mirror of
https://github.com/araxiaonline/TrinityCore.git
synced 2026-06-15 12:42:43 -04:00
... and this is why you shouldn't use the so called hacks. You will just keep adding sh*t on top of more sh*t (like this). Currently, GO spell casts spawn an invisible WORLD_TRIGGER (npc 12999) inside of the gameobject (for certain forms of gameobjects) (and this is why the LoS check was failing). It shouldn't be like that. GOs should be able to cast the spells without having to spawn an auxiliary creature. Fixes "Eye of Acherus" and others
2041 lines
72 KiB
C++
Executable File
2041 lines
72 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2012 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GameObjectAI.h"
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#include "ObjectMgr.h"
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#include "GroupMgr.h"
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#include "PoolMgr.h"
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#include "SpellMgr.h"
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#include "World.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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#include "OutdoorPvPMgr.h"
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#include "BattlegroundAV.h"
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#include "ScriptMgr.h"
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#include "CreatureAISelector.h"
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#include "Group.h"
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#include "GameObjectModel.h"
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#include "DynamicTree.h"
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GameObject::GameObject() : WorldObject(false), m_model(NULL), m_goValue(new GameObjectValue), m_AI(NULL)
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{
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m_objectType |= TYPEMASK_GAMEOBJECT;
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m_objectTypeId = TYPEID_GAMEOBJECT;
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m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_STATIONARY_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
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m_valuesCount = GAMEOBJECT_END;
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m_respawnTime = 0;
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m_respawnDelayTime = 300;
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m_lootState = GO_NOT_READY;
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m_spawnedByDefault = true;
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m_usetimes = 0;
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m_spellId = 0;
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m_cooldownTime = 0;
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m_goInfo = NULL;
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m_ritualOwner = NULL;
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m_goData = NULL;
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m_DBTableGuid = 0;
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m_rotation = 0;
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m_lootRecipient = 0;
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m_lootRecipientGroup = 0;
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m_groupLootTimer = 0;
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lootingGroupLowGUID = 0;
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ResetLootMode(); // restore default loot mode
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}
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GameObject::~GameObject()
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{
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delete m_goValue;
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delete m_AI;
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delete m_model;
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//if (m_uint32Values) // field array can be not exist if GameOBject not loaded
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// CleanupsBeforeDelete();
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}
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bool GameObject::AIM_Initialize()
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{
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if (m_AI)
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delete m_AI;
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m_AI = FactorySelector::SelectGameObjectAI(this);
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if (!m_AI)
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return false;
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m_AI->InitializeAI();
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return true;
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}
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std::string GameObject::GetAIName() const
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{
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return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
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}
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void GameObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
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{
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if (IsInWorld())
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RemoveFromWorld();
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if (m_uint32Values) // field array can be not exist if GameOBject not loaded
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RemoveFromOwner();
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}
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void GameObject::RemoveFromOwner()
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{
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uint64 ownerGUID = GetOwnerGUID();
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if (!ownerGUID)
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return;
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if (Unit* owner = ObjectAccessor::GetUnit(*this, ownerGUID))
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{
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owner->RemoveGameObject(this, false);
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ASSERT(!GetOwnerGUID());
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return;
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}
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const char * ownerType = "creature";
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if (IS_PLAYER_GUID(ownerGUID))
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ownerType = "player";
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else if (IS_PET_GUID(ownerGUID))
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ownerType = "pet";
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sLog->outCrash("Delete GameObject (GUID: %u Entry: %u SpellId %u LinkedGO %u) that lost references to owner (GUID %u Type '%s') GO list. Crash possible later.",
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GetGUIDLow(), GetGOInfo()->entry, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(ownerGUID), ownerType);
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SetOwnerGUID(0);
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}
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void GameObject::AddToWorld()
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{
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///- Register the gameobject for guid lookup
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if (!IsInWorld())
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{
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if (m_zoneScript)
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m_zoneScript->OnGameObjectCreate(this);
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sObjectAccessor->AddObject(this);
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bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
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// The state can be changed after GameObject::Create but before GameObject::AddToWorld
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bool toggledState = GetGOData() ? GetGOData()->go_state == GO_STATE_READY : false;
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if (m_model)
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GetMap()->Insert(*m_model);
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if (startOpen ^ toggledState)
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EnableCollision(false);
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WorldObject::AddToWorld();
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}
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}
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void GameObject::RemoveFromWorld()
