Files
TrinityCore/src/game/GameObject.cpp
megamage 972e2d56e2 [svn] Add function GameObject::CastSpell. Used for hunter's trap and so.
Use original caster instead caster to check spell hit result.
Let spell triggers have the same faction as the summoner.
Fix the bug that trigger creatures attack enemy. (no need use civilian extra flag in the future, 128 is enough)
Fix shadow step.

--HG--
branch : trunk
2008-11-02 00:59:44 -05:00

1279 lines
45 KiB
C++

/*
* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
*
* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Common.h"
#include "QuestDef.h"
#include "GameObject.h"
#include "ObjectMgr.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "UpdateMask.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include "World.h"
#include "Database/DatabaseEnv.h"
#include "MapManager.h"
#include "LootMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "BattleGround.h"
#include "OutdoorPvPMgr.h"
#include "Util.h"
GameObject::GameObject() : WorldObject()
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
// 2.3.2 - 0x58
m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HASPOSITION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
m_respawnDelayTime = 25;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_usetimes = 0;
m_spellId = 0;
m_charges = 5;
m_cooldownTime = 0;
m_goInfo = NULL;
m_DBTableGuid = 0;
}
GameObject::~GameObject()
{
if(m_uint32Values) // field array can be not exist if GameOBject not loaded
{
// crash possable at access to deleted GO in Unit::m_gameobj
uint64 owner_guid = GetOwnerGUID();
if(owner_guid)
{
Unit* owner = ObjectAccessor::GetUnit(*this,owner_guid);
if(owner)
owner->RemoveGameObject(this,false);
else if(!IS_PLAYER_GUID(owner_guid))
sLog.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
}
}
}
void GameObject::AddToWorld()
{
///- Register the gameobject for guid lookup
if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
WorldObject::AddToWorld();
}
void GameObject::RemoveFromWorld()
{
///- Remove the gameobject from the accessor
if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
WorldObject::RemoveFromWorld();
}
bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state, uint32 ArtKit)
{
Relocate(x,y,z,ang);
SetMapId(map->GetId());
SetInstanceId(map->GetInstanceId());
if(!IsPositionValid())
{
sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
return false;
}
GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id);
if (!goinfo)
{
sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
return false;
}
Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);
m_goInfo = goinfo;
if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
{
sLog.outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);
return false;
}
SetFloatValue(GAMEOBJECT_POS_X, x);
SetFloatValue(GAMEOBJECT_POS_Y, y);
SetFloatValue(GAMEOBJECT_POS_Z, z);
SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle
SetFloatValue (GAMEOBJECT_ROTATION, rotation0);
SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1);
SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2);
SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3);
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
SetGoState(go_state);
SetGoType(GameobjectTypes(goinfo->type));
SetGoAnimProgress(animprogress);
SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit);
// Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
m_charges = goinfo->spellcaster.charges;
//Notify the map's instance data.
//Only works if you create the object in it, not if it is moves to that map.
//Normally non-players do not teleport to other maps.
if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
{
((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
}
return true;
}
void GameObject::Update(uint32 /*p_time*/)
{
if (IS_MO_TRANSPORT(GetGUID()))
{
//((Transport*)this)->Update(p_time);
return;
}
switch (m_lootState)
{
case GO_NOT_READY:
{
switch(GetGoType())
{
case GAMEOBJECT_TYPE_TRAP:
{
// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
Unit* owner = GetOwner();
if (owner && ((Player*)owner)->isInCombat())
m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay;
m_lootState = GO_READY;
break;
}
case GAMEOBJECT_TYPE_FISHINGNODE:
{
// fishing code (bobber ready)
if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME )
{
// splash bobber (bobber ready now)
Unit* caster = GetOwner();
if(caster && caster->GetTypeId()==TYPEID_PLAYER)
{
SetGoState(0);
SetUInt32Value(GAMEOBJECT_FLAGS, 32);
UpdateData udata;
WorldPacket packet;
BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster));
udata.BuildPacket(&packet);
((Player*)caster)->GetSession()->SendPacket(&packet);
WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4);
data << GetGUID();
data << (uint32)(0);
((Player*)caster)->SendMessageToSet(&data,true);
}
m_lootState = GO_READY; // can be succesfully 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_respawnTime > 0) // timer on
{
if (m_respawnTime <= time(NULL)) // timer expired
{
m_respawnTime = 0;
m_SkillupList.clear();
m_usetimes = 0;
switch (GetGoType())
{
case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
{
Unit* caster = GetOwner();
if(caster && caster->GetTypeId()==TYPEID_PLAYER)
{
if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(false);
}
WorldPacket data(SMSG_FISH_NOT_HOOKED,0);
((Player*)caster)->GetSession()->SendPacket(&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() )
SwitchDoorOrButton(false);
//flags in AB are type_button and we need to add them here so no break!
