCombat())
m_cooldownTime = GameTime::GetGameTimeMS() + goInfo->trap.startDelay * IN_MILLISECONDS;
SetLootState(GO_READY);
break;
}
case GAMEOBJECT_TYPE_TRANSPORT:
{
if (!m_goValue.Transport.AnimationInfo)
break;
if (GetGoState() == GO_STATE_READY)
{
m_goValue.Transport.PathProgress += diff;
/* TODO: Fix movement in unloaded grid - currently GO will just disappear
uint32 timer = m_goValue.Transport.PathProgress % m_goValue.Transport.AnimationInfo->TotalTime;
TransportAnimationEntry const* node = m_goValue.Transport.AnimationInfo->GetAnimNode(timer);
if (node && m_goValue.Transport.CurrentSeg != node->TimeSeg)
{
m_goValue.Transport.CurrentSeg = node->TimeSeg;
G3D::Quat rotation;
if (TransportRotationEntry const* rot = m_goValue.Transport.AnimationInfo->GetAnimRotation(timer))
rotation = G3D::Quat(rot->X, rot->Y, rot->Z, rot->W);
G3D::Vector3 pos = rotation.toRotationMatrix()
* G3D::Matrix3::fromEulerAnglesZYX(GetOrientation(), 0.0f, 0.0f)
* G3D::Vector3(node->X, node->Y, node->Z);
pos += G3D::Vector3(GetStationaryX(), GetStationaryY(), GetStationaryZ());
G3D::Vector3 src(GetPositionX(), GetPositionY(), GetPositionZ());
TC_LOG_DEBUG("misc", "Src: %s Dest: %s", src.toString().c_str(), pos.toString().c_str());
GetMap()->GameObjectRelocation(this, pos.x, pos.y, pos.z, GetOrientation());
}
*/
}
break;
}
case GAMEOBJECT_TYPE_FISHINGNODE:
{
// fishing code (bobber ready)
if (time(nullptr) > m_respawnTime - FISHING_BOBBER_READY_TIME)
{
// splash bobber (bobber ready now)
Unit* caster = GetOwner();
if (caster && caster->GetTypeId() == TYPEID_PLAYER)
{
SetGoState(GO_STATE_ACTIVE);
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
UpdateData udata;
WorldPacket packet;
BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
udata.BuildPacket(&packet);
caster->ToPlayer()->SendDirectMessage(&packet);
SendCustomAnim(GetGoAnimProgress());
}
m_lootState = GO_READY; // can be successfully open with some chance
}
return;
}
default:
m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
break;
}
// NO BREAK for switch (m_lootState)
}
case GO_READY:
{
if (m_respawnCompatibilityMode)
{
if (m_respawnTime > 0) // timer on
{
time_t now = time(nullptr);
if (m_respawnTime <= now) // timer expired
{
ObjectGuid dbtableHighGuid(HighGuid::GameObject, GetEntry(), m_spawnId);
time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
if (linkedRespawntime) // Can't respawn, the master is dead
{
ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
if (targetGuid == dbtableHighGuid) // if linking self, never respawn
SetRespawnTime(WEEK);
else
m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
SaveRespawnTime(); // also save to DB immediately
return;
}
m_respawnTime = 0;
m_SkillupList.clear();
m_usetimes = 0;
// If nearby linked trap exists, respawn it
if (GameObject* linkedTrap = GetLinkedTrap())
linkedTrap->SetLootState(GO_READY);
switch (GetGoType())
{
case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
{
Unit* caster = GetOwner();
if (caster && caster->GetTypeId() == TYPEID_PLAYER)
{
caster->ToPlayer()->RemoveGameObject(this, false);
WorldPacket data(SMSG_FISH_ESCAPED, 0);
caster->ToPlayer()->SendDirectMessage(&data);
}
// can be delete
m_lootState = GO_JUST_DEACTIVATED;
return;
}
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
// 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)
if (GetGoState() != GO_STATE_READY)
ResetDoorOrButton();
break;
case GAMEOBJECT_TYPE_FISHINGHOLE:
// Initialize a new max fish count on respawn
m_goValue.FishingHole.MaxOpens = urand(GetGOInfo()->fishinghole.minSuccessOpens, GetGOInfo()->fishinghole.maxSuccessOpens);
break;
default:
break;
}
// Despawn timer
if (!m_spawnedByDefault)
{
// Can be despawned or destroyed
SetLootState(GO_JUST_DEACTIVATED);
return;
}
// Call AI Reset (required for example in SmartAI to clear one time events)
if (AI())
AI()->Reset();
// Respawn timer
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
if (poolid)
sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
else
GetMap()->AddToMap(this);
}
}
}
// Set respawn timer
if (!m_respawnCompatibilityMode && m_respawnTime > 0)
SaveRespawnTime(0, false);
if (isSpawned())
{
GameObjectTemplate const* goInfo = GetGOInfo();
if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
{
if (GameTime::GetGameTimeMS() < m_cooldownTime)
break;
// Type 2 (bomb) does not need to be triggered by a unit and despawns after casting its spell.
if (goInfo->trap.type == 2)
{
SetLootState(GO_ACTIVATED);
break;
}
// Type 0 despawns after being triggered, type 1 does not.
/// @todo This is activation radius. Casting radius must be selected from spell data.