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{
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///- Remove the gameobject from the accessor
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if (IsInWorld())
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{
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if (m_zoneScript)
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m_zoneScript->OnGameObjectRemove(this);
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RemoveFromOwner();
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if (m_model)
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if (GetMap()->Contains(*m_model))
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GetMap()->Remove(*m_model);
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WorldObject::RemoveFromWorld();
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sObjectAccessor->RemoveObject(this);
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}
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}
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bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 artKit)
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{
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ASSERT(map);
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SetMap(map);
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Relocate(x, y, z, ang);
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if (!IsPositionValid())
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{
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sLog->outError("Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", guidlow, name_id, x, y);
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return false;
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}
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SetPhaseMask(phaseMask, false);
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SetZoneScript();
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if (m_zoneScript)
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{
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name_id = m_zoneScript->GetGameObjectEntry(guidlow, name_id);
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if (!name_id)
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return false;
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}
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GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
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if (!goinfo)
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{
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sLog->outErrorDb("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(), x, y, z);
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return false;
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}
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Object::_Create(guidlow, goinfo->entry, HIGHGUID_GAMEOBJECT);
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m_goInfo = goinfo;
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if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
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{
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sLog->outErrorDb("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);
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return false;
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}
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SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
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UpdateRotationFields(rotation2, rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
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SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
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SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
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SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
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SetEntry(goinfo->entry);
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// set name for logs usage, doesn't affect anything ingame
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SetName(goinfo->name);
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SetDisplayId(goinfo->displayId);
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m_model = GameObjectModel::Create(*this);
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// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
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SetGoType(GameobjectTypes(goinfo->type));
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SetGoState(go_state);
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SetGoArtKit(artKit);
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switch (goinfo->type)
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{
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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m_goValue->Building.Health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits;
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m_goValue->Building.MaxHealth = m_goValue->Building.Health;
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SetGoAnimProgress(255);
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break;
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case GAMEOBJECT_TYPE_TRANSPORT:
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SetUInt32Value(GAMEOBJECT_LEVEL, goinfo->transport.pause);
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if (goinfo->transport.startOpen)
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SetGoState(GO_STATE_ACTIVE);
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SetGoAnimProgress(animprogress);
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break;
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case GAMEOBJECT_TYPE_FISHINGNODE:
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SetGoAnimProgress(0);
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break;
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case GAMEOBJECT_TYPE_TRAP:
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if (GetGOInfo()->trap.stealthed)
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{
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m_stealth.AddFlag(STEALTH_TRAP);
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m_stealth.AddValue(STEALTH_TRAP, 70);
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}
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if (GetGOInfo()->trap.invisible)
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{
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m_invisibility.AddFlag(INVISIBILITY_TRAP);
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m_invisibility.AddValue(INVISIBILITY_TRAP, 300);
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}
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break;
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default:
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SetGoAnimProgress(animprogress);
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break;
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}
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LastUsedScriptID = GetGOInfo()->ScriptId;
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AIM_Initialize();
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return true;
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}
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void GameObject::Update(uint32 diff)
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{
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if (!AI())
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{
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if (!AIM_Initialize())
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sLog->outError("Could not initialize GameObjectAI");
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} else
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AI()->UpdateAI(diff);
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if (IS_MO_TRANSPORT(GetGUID()))
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{
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//((Transport*)this)->Update(p_time);
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return;
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}
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switch (m_lootState)
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{
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case GO_NOT_READY:
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{
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_TRAP:
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{
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// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
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GameObjectTemplate const* goInfo = GetGOInfo();
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// Bombs