default:
if(!m_spawnedByDefault) // despawn timer
{
// can be despawned or destroyed
SetLootState(GO_JUST_DEACTIVATED);
return;
}
// respawn timer
MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
break;
}
}
}
// traps can have time and can not have
GameObjectInfo const* goInfo = GetGOInfo();
if(goInfo->type == GAMEOBJECT_TYPE_TRAP)
{
// traps
Unit* owner = GetOwner();
Unit* ok = NULL; // pointer to appropriate target if found any
if(m_cooldownTime >= time(NULL))
return;
bool IsBattleGroundTrap = false;
//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
float radius = goInfo->trap.radius;
if(!radius)
{
if(goInfo->trap.cooldown != 3) // cast in other case (at some triggring/linked go/etc explicit call)
return;
else
{
if(m_respawnTime > 0)
break;
radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3
IsBattleGroundTrap = true;
}
}
bool NeedDespawn = (goInfo->trap.charges != 0);
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
// Note: this hack with search required until GO casting not implemented
// search unfriendly creature
if(owner && NeedDespawn) // hunter trap
{
Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius);
Trinity::UnitSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check);
CellLock<GridReadGuard> cell_lock(cell, p);
TypeContainerVisitor<Trinity::UnitSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
// or unfriendly player/pet
if(!ok)
{
TypeContainerVisitor<Trinity::UnitSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
}
}
else // environmental trap
{
// environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
// affect only players
Player* p_ok = NULL;
Trinity::AnyPlayerInObjectRangeCheck p_check(this, radius);
Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> checker(p_ok, p_check);
CellLock<GridReadGuard> cell_lock(cell, p);
TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
ok = p_ok;
}
if (ok)
{
//Unit *caster = owner ? owner : ok;
//caster->CastSpell(ok, goInfo->trap.spellId, true);
CastSpell(ok, goInfo->trap.spellId);
m_cooldownTime = time(NULL) + 4; // 4 seconds
if(NeedDespawn)
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
{
//BattleGround gameobjects case
if(((Player*)ok)->InBattleGround())
if(BattleGround *bg = ((Player*)ok)->GetBattleGround())
bg->HandleTriggerBuff(GetGUID());
}
}
}
if (m_charges && m_usetimes >= m_charges)
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
break;
}
case GO_ACTIVATED:
{
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
if(GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
{
SwitchDoorOrButton(false);
SetLootState(GO_JUST_DEACTIVATED);
}
break;
}
break;
}
case 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)
{
std::set<uint32>::iterator it = m_unique_users.begin();
std::set<uint32>::iterator end = m_unique_users.end();
for (; it != end; it++)
{
Unit* owner = Unit::GetUnit(*this, uint64(*it));
if (owner) owner->CastSpell(owner, spellId, false);
}
m_unique_users.clear();
m_usetimes = 0;
}
//any return here in case battleground traps
}
if(GetOwnerGUID())
{
m_respawnTime = 0;
Delete();
return;
}
//burning flags in some battlegrounds, if you find better condition, just add it
if (GetGoAnimProgress() > 0)
{
SendObjectDeSpawnAnim(this->GetGUID());
//reset flags
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
}
loot.clear();
SetLootState(GO_READY);
if(!m_respawnDelayTime)
return;
if(!m_spawnedByDefault)
{
m_respawnTime = 0;
return;
}
m_respawnTime = time(NULL) + m_respawnDelayTime;
// if option not set then object will be saved at grid unload
if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY))
SaveRespawnTime();
ObjectAccessor::UpdateObjectVisibility(this);
break;
}
}
}
void GameObject::Refresh()
{
// not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
if(m_respawnTime > 0 && m_spawnedByDefault)
return;
if(isSpawned())
MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
}
void GameObject::AddUniqueUse(Player* player)
{
AddUse();
m_unique_users.insert(player->GetGUIDLow());
}
void GameObject::Delete()
{
SendObjectDeSpawnAnim(GetGUID());
SetGoState(1);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
AddObjectToRemoveList();
}