float radius;
if (!goInfo->trap.diameter)
{
// Battleground traps: data2 == 0 && data5 == 3
if (goInfo->trap.cooldown != 3)
break;
radius = 3.f;
}
else
radius = goInfo->trap.diameter / 2.f;
// Pointer to appropriate target if found any
Unit* target = nullptr;
/// @todo this hack with search required until GO casting not implemented
if (Unit* owner = GetOwner())
{
// Hunter trap: Search units which are unfriendly to the trap's owner
Trinity::NearestAttackableNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
Trinity::UnitLastSearcher<Trinity::NearestAttackableNoTotemUnitInObjectRangeCheck> searcher(this, target, checker);
Cell::VisitAllObjects(this, searcher, radius);
}
else
{
// Environmental trap: Any player
Player* player = nullptr;
Trinity::AnyPlayerInObjectRangeCheck checker(this, radius);
Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
Cell::VisitWorldObjects(this, searcher, radius);
target = player;
}
if (target)
SetLootState(GO_ACTIVATED, target);
}
else if (uint32 max_charges = goInfo->GetCharges())
{
if (m_usetimes >= max_charges)
{
m_usetimes = 0;
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
}
}
}
break;
}
case GO_ACTIVATED:
{
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
if (m_cooldownTime && GameTime::GetGameTimeMS() >= m_cooldownTime)
ResetDoorOrButton();
break;
case GAMEOBJECT_TYPE_GOOBER:
if (GameTime::GetGameTimeMS() >= m_cooldownTime)
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_JUST_DEACTIVATED);
}
break;
case GAMEOBJECT_TYPE_CHEST:
if (m_groupLootTimer)
{
if (m_groupLootTimer <= diff)
{
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
if (group)
group->EndRoll(&loot, GetMap());
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
}
else m_groupLootTimer -= diff;
}
break;
case GAMEOBJECT_TYPE_TRAP:
{
GameObjectTemplate const* goInfo = GetGOInfo();
if (goInfo->trap.type == 2 && goInfo->trap.spellId)
{
/// @todo nullptr target won't work for target type 1
CastSpell(nullptr, goInfo->trap.spellId);
SetLootState(GO_JUST_DEACTIVATED);
}
else if (Unit* target = ObjectAccessor::GetUnit(*this, m_lootStateUnitGUID))
{
// Some traps do not have a spell but should be triggered
if (goInfo->trap.spellId)
CastSpell(target, goInfo->trap.spellId);
// Template value or 4 seconds
m_cooldownTime = GameTime::GetGameTimeMS() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS;
if (goInfo->trap.type == 1)
SetLootState(GO_JUST_DEACTIVATED);
else if (!goInfo->trap.type)
SetLootState(GO_READY);
// Battleground gameobjects have data2 == 0 && data5 == 3
if (!goInfo->trap.diameter && goInfo->trap.cooldown == 3)
if (Player* player = target->ToPlayer())
if (Battleground* bg = player->GetBattleground())
bg->HandleTriggerBuff(GetGUID());
}
break;
}
default:
break;
}
break;
}
case GO_JUST_DEACTIVATED:
{
// If nearby linked trap exists, despawn it
if (GameObject* linkedTrap = GetLinkedTrap())
linkedTrap->SetLootState(GO_JUST_DEACTIVATED);
//if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
if (GetGoType() == GAMEOBJECT_TYPE_GOOBER)
{
uint32 spellId = GetGOInfo()->goober.spellId;
if (spellId)
{
for (GuidSet::const_iterator it = m_unique_users.begin(); it != m_unique_users.end(); ++it)
// m_unique_users can contain only player GUIDs
if (Player* owner = ObjectAccessor::GetPlayer(*this, *it))
owner->CastSpell(owner, spellId, false);
m_unique_users.clear();
m_usetimes = 0;
}
SetGoState(GO_STATE_READY);
//any return here in case battleground traps
if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
if (addon->flags & GO_FLAG_NODESPAWN)
return;
}
loot.clear();
//! If this is summoned by a spell with ie. SPELL_EFFECT_SUMMON_OBJECT_WILD, with or without owner, we check respawn criteria based on spell
//! The GetOwnerGUID() check is mostly for compatibility with hacky scripts - 99% of the time summoning should be done trough spells.
if (GetSpellId() || GetOwnerGUID())
{
SetRespawnTime(0);
Delete();
return;
}
SetLootState(GO_READY);
//burning flags in some battlegrounds, if you find better condition, just add it
if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
{
SendObjectDeSpawnAnim(GetGUID());
//reset flags
if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
SetUInt32Value(GAMEOBJECT_FLAGS, addon->flags);
}
if (!m_respawnDelayTime)
return;
// ToDo: Decide if we should properly despawn these. Maybe they expect to be able to manually respawn from script?
if (!m_spawnedByDefault)
{
m_respawnTime = 0;
DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
return;
}
uint32 respawnDelay = m_respawnDelayTime;
if (uint32 scalingMode = sWorld->getIntConfig(CONFIG_RESPAWN_DYNAMICMODE))
GetMap()->ApplyDynamicModeRespawnScaling(this, this->m_spawnId, respawnDelay, scalingMode);
m_respawnTime = time(nullptr) + respawnDelay;
// if option not set then object will be saved at grid unload
// Otherwise just save respawn time to map object memory
if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
SaveRespawnTime();
if (!m_respawnCompatibilityMode)
{
// Respawn time was just saved if set to save to DB
// If not, we save only to map memory
if (!sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
SaveRespawnTime(0, false);
// Then despawn
AddObjectToRemoveList();
return;
}
DestroyForNearbyPlayers(); // old UpdateObjectVisibility()
break;
}
}
}
void GameObject::Refresh()
{
// Do not refresh despawned GO from spellcast (GO's from spellcast are destroyed after despawn)
if (m_respawnTime > 0 && m_spawnedByDefault)
return;
if (isSpawned())
GetMap()->AddToMap(this);
}
void GameObject::AddUniqueUse(Player* player)
{
AddUse();
m_unique_users.insert(player->GetGUID());
}
void GameObject::Delete()
{
SetLootState(GO_NOT_READY);
RemoveFromOwner();
SendObjectDeSpawnAnim(GetGUID());
SetGoState(GO_STATE_READY);
if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
SetUInt32Value(GAMEOBJECT_FLAGS, addon->flags);
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
if (poolid)
sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
else
AddObjectToRemoveList();
}
void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
{
fishloot->clear();
uint32 zone, subzone;
uint32 defaultzone = 1;
GetZoneAndAreaId(zone, subzone);
// if subzone loot exist use it
fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true);
if (fishloot->empty()) //use this becase if zone or subzone has set LOOT_MODE_JUNK_FISH,Even if no normal drop, fishloot->FillLoot return true. it wrong.
{
//subzone no result,use zone loot
fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true);
//use zone 1 as default, somewhere fishing got nothing,becase subzone and zone not set, like Off the coast of Storm Peaks.
if (fishloot->empty())
fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true);
}
}
void GameObject::getFishLootJunk(Loot* fishloot, Player* loot_owner)
{
fishloot->clear();
uint32 zone, subzone;
uint32 defaultzone = 1;
GetZoneAndAreaId(zone, subzone);
// if subzone loot exist use it
fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
if (fishloot->empty()) //use this becase if zone or subzone has normal mask drop, then fishloot->FillLoot return true.