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if (goInfo->trap.type == 2)
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m_cooldownTime = time(NULL) + 10; // Hardcoded tooltip value
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else if (Unit* owner = GetOwner())
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{
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if (owner->isInCombat())
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m_cooldownTime = time(NULL) + goInfo->trap.cooldown;
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}
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m_lootState = GO_READY;
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break;
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}
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case GAMEOBJECT_TYPE_FISHINGNODE:
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{
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// fishing code (bobber ready)
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if (time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME)
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{
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// splash bobber (bobber ready now)
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Unit* caster = GetOwner();
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if (caster && caster->GetTypeId() == TYPEID_PLAYER)
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{
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SetGoState(GO_STATE_ACTIVE);
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SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
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UpdateData udata;
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WorldPacket packet;
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BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
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udata.BuildPacket(&packet);
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caster->ToPlayer()->GetSession()->SendPacket(&packet);
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SendCustomAnim(GetGoAnimProgress());
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}
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m_lootState = GO_READY; // can be successfully open with some chance
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}
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return;
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}
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default:
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m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
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break;
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}
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// NO BREAK for switch (m_lootState)
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}
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case GO_READY:
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{
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if (m_respawnTime > 0) // timer on
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{
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time_t now = time(NULL);
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if (m_respawnTime <= now) // timer expired
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{
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uint64 dbtableHighGuid = MAKE_NEW_GUID(m_DBTableGuid, GetEntry(), HIGHGUID_GAMEOBJECT);
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time_t linkedRespawntime = sObjectMgr->GetLinkedRespawnTime(dbtableHighGuid, GetMap()->GetInstanceId());
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if (linkedRespawntime) // Can't respawn, the master is dead
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{
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uint64 targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
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if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
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SetRespawnTime(DAY);
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else
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime)+urand(5, MINUTE); // else copy time from master and add a little
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SaveRespawnTime(); // also save to DB immediately
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return;
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}
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m_respawnTime = 0;
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m_SkillupList.clear();
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m_usetimes = 0;
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
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{
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Unit* caster = GetOwner();
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if (caster && caster->GetTypeId() == TYPEID_PLAYER)
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{
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caster->FinishSpell(CURRENT_CHANNELED_SPELL);
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WorldPacket data(SMSG_FISH_ESCAPED, 0);
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caster->ToPlayer()->GetSession()->SendPacket(&data);
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}
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// can be delete
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m_lootState = GO_JUST_DEACTIVATED;
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return;
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}
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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//we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
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if (GetGoState() != GO_STATE_READY)
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ResetDoorOrButton();
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//flags in AB are type_button and we need to add them here so no break!
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default:
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if (!m_spawnedByDefault) // despawn timer
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{
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// can be despawned or destroyed
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SetLootState(GO_JUST_DEACTIVATED);
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return;
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}
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// respawn timer
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uint32 poolid = GetDBTableGUIDLow() ? sPoolMgr->IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
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if (poolid)
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sPoolMgr->UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
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else
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GetMap()->AddToMap(this);
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break;
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}
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}
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}
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if (isSpawned())
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{
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// traps can have time and can not have
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GameObjectTemplate const* goInfo = GetGOInfo();
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if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
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{
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if (m_cooldownTime >= time(NULL))
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return;
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// Type 2 - Bomb (will go away after casting it's spell)
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if (goInfo->trap.type == 2)
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{
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if (goInfo->trap.spellId)
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CastSpell(NULL, goInfo->trap.spellId); // FIXME: null target won't work for target type 1
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SetLootState(GO_JUST_DEACTIVATED);
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break;
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}
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// Type 0 and 1 - trap (type 0 will not get removed after casting a spell)
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Unit* owner = GetOwner();
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Unit* ok = NULL; // pointer to appropriate target if found any