void GameObject::getFishLoot(Loot *fishloot)
{
fishloot->clear();
uint32 subzone = GetAreaId();
// if subzone loot exist use it
if(LootTemplates_Fishing.HaveLootFor(subzone))
fishloot->FillLoot(subzone, LootTemplates_Fishing, NULL);
// else use zone loot
else
fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, NULL);
}
void GameObject::SaveToDB()
{
// this should only be used when the gameobject has already been loaded
// perferably after adding to map, because mapid may not be valid otherwise
GameObjectData const *data = objmgr.GetGOData(m_DBTableGuid);
if(!data)
{
sLog.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
return;
}
SaveToDB(GetMapId(), data->spawnMask);
}
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask)
{
const GameObjectInfo *goI = GetGOInfo();
if (!goI)
return;
if (!m_DBTableGuid)
m_DBTableGuid = GetGUIDLow();
// update in loaded data (changing data only in this place)
GameObjectData& data = objmgr.NewGOData(m_DBTableGuid);
// data->guid = guid don't must be update at save
data.id = GetEntry();
data.mapid = mapid;
data.posX = GetFloatValue(GAMEOBJECT_POS_X);
data.posY = GetFloatValue(GAMEOBJECT_POS_Y);
data.posZ = GetFloatValue(GAMEOBJECT_POS_Z);
data.orientation = GetFloatValue(GAMEOBJECT_FACING);
data.rotation0 = GetFloatValue(GAMEOBJECT_ROTATION+0);
data.rotation1 = GetFloatValue(GAMEOBJECT_ROTATION+1);
data.rotation2 = GetFloatValue(GAMEOBJECT_ROTATION+2);
data.rotation3 = GetFloatValue(GAMEOBJECT_ROTATION+3);
data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
data.animprogress = GetGoAnimProgress();
data.go_state = GetGoState();
data.spawnMask = spawnMask;
data.ArtKit = GetUInt32Value (GAMEOBJECT_ARTKIT);
// updated in DB
std::ostringstream ss;
ss << "INSERT INTO gameobject VALUES ( "
<< m_DBTableGuid << ", "
<< GetUInt32Value (OBJECT_FIELD_ENTRY) << ", "
<< mapid << ", "
<< (uint32)spawnMask << ", "
<< GetFloatValue(GAMEOBJECT_POS_X) << ", "
<< GetFloatValue(GAMEOBJECT_POS_Y) << ", "
<< GetFloatValue(GAMEOBJECT_POS_Z) << ", "
<< GetFloatValue(GAMEOBJECT_FACING) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION+1) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION+2) << ", "
<< GetFloatValue(GAMEOBJECT_ROTATION+3) << ", "
<< m_respawnDelayTime << ", "
<< GetGoAnimProgress() << ", "
<< GetGoState() << ")";
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
WorldDatabase.PExecuteLog( ss.str( ).c_str( ) );
WorldDatabase.CommitTransaction();
}
bool GameObject::LoadFromDB(uint32 guid, Map *map)
{
GameObjectData const* data = objmgr.GetGOData(guid);
if( !data )
{
sLog.outErrorDb("ERROR: Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
return false;
}
uint32 entry = data->id;
uint32 map_id = data->mapid;
float x = data->posX;
float y = data->posY;
float z = data->posZ;
float ang = data->orientation;
float rotation0 = data->rotation0;
float rotation1 = data->rotation1;
float rotation2 = data->rotation2;
float rotation3 = data->rotation3;
uint32 animprogress = data->animprogress;
uint32 go_state = data->go_state;
uint32 ArtKit = data->ArtKit;
m_DBTableGuid = guid;
if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
if (!Create(guid,entry, map, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) )
return false;
switch(GetGOInfo()->type)
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
/* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
m_spawnedByDefault = true;
m_respawnDelayTime = 0;
m_respawnTime = 0;
break;*/
default:
if(data->spawntimesecs >= 0)
{
m_spawnedByDefault = true;
m_respawnDelayTime = data->spawntimesecs;
m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
// ready to respawn
if(m_respawnTime && m_respawnTime <= time(NULL))
{
m_respawnTime = 0;
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
}
else
{
m_spawnedByDefault = false;
m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
}
break;
}
return true;
}
void GameObject::DeleteFromDB()
{
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
objmgr.DeleteGOData(m_DBTableGuid);
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid);
}
GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid)
{
return ObjectAccessor::GetGameObject(object,guid);