{
//use zone loot
fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
if (fishloot->empty())
//use zone 1 as default
fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
}
}
void GameObject::SaveToDB()
{
// this should only be used when the gameobject has already been loaded
// preferably after adding to map, because mapid may not be valid otherwise
GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId);
if (!data)
{
TC_LOG_ERROR("misc", "GameObject::SaveToDB failed, cannot get gameobject data!");
return;
}
SaveToDB(GetMapId(), data->spawnMask, data->phaseMask);
}
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
{
GameObjectTemplate const* goI = GetGOInfo();
if (!goI)
return;
if (!m_spawnId)
m_spawnId = sObjectMgr->GenerateGameObjectSpawnId();
// update in loaded data (changing data only in this place)
GameObjectData& data = sObjectMgr->NewOrExistGameObjectData(m_spawnId);
if (!data.spawnId)
data.spawnId = m_spawnId;
ASSERT(data.spawnId == m_spawnId);
data.id = GetEntry();
data.spawnPoint.WorldRelocate(this);
data.phaseMask = phaseMask;
data.rotation = m_worldRotation;
data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
data.animprogress = GetGoAnimProgress();
data.goState = GetGoState();
data.spawnMask = spawnMask;
data.artKit = GetGoArtKit();
if (!data.spawnGroupData)
data.spawnGroupData = sObjectMgr->GetDefaultSpawnGroup();
// Update in DB
SQLTransaction trans = WorldDatabase.BeginTransaction();
uint8 index = 0;
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
stmt->setUInt32(0, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT);
stmt->setUInt32(index++, m_spawnId);
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());
stmt->setFloat(index++, GetOrientation());
stmt->setFloat(index++, m_worldRotation.x);
stmt->setFloat(index++, m_worldRotation.y);
stmt->setFloat(index++, m_worldRotation.z);
stmt->setFloat(index++, m_worldRotation.w);
stmt->setInt32(index++, int32(m_respawnDelayTime));
stmt->setUInt8(index++, GetGoAnimProgress());
stmt->setUInt8(index++, uint8(GetGoState()));
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
}
bool GameObject::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool)
{
GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
if (!data)
{
TC_LOG_ERROR("sql.sql", "Gameobject (GUID: %u) not found in table `gameobject`, can't load. ", spawnId);
return false;
}
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;
uint32 artKit = data->artKit;
m_spawnId = spawnId;
m_respawnCompatibilityMode = ((data->spawnGroupData->flags & SPAWNGROUP_FLAG_COMPATIBILITY_MODE) != 0);
if (!Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, phaseMask, data->spawnPoint, data->rotation, animprogress, go_state, artKit, !m_respawnCompatibilityMode))
return false;
if (data->spawntimesecs >= 0)
{
m_spawnedByDefault = true;
if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
m_respawnDelayTime = 0;
m_respawnTime = 0;
}
else
{
m_respawnDelayTime = data->spawntimesecs;
m_respawnTime = GetMap()->GetGORespawnTime(m_spawnId);
// ready to respawn
if (m_respawnTime && m_respawnTime <= time(nullptr))
{
m_respawnTime = 0;
GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId);
}
}
}
else
{
m_spawnedByDefault = false;
m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
}
m_goData = data;
if (addToMap && !GetMap()->AddToMap(this))
return false;
return true;
}
void GameObject::DeleteFromDB()
{
GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId);
sObjectMgr->DeleteGameObjectData(m_spawnId);
SQLTransaction trans = WorldDatabase.BeginTransaction();
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
stmt->setUInt32(0, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_SPAWNGROUP_MEMBER);
stmt->setUInt8(0, uint8(SPAWN_TYPE_GAMEOBJECT));
stmt->setUInt32(1, m_spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
stmt->setUInt32(0, m_spawnId);
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
bool GameObject::hasQuest(uint32 quest_id) const
{
QuestRelationBounds qr = sObjectMgr->GetGOQuestRelationBounds(GetEntry());
for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
{
if (itr->second == quest_id)
return true;
}
return false;
}
bool GameObject::hasInvolvedQuest(uint32 quest_id) const
{
QuestRelationBounds qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(GetEntry());
for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
{
if (itr->second == quest_id)
return true;
}
return false;
}
bool GameObject::IsTransport() const
{
// If something is marked as a transport, don't transmit an out of range packet for it.
GameObjectTemplate const* gInfo = GetGOInfo();
if (!gInfo)
return false;
return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
}
// is Dynamic transport = non-stop Transport
bool GameObject::IsDynTransport() const
{
// If something is marked as a transport, don't transmit an out of range packet for it.
GameObjectTemplate const* gInfo = GetGOInfo();
if (!gInfo)
return false;
return gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT || (gInfo->type == GAMEOBJECT_TYPE_TRANSPORT && !gInfo->transport.pause);
}
bool GameObject::IsDestructibleBuilding() const
{
GameObjectTemplate const* gInfo = GetGOInfo();
if (!gInfo)
return false;
return gInfo->type == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING;
}
Unit* GameObject::GetOwner() const
{
return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
}
void GameObject::SaveRespawnTime(uint32 forceDelay, bool savetodb)
{
if (m_goData && m_respawnTime > time(nullptr) && m_spawnedByDefault)
{
if (m_respawnCompatibilityMode)
{
GetMap()->SaveRespawnTimeDB(SPAWN_TYPE_GAMEOBJECT, m_spawnId, m_respawnTime);
return;
}
uint32 thisRespawnTime = forceDelay ? time(nullptr) + forceDelay : m_respawnTime;
GetMap()->SaveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId, GetEntry(), thisRespawnTime, GetZoneId(), Trinity::ComputeGridCoord(GetPositionX(), GetPositionY()).GetId(), m_goData->dbData ? savetodb : false);
}
}
bool GameObject::IsNeverVisible() const
{
if (WorldObject::IsNeverVisible())
return true;
if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS && GetGOInfo()->spellFocus.serverOnly == 1)
return true;
return false;
}
bool GameObject::IsAlwaysVisibleFor(WorldObject const* seer) const
{
if (WorldObject::IsAlwaysVisibleFor(seer))
return true;
if (IsTransport() || IsDestructibleBuilding())
return true;
if (!seer)
return false;
// Always seen by owner and friendly units
if (ObjectGuid guid = GetOwnerGUID())
{
if (seer->GetGUID() == guid)
return true;
Unit* owner = GetOwner();
if (Unit const* unitSeer = seer->ToUnit())
if (owner && owner->IsFriendlyTo(unitSeer))
return true;
}
return false;
}
bool GameObject::IsInvisibleDueToDespawn() const
{
if (WorldObject::IsInvisibleDueToDespawn())
return true;
// Despawned
if (!isSpawned())
return true;
return false;
}
uint8 GameObject::getLevelForTarget(WorldObject const* target) const
{