}
GameObjectInfo const *GameObject::GetGOInfo() const
{
return m_goInfo;
}
uint32 GameObject::GetLootId(GameObjectInfo const* ginfo)
{
if (!ginfo)
return 0;
switch(ginfo->type)
{
case GAMEOBJECT_TYPE_CHEST:
return ginfo->chest.lootId;
case GAMEOBJECT_TYPE_FISHINGHOLE:
return ginfo->fishinghole.lootId;
case GAMEOBJECT_TYPE_FISHINGNODE:
return ginfo->fishnode.lootId;
default:
return 0;
}
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
bool GameObject::hasQuest(uint32 quest_id) const
{
QuestRelations const& qr = objmgr.mGOQuestRelations;
for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
{
if(itr->second==quest_id)
return true;
}
return false;
}
bool GameObject::hasInvolvedQuest(uint32 quest_id) const
{
QuestRelations const& qr = objmgr.mGOQuestInvolvedRelations;
for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++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.
GameObjectInfo const * gInfo = GetGOInfo();
if(!gInfo) return false;
return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
}
Unit* GameObject::GetOwner() const
{
return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
}
void GameObject::SaveRespawnTime()
{
if(m_respawnTime > time(NULL) && m_spawnedByDefault)
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
}
bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
{
// Not in world
if(!IsInWorld() || !u->IsInWorld())
return false;
// Transport always visible at this step implementation
if(IsTransport() && IsInMap(u))
return true;
// quick check visibility false cases for non-GM-mode
if(!u->isGameMaster())
{
// despawned and then not visible for non-GM in GM-mode
if(!isSpawned())
return false;
// special invisibility cases
/* TODO: implement trap stealth, take look at spell 2836
if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
{
if(check stuff here)
return false;
}*/
// Smuggled Mana Cell required 10 invisibility type detection/state
if(GetEntry()==187039 && ((u->m_detectInvisibilityMask | u->m_invisibilityMask) & (1<<10))==0)
return false;
}
// check distance
return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() +
(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) );
}
void GameObject::Respawn()
{
if(m_spawnedByDefault && m_respawnTime > 0)
{
m_respawnTime = time(NULL);
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
}
bool GameObject::ActivateToQuest( Player *pTarget)const
{
if(!objmgr.IsGameObjectForQuests(GetEntry()))
return false;
switch(GetGoType())
{
// scan GO chest with loot including quest items
case GAMEOBJECT_TYPE_CHEST:
{
if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetLootId(), pTarget))
return true;
break;
}
case GAMEOBJECT_TYPE_GOOBER:
{
if(pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
return true;
break;
}
default:
break;
}
return false;
}
void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
{
GameObjectInfo const* trapInfo = sGOStorage.LookupEntry<GameObjectInfo>(trapEntry);
if(!trapInfo || trapInfo->type!=GAMEOBJECT_TYPE_TRAP)
return;
SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId);
if(!trapSpell) // checked at load already
return;
float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex));
// search nearest linked GO
GameObject* trapGO = NULL;
{
// using original GO distance
CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
}
// found correct GO
// FIXME: when GO casting will be implemented trap must cast spell to target
if(trapGO)
target->CastSpell(target,trapSpell,true);
}
GameObject* GameObject::LookupFishingHoleAround(float range)
{
GameObject* ok = NULL;
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
Trinity::NearestGameObjectFishingHole u_check(*this, range);
Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(ok, u_check);
CellLock<GridReadGuard> cell_lock(cell, p);
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
return ok;
}
void GameObject::UseDoorOrButton(uint32 time_to_restore)
{
if(m_lootState != GO_READY)
return;
if(!time_to_restore)
time_to_restore = GetAutoCloseTime();
SwitchDoorOrButton(true);
SetLootState(GO_ACTIVATED);
m_cooldownTime = time(NULL) + time_to_restore;
}
void GameObject::SetGoArtKit(uint32 kit)
{
SetUInt32Value(GAMEOBJECT_ARTKIT, kit);
GameObjectData *data = const_cast<GameObjectData*>(objmgr.GetGOData(m_DBTableGuid));
if(data)
data->ArtKit = kit;
}
void GameObject::SwitchDoorOrButton(bool activate)
{
if(activate)
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
else
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
if(GetGoState()) //if closed -> open
SetGoState(0);
else //if open -> close
SetGoState(1);
}
void GameObject::Use(Unit* user)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: //0
case GAMEOBJECT_TYPE_BUTTON: //1
//doors/buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
player->PrepareQuestMenu( GetGUID() );
player->SendPreparedQuest( GetGUID() );
return;
}
//Sitting: Wooden bench, chairs enzz
case GAMEOBJECT_TYPE_CHAIR: //7
{
GameObjectInfo const* info = GetGOInfo();
if(!info)
return;
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
// a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
// check if the db is sane
if(info->chair.slots > 0)
{
float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
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()+M_PI*0.5f;
// find nearest slot
for(uint32 i=0; i<info->chair.slots; i++)
{
// the distance between this slot and the center of the go - imagine a 1D space
float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);
float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
// calculate the distance between the player and this slot
float thisDistance = player->GetDistance2d(x_i, y_i);
/* debug code. It will spawn a npc on each slot to visualize them.
Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
std::ostringstream output;
output << i << ": thisDist: " << thisDistance;
helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
*/
if(thisDistance <= lowestDist)
{
lowestDist = thisDistance;
x_lowest = x_i;
y_lowest = y_i;
}
}
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
else
{
// 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);
}
player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height);
return;
}
//big gun, its a spell/aura
case GAMEOBJECT_TYPE_GOOBER: //10
{
GameObjectInfo const* info = GetGOInfo();
if(user->GetTypeId()==TYPEID_PLAYER)
{
Player* player = (Player*)user;
// show page
if(info->goober.pageId)
{
WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
data << GetGUID();
player->GetSession()->SendPacket(&data);
}
// possible quest objective for active quests
player->CastedCreatureOrGO(info->id, GetGUID(), 0);
}
// cast this spell later if provided
spellId = info->goober.spellId;
break;
}
case GAMEOBJECT_TYPE_CAMERA: //13
{
GameObjectInfo const* info = GetGOInfo();
if(!info)
return;
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if(info->camera.cinematicId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << info->camera.cinematicId;
player->GetSession()->SendPacket(&data);
}
return;
}
//fishing bobber
case GAMEOBJECT_TYPE_FISHINGNODE: //17
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if(player->GetGUID() != GetOwnerGUID())
return;
switch(getLootState())
{
case GO_READY: // ready for loot
{
// 1) skill must be >= base_zone_skill
// 2) if skill == base_zone_skill => 5% chance
// 3) chance is linear dependence from (base_zone_skill-skill)
uint32 subzone = GetAreaId();
int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone );
if(!zone_skill)
zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() );
//provide error, no fishable zone or area should be 0
if(!zone_skill)
sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance = skill - zone_skill + 5;
int32 roll = irand(1,100);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
if(skill >= zone_skill && chance >= roll)
{
// prevent removing GO at spell cancel
player->RemoveGameObject(this,false);
SetOwnerGUID(player->GetGUID());
//fish catched
player->UpdateFishingSkill();
GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE);
if (ok)
{
player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
SetLootState(GO_JUST_DEACTIVATED);
}
else
player->SendLoot(GetGUID(),LOOT_FISHING);
}
else
{
// fish escaped, can be deleted now
SetLootState(GO_JUST_DEACTIVATED);