if (Unit* owner = GetOwner())
return owner->getLevelForTarget(target);
return 1;
}
void GameObject::Respawn()
{
if (m_spawnedByDefault && m_respawnTime > 0)
{
m_respawnTime = time(nullptr);
GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId, true);
}
}
bool GameObject::ActivateToQuest(Player* target) const
{
if (target->HasQuestForGO(GetEntry()))
return true;
if (!sObjectMgr->IsGameObjectForQuests(GetEntry()))
return false;
switch (GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
{
GameObject* go = const_cast<GameObject*>(this);
QuestGiverStatus questStatus = target->GetQuestDialogStatus(go);
if (questStatus > DIALOG_STATUS_UNAVAILABLE)
return true;
break;
}
case GAMEOBJECT_TYPE_CHEST:
{
// scan GO chest with loot including quest items
if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target))
{
if (Battleground const* bg = target->GetBattleground())
return bg->CanActivateGO(GetEntry(), target->GetTeam());
return true;
}
break;
}
case GAMEOBJECT_TYPE_GENERIC:
{
if (GetGOInfo()->_generic.questID == -1 || target->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
return true;
break;
}
case GAMEOBJECT_TYPE_GOOBER:
{
if (GetGOInfo()->goober.questId == -1 || target->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
return true;
break;
}
default:
break;
}
return false;
}
void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
{
GameObjectTemplate const* trapInfo = sObjectMgr->GetGameObjectTemplate(trapEntry);
if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
return;
SpellInfo const* trapSpell = sSpellMgr->GetSpellInfo(trapInfo->trap.spellId);
if (!trapSpell) // checked at load already
return;
if (GameObject* trapGO = GetLinkedTrap())
trapGO->CastSpell(target, trapSpell->Id);
}
GameObject* GameObject::LookupFishingHoleAround(float range)
{
GameObject* ok = nullptr;
Trinity::NearestGameObjectFishingHole u_check(*this, range);
Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
Cell::VisitGridObjects(this, checker, range);
return ok;
}
void GameObject::ResetDoorOrButton()
{
if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
return;
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetGoState(m_prevGoState);
SetLootState(GO_JUST_DEACTIVATED);
m_cooldownTime = 0;
}
void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=nullptr*/)
{
if (m_lootState != GO_READY)
return;
if (!time_to_restore)
time_to_restore = GetGOInfo()->GetAutoCloseTime();
SwitchDoorOrButton(true, alternative);
SetLootState(GO_ACTIVATED, user);
m_cooldownTime = time_to_restore ? (GameTime::GetGameTimeMS() + time_to_restore) : 0;
}
void GameObject::SetGoArtKit(uint8 kit)
{
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
if (data)
data->artKit = kit;
}
void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, ObjectGuid::LowType lowguid)
{
GameObjectData const* data = nullptr;
if (go)
{
go->SetGoArtKit(artkit);
data = go->GetGameObjectData();
}
else if (lowguid)
data = sObjectMgr->GetGameObjectData(lowguid);
if (data)
const_cast<GameObjectData*>(data)->artKit = artkit;
}
void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
{
if (activate)
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
else
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
if (GetGoState() == GO_STATE_READY) //if closed -> open
SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
else //if open -> close
SetGoState(GO_STATE_READY);
}
void GameObject::Use(Unit* user)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
bool triggered = false;
if (Player* playerUser = user->ToPlayer())
{
playerUser->PlayerTalkClass->ClearMenus();
if (AI()->GossipHello(playerUser))
return;
}
// If cooldown data present in template
if (uint32 cooldown = GetGOInfo()->GetCooldown())
{
if (GameTime::GetGameTimeMS() < m_cooldownTime)
return;
m_cooldownTime = GameTime::GetGameTimeMS() + cooldown * IN_MILLISECONDS;
}
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: //0
case GAMEOBJECT_TYPE_BUTTON: //1
//doors/buttons never really despawn, only reset to default state/flags
UseDoorOrButton(0, false, user);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID, true);
player->SendPreparedGossip(this);
return;
}
case GAMEOBJECT_TYPE_TRAP: //6
{
GameObjectTemplate const* goInfo = GetGOInfo();
if (goInfo->trap.spellId)
CastSpell(user, goInfo->trap.spellId);
m_cooldownTime = GameTime::GetGameTimeMS() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
if (goInfo->trap.type == 1) // Deactivate after trigger
SetLootState(GO_JUST_DEACTIVATED);
return;
}
//Sitting: Wooden bench, chairs enzz
case GAMEOBJECT_TYPE_CHAIR: //7
{
GameObjectTemplate const* info = GetGOInfo();
if (!info)
return;
if (user->GetTypeId() != TYPEID_PLAYER)
return;
if (ChairListSlots.empty()) // this is called once at first chair use to make list of available slots
{
if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
for (uint32 i = 0; i < info->chair.slots; ++i)
ChairListSlots[i].Clear(); // Last user of current slot set to 0 (none sit here yet)
else
ChairListSlots[0].Clear(); // error in DB, make one default slot
}
Player* player = user->ToPlayer();
// a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
uint32 nearest_slot = 0;
float x_lowest = GetPositionX();
float y_lowest = GetPositionY();
// the object orientation + 1/2 pi
// every slot will be on that straight line
float orthogonalOrientation = GetOrientation() + float(M_PI) * 0.5f;
// find nearest slot
bool found_free_slot = false;
for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
{
// the distance between this slot and the center of the go - imagine a 1D space
float relativeDistance = (info->size*itr->first)-(info->size*(info->chair.slots-1)/2.0f);
float x_i = GetPositionX() + relativeDistance * std::cos(orthogonalOrientation);
float y_i = GetPositionY() + relativeDistance * std::sin(orthogonalOrientation);
if (itr->second)
{
if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
{
if (ChairUser->IsSitState() && ChairUser->GetStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->GetStandState() != UNIT_STAND_STATE_SIT check is required.
else
itr->second.Clear(); // This seat is unoccupied.
}
else
itr->second.Clear(); // The seat may of had an occupant, but they're offline.
}
found_free_slot = true;
// calculate the distance between the player and this slot
float thisDistance = player->GetDistance2d(x_i, y_i);
if (thisDistance <= lowestDist)
{
nearest_slot = itr->first;
lowestDist = thisDistance;
x_lowest = x_i;
y_lowest = y_i;
}
}
if (found_free_slot)
{
ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot);
if (itr != ChairListSlots.end())
{
itr->second = player->GetGUID(); //this slot in now used by player
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
return;
}
}
return;
}
//big gun, its a spell/aura
case GAMEOBJECT_TYPE_GOOBER: //10
{
GameObjectTemplate const* info = GetGOInfo();
if (Player* player = user->ToPlayer())
{
if (info->goober.pageId) // show page...
{
WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
data << GetGUID();
player->SendDirectMessage(&data);
}
else if (info->goober.gossipID)
{
player->PrepareGossipMenu(this, info->goober.gossipID);
player->SendPreparedGossip(this);
}
if (info->goober.eventId)
{
TC_LOG_DEBUG("maps.script", "Goober ScriptStart id %u for GO entry %u (GUID %u).", info->goober.eventId, GetEntry(), GetSpawnId());
GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
EventInform(info->goober.eventId, user);
}
// possible quest objective for active quests
if (info->goober.questId && sObjectMgr->GetQuestTemplate(info->goober.questId))
{
//Quest require to be active for GO using
if (player->GetQuestStatus(info->goober.questId) != QUEST_STATUS_INCOMPLETE)
break;
}
if (Group* group = player->GetGroup())
{
for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
if (Player* member = itr->GetSource())
if (member->IsAtGroupRewardDistance(this))
member->KillCreditGO(info->entry, GetGUID());
}
else
player->KillCreditGO(info->entry, GetGUID());
}
if (uint32 trapEntry = info->goober.linkedTrapId)
TriggeringLinkedGameObject(trapEntry, user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED, user);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
SendCustomAnim(GetGoAnimProgress());
else
SetGoState(GO_STATE_ACTIVE);
m_cooldownTime = GameTime::GetGameTimeMS() + info->GetAutoCloseTime();
// cast this spell later if provided
spellId = info->goober.spellId;
spellCaster = nullptr;
break;
}
case GAMEOBJECT_TYPE_CAMERA: //13
{
GameObjectTemplate const* info = GetGOInfo();
if (!info)
return;
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
if (info->camera.cinematicId)
player->SendCinematicStart(info->camera.cinematicId);
if (info->camera.eventID)
{
GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
EventInform(info->camera.eventID, user);
}
return;
}
//fishing bobber
case GAMEOBJECT_TYPE_FISHINGNODE: //17
{
Player* player = user->ToPlayer();
if (!player)
return;
if (player->GetGUID() != GetOwnerGUID())
return;
switch (getLootState())
{
case GO_READY: // ready for loot
{
uint32 zone, subzone;
GetZoneAndAreaId(zone, subzone);
int32 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
if (!zone_skill)
zone_skill = sObjectMgr->GetFishingBaseSkillLevel(zone);
//provide error, no fishable zone or area should be 0
if (!zone_skill)
TC_LOG_ERROR("sql.sql", "Fishable areaId %u are not properly defined in `skill_fishing_base_level`.", subzone);
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance;
if (skill < zone_skill)
{
chance = int32(pow((double)skill/zone_skill, 2) * 100);
if (chance < 1)
chance = 1;
}
else
chance = 100;
int32 roll = irand(1, 100);
TC_LOG_DEBUG("misc", "Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
player->UpdateFishingSkill();
/// @todo find reasonable value for fishing hole search
GameObject* fishingPool = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
// If fishing skill is high enough, or if fishing on a pool, send correct loot.
// Fishing pools have no skill requirement as of patch 3.3.0 (undocumented change).
if (chance >= roll || fishingPool)
{
/// @todo I do not understand this hack. Need some explanation.
// prevent removing GO at spell cancel
RemoveFromOwner();
SetOwnerGUID(player->GetGUID());
SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject
if (fishingPool)
{
fishingPool->Use(player);
SetLootState(GO_JUST_DEACTIVATED);
}
else
player->SendLoot(GetGUID(), LOOT_FISHING);
}
else // If fishing skill is too low, send junk loot.
player->SendLoot(GetGUID(), LOOT_FISHING_JUNK);
break;
}
case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
break;
default:
{
SetLootState(GO_JUST_DEACTIVATED);
WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
player->SendDirectMessage(&data);
break;
}
}
player->FinishSpell(CURRENT_CHANNELED_SPELL);
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
Unit* owner = GetOwner();
GameObjectTemplate const* info = GetGOInfo();
Player* m_ritualOwner = nullptr;
if (m_ritualOwnerGUID)
m_ritualOwner = ObjectAccessor::FindPlayer(m_ritualOwnerGUID);
// ritual owner is set for GO's without owner (not summoned)
if (!m_ritualOwner && !owner)
{
m_ritualOwnerGUID = player->GetGUID();
m_ritualOwner = player;
}
if (owner)
{
if (owner->GetTypeId() != TYPEID_PLAYER)
return;
// accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
if (player == owner->ToPlayer() || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(owner->ToPlayer())))
return;
// expect owner to already be channeling, so if not...
if (!owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
return;
// in case summoning ritual caster is GO creator
spellCaster = owner;
}
else
{
if (player != m_ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(m_ritualOwner)))
return;
spellCaster = player;
}
AddUniqueUse(player);
if (info->summoningRitual.animSpell)
{
player->CastSpell(player, info->summoningRitual.animSpell, true);
// for this case, summoningRitual.spellId is always triggered
triggered = true;
}
// full amount unique participants including original summoner
if (GetUniqueUseCount() == info->summoningRitual.reqParticipants)
{
if (m_ritualOwner)
spellCaster = m_ritualOwner;
spellId = info->summoningRitual.spellId;
if (spellId == 62330) // GO store nonexistent spell, replace by expected
{
// spell have reagent and mana cost but it not expected use its
// it triggered spell in fact cast at currently channeled GO
spellId = 61993;
triggered = true;
}
// Cast casterTargetSpell at a random GO user
// on the current DB there is only one gameobject that uses this (Ritual of Doom)
// and its required target number is 1 (outter for loop will run once)
if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
// m_unique_users can contain only player GUIDs
if (Player* target = ObjectAccessor::GetPlayer(*this, Trinity::Containers::SelectRandomContainerElement(m_unique_users)))
spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
// finish owners spell
if (owner)
owner->FinishSpell(CURRENT_CHANNELED_SPELL);
// can be deleted now, if
if (!info->summoningRitual.ritualPersistent)
SetLootState(GO_JUST_DEACTIVATED);
else
{
// reset ritual for this GO
m_ritualOwnerGUID.Clear();
m_unique_users.clear();
m_usetimes = 0;
}
}
else
return;
// go to end function to spell casting
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER: //22
{
GameObjectTemplate const* info = GetGOInfo();
if (!info)
return;
if (info->spellcaster.partyOnly)
{
Unit* caster = GetOwner();
if (!caster || caster->GetTypeId() != TYPEID_PLAYER)
return;
if (user->GetTypeId() != TYPEID_PLAYER || !user->ToPlayer()->IsInSameRaidWith(caster->ToPlayer()))
return;
}
user->RemoveAurasByType(SPELL_AURA_MOUNTED);
spellId = info->spellcaster.spellId;
AddUse();
break;
}
case GAMEOBJECT_TYPE_MEETINGSTONE: //23
{
GameObjectTemplate const* info = GetGOInfo();
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetTarget());
// accept only use by player from same raid as caster, except caster itself
if (!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameRaidWith(player))
return;
//required lvl checks!
uint8 level = player->getLevel();
if (level < info->meetingstone.minLevel)
return;
level = targetPlayer->getLevel();
if (level < info->meetingstone.minLevel)
return;
if (info->entry == 194097)
spellId = 61994; // Ritual of Summoning
else
spellId = 59782; // Summoning Stone Effect
break;
}
case GAMEOBJECT_TYPE_FLAGSTAND: // 24
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
if (player->CanUseBattlegroundObject(this))
{
// in battleground check
Battleground* bg = player->GetBattleground();
if (!bg)
return;
if (player->GetVehicle())
return;
player->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
player->RemoveAurasByType(SPELL_AURA_MOD_INVISIBILITY);
// BG flag click
// AB:
// 15001
// 15002
// 15003
// 15004
// 15005
bg->EventPlayerClickedOnFlag(player, this);
return; //we don;t need to delete flag ... it is despawned!