WorldPacket data(SMSG_FISH_ESCAPED, 0);
player->GetSession()->SendPacket(&data);
}
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->GetSession()->SendPacket(&data);
break;
}
}
if(player->m_currentSpells[CURRENT_CHANNELED_SPELL])
{
player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish();
}
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
Unit* caster = GetOwner();
GameObjectInfo const* info = GetGOInfo();
if( !caster || caster->GetTypeId()!=TYPEID_PLAYER )
return;
// accept only use by player from same group for caster except caster itself
if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player))
return;
AddUniqueUse(player);
// full amount unique participants including original summoner
if(GetUniqueUseCount() < info->summoningRitual.reqParticipants)
return;
// in case summoning ritual caster is GO creator
spellCaster = caster;
if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL])
return;
spellId = info->summoningRitual.spellId;
// finish spell
caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish();
// can be deleted now
SetLootState(GO_JUST_DEACTIVATED);
// go to end function to spell casting
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER: //22
{
SetUInt32Value(GAMEOBJECT_FLAGS,2);
GameObjectInfo 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 || !((Player*)user)->IsInSameRaidWith((Player*)caster))
return;
}
spellId = info->spellcaster.spellId;
AddUse();
break;
}
case GAMEOBJECT_TYPE_MEETINGSTONE: //23
{
GameObjectInfo const* info = GetGOInfo();
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());
// accept only use by player from same group for caster except caster itself
if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
return;
//required lvl checks!
uint8 level = player->getLevel();
if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
return;
level = targetPlayer->getLevel();
if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
return;
spellId = 23598;
break;
}
case GAMEOBJECT_TYPE_FLAGSTAND: // 24
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if( player->isAllowUseBattleGroundObject() )
{
// in battleground check
BattleGround *bg = player->GetBattleGround();
if(!bg)
return;
// 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_FLAGDROP: // 26
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if( player->isAllowUseBattleGroundObject() )
{
// in battleground check
BattleGround *bg = player->GetBattleGround();
if(!bg)
return;
// BG flag dropped
// WS:
// 179785 - Silverwing Flag
// 179786 - Warsong Flag
// EotS:
// 184142 - Netherstorm Flag
GameObjectInfo const* info = GetGOInfo();
if(info)
{
switch(info->id)
{
case 179785: // Silverwing Flag
// check if it's correct bg
if(bg->GetTypeID() == BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag(player, this);
break;
case 179786: // Warsong Flag
if(bg->GetTypeID() == BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag(player, this);
break;
case 184142: // Netherstorm Flag
if(bg->GetTypeID() == BATTLEGROUND_EY)
bg->EventPlayerClickedOnFlag(player, this);
break;
}
}
//this cause to call return, all flags must be deleted here!!
spellId = 0;
Delete();
}
break;
}
default:
sLog.outDebug("Unknown Object Type %u", GetGoType());
break;
}
if(!spellId)
return;
SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
if(!spellInfo)
{
if(user->GetTypeId()!=TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this))
sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
else
sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
return;
}
Spell *spell = new Spell(spellCaster, spellInfo, false);
// spell target is user of GO
SpellCastTargets targets;
targets.setUnitTarget( user );
spell->prepare(&targets);
}
void GameObject::CastSpell(Unit* target, uint32 spell)
{
//summon world trigger
Creature *trigger = SummonCreature(12999, GetPositionX(), GetPositionY(), GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 1);
if(!trigger) return;
Unit *owner = GetOwner();
if(owner) trigger->setFaction(owner->getFaction());
else trigger->setFaction(14);
trigger->SetVisibility(VISIBILITY_OFF); //should this be true?
trigger->CastSpell(target, spell, true, 0, 0, owner->GetGUID());
}