}
break;
}
case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
player->SendLoot(GetGUID(), LOOT_FISHINGHOLE);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, GetGOInfo()->entry);
return;
}
case GAMEOBJECT_TYPE_FLAGDROP: // 26
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
if (player->CanUseBattlegroundObject(this))
{
// in battleground check
Battleground* bg = player->GetBattleground();
if (!bg)
return;
if (player->GetVehicle())
return;
player->RemoveAurasByType(SPELL_AURA_MOD_STEALTH);
player->RemoveAurasByType(SPELL_AURA_MOD_INVISIBILITY);
// BG flag dropped
// WS:
// 179785 - Silverwing Flag
// 179786 - Warsong Flag
// EotS:
// 184142 - Netherstorm Flag
GameObjectTemplate const* info = GetGOInfo();
if (info)
{
switch (info->entry)
{
case 179785: // Silverwing Flag
case 179786: // Warsong Flag
if (bg->GetTypeID(true) == BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag(player, this);
break;
case 184142: // Netherstorm Flag
if (bg->GetTypeID(true) == BATTLEGROUND_EY)
bg->EventPlayerClickedOnFlag(player, this);
break;
}
}
//this cause to call return, all flags must be deleted here!!
spellId = 0;
Delete();
}
break;
}
case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
{
GameObjectTemplate const* info = GetGOInfo();
if (!info)
return;
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = user->ToPlayer();
// fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
player->SendDirectMessage(&data);
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
return;
}
default:
if (GetGoType() >= MAX_GAMEOBJECT_TYPE)
TC_LOG_ERROR("misc", "GameObject::Use(): unit (type: %u, guid: %u, name: %s) tries to use object (guid: %u, entry: %u, name: %s) of unknown type (%u)",
user->GetTypeId(), user->GetGUID().GetCounter(), user->GetName().c_str(), GetGUID().GetCounter(), GetEntry(), GetGOInfo()->name.c_str(), GetGoType());
break;
}
if (!spellId)
return;
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
{
if (user->GetTypeId() != TYPEID_PLAYER || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
TC_LOG_ERROR("misc", "WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u)", spellId, GetEntry(), GetGoType());
else
TC_LOG_DEBUG("outdoorpvp", "WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
return;
}
if (Player* player = user->ToPlayer())
sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
if (spellCaster)
spellCaster->CastSpell(user, spellInfo, triggered);
else
CastSpell(user, spellId);
}
void GameObject::CastSpell(Unit* target, uint32 spellId, bool triggered /* = true*/)
{
CastSpell(target, spellId, triggered ? TRIGGERED_FULL_MASK : TRIGGERED_NONE);
}
void GameObject::CastSpell(Unit* target, uint32 spellId, TriggerCastFlags triggered)
{
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo)
return;
bool self = false;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (spellInfo->Effects[i].TargetA.GetTarget() == TARGET_UNIT_CASTER)
{
self = true;
break;
}
}
if (self)
{
if (target)
target->CastSpell(target, spellInfo, triggered);
return;
}
//summon world trigger
Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 100);
if (!trigger)
return;
// remove immunity flags, to allow spell to target anything
trigger->SetImmuneToAll(false);
if (Unit* owner = GetOwner())
{
trigger->SetFaction(owner->GetFaction());
if (owner->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE))
trigger->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
// copy pvp state flags from owner
trigger->SetByteValue(UNIT_FIELD_BYTES_2, 1, owner->GetByteValue(UNIT_FIELD_BYTES_2, 1));
// needed for GO casts for proper target validation checks
trigger->SetOwnerGUID(owner->GetGUID());
trigger->CastSpell(target ? target : trigger, spellInfo, triggered, nullptr, nullptr, owner->GetGUID());
}
else
{
trigger->SetFaction(spellInfo->IsPositive() ? FACTION_FRIENDLY : FACTION_MONSTER);
// Set owner guid for target if no owner available - needed by trigger auras
// - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
trigger->CastSpell(target ? target : trigger, spellInfo, triggered, nullptr, nullptr, target ? target->GetGUID() : ObjectGuid::Empty);
}
}
void GameObject::SendCustomAnim(uint32 anim)
{
WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4);
data << GetGUID();
data << uint32(anim);
SendMessageToSet(&data, true);
}
bool GameObject::IsInRange(float x, float y, float z, float radius) const
{
GameObjectDisplayInfoEntry const* info = sGameObjectDisplayInfoStore.LookupEntry(m_goInfo->displayId);
if (!info)
return IsWithinDist3d(x, y, z, radius);
float sinA = std::sin(GetOrientation());
float cosA = std::cos(GetOrientation());
float dx = x - GetPositionX();
float dy = y - GetPositionY();
float dz = z - GetPositionZ();
float dist = std::sqrt(dx*dx + dy*dy);
//! Check if the distance between the 2 objects is 0, can happen if both objects are on the same position.
//! The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite
if (G3D::fuzzyEq(dist, 0.0f))
return true;
float sinB = dx / dist;
float cosB = dy / dist;
dx = dist * (cosA * cosB + sinA * sinB);
dy = dist * (cosA * sinB - sinA * cosB);
return dx < info->maxX + radius && dx > info->minX - radius
&& dy < info->maxY + radius && dy > info->minY - radius
&& dz < info->maxZ + radius && dz > info->minZ - radius;
}
void GameObject::EventInform(uint32 eventId, WorldObject* invoker /*= nullptr*/)
{
if (!eventId)
return;
if (AI())
AI()->EventInform(eventId);
if (GetZoneScript())
GetZoneScript()->ProcessEvent(this, eventId);
if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
if (bgMap->GetBG())
bgMap->GetBG()->ProcessEvent(this, eventId, invoker);
}
uint32 GameObject::GetScriptId() const
{
if (GameObjectData const* gameObjectData = GetGameObjectData())
if (uint32 scriptId = gameObjectData->scriptId)
return scriptId;
return GetGOInfo()->ScriptId;
}
// overwrite WorldObject function for proper name localization
std::string const & GameObject::GetNameForLocaleIdx(LocaleConstant loc_idx) const
{
if (loc_idx != DEFAULT_LOCALE)
{
uint8 uloc_idx = uint8(loc_idx);
if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
return cl->Name[uloc_idx];
}
return GetName();
}
void GameObject::UpdatePackedRotation()
{
static const int32 PACK_YZ = 1 << 20;
static const int32 PACK_X = PACK_YZ << 1;
static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
int8 w_sign = (m_worldRotation.w >= 0.f ? 1 : -1);
int64 x = int32(m_worldRotation.x * PACK_X) * w_sign & PACK_X_MASK;
int64 y = int32(m_worldRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
int64 z = int32(m_worldRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
m_packedRotation = z | (y << 21) | (x << 42);
}
void GameObject::SetWorldRotation(float qx, float qy, float qz, float qw)
{
G3D::Quat rotation(qx, qy, qz, qw);
rotation.unitize();
m_worldRotation.x = rotation.x;
m_worldRotation.y = rotation.y;
m_worldRotation.z = rotation.z;
m_worldRotation.w = rotation.w;
UpdatePackedRotation();
}
void GameObject::SetParentRotation(QuaternionData const& rotation)
{
SetFloatValue(GAMEOBJECT_PARENTROTATION + 0, rotation.x);
SetFloatValue(GAMEOBJECT_PARENTROTATION + 1, rotation.y);
SetFloatValue(GAMEOBJECT_PARENTROTATION + 2, rotation.z);
SetFloatValue(GAMEOBJECT_PARENTROTATION + 3, rotation.w);
}
void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot)
{
G3D::Quat quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot));
SetWorldRotation(quat.x, quat.y, quat.z, quat.w);
}
void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= nullptr*/, uint32 spellId /*= 0*/)
{
if (!m_goValue.Building.MaxHealth || !change)
return;
// prevent double destructions of the same object
if (change < 0 && !m_goValue.Building.Health)
return;
if (int32(m_goValue.Building.Health) + change <= 0)
m_goValue.Building.Health = 0;
else if (int32(m_goValue.Building.Health) + change >= int32(m_goValue.Building.MaxHealth))
m_goValue.Building.Health = m_goValue.Building.MaxHealth;
else
m_goValue.Building.Health += change;
// Set the health bar, value = 255 * healthPct;
SetGoAnimProgress(m_goValue.Building.Health * 255 / m_goValue.Building.MaxHealth);
Player* player = attackerOrHealer ? attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself() : nullptr;
// dealing damage, send packet
if (player)
{
WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
data << GetPackGUID();
data << attackerOrHealer->GetPackGUID();
data << player->GetPackGUID();
data << uint32(-change); // change < 0 triggers SPELL_BUILDING_HEAL combat log event
// change >= 0 triggers SPELL_BUILDING_DAMAGE event
data << uint32(spellId);
player->SendDirectMessage(&data);
}
GameObjectDestructibleState newState = GetDestructibleState();
if (!m_goValue.Building.Health)
newState = GO_DESTRUCTIBLE_DESTROYED;
else if (m_goValue.Building.Health <= GetGOInfo()->building.damagedNumHits)
newState = GO_DESTRUCTIBLE_DAMAGED;
else if (m_goValue.Building.Health == m_goValue.Building.MaxHealth)
newState = GO_DESTRUCTIBLE_INTACT;
if (newState == GetDestructibleState())
return;
/// @todo: pass attackerOrHealer instead of player
SetDestructibleState(newState, player, false);
}
void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= nullptr*/, bool setHealth /*= false*/)
{
// the user calling this must know he is already operating on destructible gameobject
ASSERT(GetGoType() == GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING);
switch (state)
{
case GO_DESTRUCTIBLE_INTACT:
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED | GO_FLAG_DESTROYED);
SetDisplayId(m_goInfo->displayId);
if (setHealth)
{
m_goValue.Building.Health = m_goValue.Building.MaxHealth;
SetGoAnimProgress(255);
}
EnableCollision(true);
break;
case GO_DESTRUCTIBLE_DAMAGED:
{
EventInform(m_goInfo->building.damagedEvent, eventInvoker);
AI()->Damaged(eventInvoker, m_goInfo->building.damagedEvent);
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
uint32 modelId = m_goInfo->displayId;
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DamagedDisplayId)
modelId = modelData->DamagedDisplayId;
SetDisplayId(modelId);
if (setHealth)
{
m_goValue.Building.Health = m_goInfo->building.damagedNumHits;
uint32 maxHealth = m_goValue.Building.MaxHealth;
// in this case current health is 0 anyway so just prevent crashing here
if (!maxHealth)
maxHealth = 1;
SetGoAnimProgress(m_goValue.Building.Health * 255 / maxHealth);
}
break;
}
case GO_DESTRUCTIBLE_DESTROYED:
{
EventInform(m_goInfo->building.destroyedEvent, eventInvoker);
AI()->Destroyed(eventInvoker, m_goInfo->building.destroyedEvent);
if (eventInvoker)
if (Battleground* bg = eventInvoker->GetBattleground())
bg->DestroyGate(eventInvoker, this);
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
uint32 modelId = m_goInfo->displayId;
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->DestroyedDisplayId)
modelId = modelData->DestroyedDisplayId;
SetDisplayId(modelId);
if (setHealth)
{
m_goValue.Building.Health = 0;
SetGoAnimProgress(0);
}
EnableCollision(false);
break;
}
case GO_DESTRUCTIBLE_REBUILDING:
{
EventInform(m_goInfo->building.rebuildingEvent, eventInvoker);
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED | GO_FLAG_DESTROYED);
uint32 modelId = m_goInfo->displayId;
if (DestructibleModelDataEntry const* modelData = sDestructibleModelDataStore.LookupEntry(m_goInfo->building.destructibleData))
if (modelData->RebuildingDisplayId)
modelId = modelData->RebuildingDisplayId;
SetDisplayId(modelId);
// restores to full health
if (setHealth)
{
m_goValue.Building.Health = m_goValue.Building.MaxHealth;
SetGoAnimProgress(255);
}
EnableCollision(true);
break;
}
}
}
void GameObject::SetLootState(LootState state, Unit* unit)
{
m_lootState = state;
if (unit)
m_lootStateUnitGUID = unit->GetGUID();
else
m_lootStateUnitGUID.Clear();
AI()->OnLootStateChanged(state, unit);
if (GetGoType() == GAMEOBJECT_TYPE_DOOR) // only set collision for doors on SetGoState
return;
if (m_model)
{
bool collision = false;
// Use the current go state
if ((GetGoState() != GO_STATE_READY && (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)) || state == GO_READY)
collision = !collision;
EnableCollision(collision);
}
}
void GameObject::SetGoState(GOState state)
{
SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
if (AI())
AI()->OnStateChanged(state);
if (m_model && !IsTransport())
{
if (!IsInWorld())
return;
// startOpen determines whether we are going to add or remove the LoS on activation
bool collision = false;
if (state == GO_STATE_READY)
collision = !collision;
EnableCollision(collision);
}
}
uint32 GameObject::GetTransportPeriod() const
{
ASSERT(GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT);
if (m_goValue.Transport.AnimationInfo)
return m_goValue.Transport.AnimationInfo->TotalTime;
return 0;
}
void GameObject::SetDisplayId(uint32 displayid)
{
SetUInt32Value(GAMEOBJECT_DISPLAYID, displayid);
UpdateModel();
}
void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update)
{
WorldObject::SetPhaseMask(newPhaseMask, update);
if (m_model && m_model->isEnabled())
EnableCollision(true);
}
void GameObject::EnableCollision(bool enable)
{
if (!m_model)
return;
/*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
GetMap()->InsertGameObjectModel(*m_model);*/
m_model->enable(enable ? GetPhaseMask() : 0);
}
void GameObject::UpdateModel()
{
if (!IsInWorld())
return;
if (m_model)
if (GetMap()->ContainsGameObjectModel(*m_model))
GetMap()->RemoveGameObjectModel(*m_model);
delete m_model;
m_model = CreateModel();
if (m_model)
GetMap()->InsertGameObjectModel(*m_model);
}
Player* GameObject::GetLootRecipient() const
{
if (!m_lootRecipient)
return nullptr;
return ObjectAccessor::FindConnectedPlayer(m_lootRecipient);
}
Group* GameObject::GetLootRecipientGroup() const
{
if (!m_lootRecipientGroup)
return nullptr;
return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
}
void GameObject::SetLootRecipient(Unit* unit, Group* group)
{
// set the player whose group should receive the right
// to loot the creature after it dies
// should be set to nullptr after the loot disappears
if (!unit)
{
m_lootRecipient.Clear();
m_lootRecipientGroup = group ? group->GetLowGUID() : 0;
return;
}
if (unit->GetTypeId() != TYPEID_PLAYER && !unit->IsVehicle())
return;
Player* player = unit->GetCharmerOrOwnerPlayerOrPlayerItself();
if (!player) // normal creature, no player involved
return;
m_lootRecipient = player->GetGUID();
// either get the group from the passed parameter or from unit's one
if (group)
m_lootRecipientGroup = group->GetLowGUID();
else if (Group* unitGroup = player->GetGroup())
m_lootRecipientGroup = unitGroup->GetLowGUID();
}
bool GameObject::IsLootAllowedFor(Player const* player) const
{
if (!m_lootRecipient && !m_lootRecipientGroup)
return true;
if (player->GetGUID() == m_lootRecipient)
return true;
Group const* playerGroup = player->GetGroup();
if (!playerGroup || playerGroup != GetLootRecipientGroup()) // if we dont have a group we arent the recipient
return false; // if go doesnt have group bound it means it was solo killed by someone else
return true;
}
GameObject* GameObject::GetLinkedTrap()
{
return ObjectAccessor::GetGameObject(*this, m_linkedTrap);
}
void GameObject::BuildValuesUpdate(uint8 updateType, ByteBuffer* data, Player* target) const
{
if (!target)
return;
bool forcedFlags = GetGoType() == GAMEOBJECT_TYPE_CHEST && GetGOInfo()->chest.groupLootRules && HasLootRecipient();
bool targetIsGM = target->IsGameMaster();
ByteBuffer fieldBuffer;
UpdateMask updateMask;
updateMask.SetCount(m_valuesCount);
uint32* flags = GameObjectUpdateFieldFlags;
uint32 visibleFlag = UF_FLAG_PUBLIC;
if (GetOwnerGUID() == target->GetGUID())
visibleFlag |= UF_FLAG_OWNER;
for (uint16 index = 0; index < m_valuesCount; ++index)
{
if (_fieldNotifyFlags & flags[index] ||
((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
(index == GAMEOBJECT_FLAGS && forcedFlags))
{
updateMask.SetBit(index);
if (index == GAMEOBJECT_DYNAMIC)
{
uint16 dynFlags = 0;
int16 pathProgress = -1;
switch (GetGoType())
{
case GAMEOBJECT_TYPE_QUESTGIVER:
if (ActivateToQuest(target))
dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
break;
case GAMEOBJECT_TYPE_CHEST:
case GAMEOBJECT_TYPE_GOOBER:
if (ActivateToQuest(target))
dynFlags |= GO_DYNFLAG_LO_ACTIVATE | GO_DYNFLAG_LO_SPARKLE;
else if (targetIsGM)
dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
break;
case GAMEOBJECT_TYPE_GENERIC:
if (ActivateToQuest(target))
dynFlags |= GO_DYNFLAG_LO_SPARKLE;
break;
case GAMEOBJECT_TYPE_TRANSPORT:
case GAMEOBJECT_TYPE_MO_TRANSPORT:
{
if (uint32 transportPeriod = GetTransportPeriod())
{
float timer = float(m_goValue.Transport.PathProgress % transportPeriod);
pathProgress = int16(timer / float(transportPeriod) * 65535.0f);
}
break;
}
default:
break;
}
fieldBuffer << uint16(dynFlags);
fieldBuffer << int16(pathProgress);
}
else if (index == GAMEOBJECT_FLAGS)
{
uint32 goFlags = m_uint32Values[GAMEOBJECT_FLAGS];
if (GetGoType() == GAMEOBJECT_TYPE_CHEST)
if (GetGOInfo()->chest.groupLootRules && !IsLootAllowedFor(target))
goFlags |= GO_FLAG_LOCKED | GO_FLAG_NOT_SELECTABLE;
fieldBuffer << goFlags;
}
else
fieldBuffer << m_uint32Values[index]; // other cases
}
}
*data << uint8(updateMask.GetBlockCount());
updateMask.AppendToPacket(data);
data->append(fieldBuffer);
}
void GameObject::GetRespawnPosition(float &x, float &y, float &z, float* ori /* = nullptr*/) const
{
if (m_goData)
{
if (ori)
m_goData->spawnPoint.GetPosition(x, y, z, *ori);
else
m_goData->spawnPoint.GetPosition(x, y, z);
}
else
{
if (ori)
GetPosition(x, y, z, *ori);
else
GetPosition(x, y, z);
}
}
float GameObject::GetInteractionDistance() const
{
switch (GetGoType())
{
/// @todo find out how the client calculates the maximal usage distance to spellless working
// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
case GAMEOBJECT_TYPE_GUILD_BANK:
case GAMEOBJECT_TYPE_MAILBOX:
return 10.0f;
case GAMEOBJECT_TYPE_FISHINGHOLE:
case GAMEOBJECT_TYPE_FISHINGNODE:
return 20.0f + CONTACT_DISTANCE; // max spell range
default:
return INTERACTION_DISTANCE;
}
}
void GameObject::UpdateModelPosition()
{
if (!m_model)
return;
if (GetMap()->ContainsGameObjectModel(*m_model))
{
GetMap()->RemoveGameObjectModel(*m_model);
m_model->UpdatePosition();
GetMap()->InsertGameObjectModel(*m_model);
}
}
class GameObjectModelOwnerImpl : public GameObjectModelOwnerBase
{
public:
explicit GameObjectModelOwnerImpl(GameObject const* owner) : _owner(owner) { }
virtual bool IsSpawned() const override { return _owner->isSpawned(); }
virtual uint32 GetDisplayId() const override { return _owner->GetDisplayId(); }
virtual uint32 GetPhaseMask() const override { return _owner->GetPhaseMask(); }
virtual G3D::Vector3 GetPosition() const override { return G3D::Vector3(_owner->GetPositionX(), _owner->GetPositionY(), _owner->GetPositionZ()); }
virtual float GetOrientation() const override { return _owner->GetOrientation(); }
virtual float GetScale() const override { return _owner->GetObjectScale(); }
virtual void DebugVisualizeCorner(G3D::Vector3 const& corner) const override { _owner->SummonCreature(1, corner.x, corner.y, corner.z, 0, TEMPSUMMON_MANUAL_DESPAWN); }
private:
GameObject const* _owner;
};
GameObjectModel* GameObject::CreateModel()
{
return GameObjectModel::Create(Trinity::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
}