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bool IsBattlegroundTrap = false;
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//FIXME: this is activation radius (in different casting radius that must be selected from spell data)
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//TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
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float radius = (float)(goInfo->trap.radius)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
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if (!radius)
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{
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if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
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return;
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else
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{
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if (m_respawnTime > 0)
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break;
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radius = (float)goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3
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IsBattlegroundTrap = true;
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if (!radius)
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return;
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}
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}
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// Note: this hack with search required until GO casting not implemented
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// search unfriendly creature
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if (owner) // hunter trap
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{
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Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
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Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> searcher(this, ok, checker);
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VisitNearbyGridObject(radius, searcher);
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if (!ok) VisitNearbyWorldObject(radius, searcher);
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}
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else // environmental trap
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{
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// environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
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// affect only players
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Player* player = NULL;
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Trinity::AnyPlayerInObjectRangeCheck checker(this, radius);
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Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
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VisitNearbyWorldObject(radius, searcher);
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ok = player;
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}
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if (ok)
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{
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// some traps do not have spell but should be triggered
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if (goInfo->trap.spellId)
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CastSpell(ok, goInfo->trap.spellId);
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m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)); // template or 4 seconds
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if (goInfo->trap.type == 1)
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SetLootState(GO_JUST_DEACTIVATED);
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if (IsBattlegroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
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{
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//Battleground gameobjects case
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if (ok->ToPlayer()->InBattleground())
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if (Battleground* bg = ok->ToPlayer()->GetBattleground())
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bg->HandleTriggerBuff(GetGUID());
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}
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}
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}
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else if (uint32 max_charges = goInfo->GetCharges())
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{
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if (m_usetimes >= max_charges)
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{
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m_usetimes = 0;
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SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
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}
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}
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}
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break;
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}
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case GO_ACTIVATED:
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{
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switch (GetGoType())
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{
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case GAMEOBJECT_TYPE_DOOR:
|
|
case GAMEOBJECT_TYPE_BUTTON:
|
|
if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
|
|
ResetDoorOrButton();
|
|
break;
|
|
case GAMEOBJECT_TYPE_GOOBER:
|
|
if (m_cooldownTime < time(NULL))
|
|
{
|
|
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
|
|
|
|
SetLootState(GO_JUST_DEACTIVATED);
|
|
m_cooldownTime = 0;
|
|
}
|
|
break;
|
|
case GAMEOBJECT_TYPE_CHEST:
|
|
if (m_groupLootTimer)
|
|
{
|
|
if (m_groupLootTimer <= diff)
|
|
{
|
|
Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
|
|
if (group)
|
|
group->EndRoll(&loot);
|
|
m_groupLootTimer = 0;
|
|
lootingGroupLowGUID = 0;
|
|
}
|
|
else m_groupLootTimer -= diff;
|
|
}
|
|
default:
|
|
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)
|
|
{
|
|
for (std::set<uint64>::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 (GetGOInfo()->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
|
|
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
|
|
}
|
|
|
|
if (!m_respawnDelayTime)
|
|
return;
|
|
|
|
if (!m_spawnedByDefault)
|
|
{
|
|
m_respawnTime = 0;
|
|
UpdateObjectVisibility();
|
|
return;
|
|
}
|
|
|
|
m_respawnTime = time(NULL) + m_respawnDelayTime;
|
|
|
|
// if option not set then object will be saved at grid unload
|
|
if (sWorld->getBoolConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY))
|
|
SaveRespawnTime();
|
|
|
|
UpdateObjectVisibility();
|
|
|
|
break;
|
|
}
|
|
}
|
|
sScriptMgr->OnGameObjectUpdate(this, diff);
|
|
}
|
|
|
|
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())
|
|
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);
|
|
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
|
|
|
|
uint32 poolid = GetDBTableGUIDLow() ? sPoolMgr->IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
|
|
if (poolid)
|
|
sPoolMgr->UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
|
|
else
|
|
AddObjectToRemoveList();
|
|
}
|
|
|
|
void GameObject::getFishLoot(Loot* fishloot, Player* loot_owner)
|
|
{
|
|
fishloot->clear();
|
|
|
|
uint32 zone, subzone;
|
|
GetZoneAndAreaId(zone, subzone);
|
|
|
|
// if subzone loot exist use it
|
|
if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true))
|
|
// else use zone loot (must exist in like case)
|
|
fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true);
|
|
}
|
|
|
|
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->GetGOData(m_DBTableGuid);
|
|
if (!data)
|
|
{
|
|
sLog->outError("GameObject::SaveToDB failed, cannot get gameobject data!");
|
|
return;
|
|
}
|
|
|
|
SaveToDB(GetMapId(), data->spawnMask, data->phaseMask);
|
|
}
|
|
|
|
void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
|
|
{
|
|
const GameObjectTemplate* goI = GetGOInfo();
|
|
|
|
if (!goI)
|
|
return;
|
|
|
|
if (!m_DBTableGuid)
|
|
m_DBTableGuid = GetGUIDLow();
|
|
// update in loaded data (changing data only in this place)
|
|
GameObjectData& data = sObjectMgr->NewGOData(m_DBTableGuid);
|
|
|
|
// data->guid = guid must not be updated at save
|
|
data.id = GetEntry();
|
|
data.mapid = mapid;
|
|
data.phaseMask = phaseMask;
|
|
data.posX = GetPositionX();
|
|
data.posY = GetPositionY();
|
|
data.posZ = GetPositionZ();
|
|
data.orientation = GetOrientation();
|
|
data.rotation0 = GetFloatValue(GAMEOBJECT_PARENTROTATION+0);
|
|
data.rotation1 = GetFloatValue(GAMEOBJECT_PARENTROTATION+1);
|
|
data.rotation2 = GetFloatValue(GAMEOBJECT_PARENTROTATION+2);
|
|
data.rotation3 = GetFloatValue(GAMEOBJECT_PARENTROTATION+3);
|
|
data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime;
|
|
data.animprogress = GetGoAnimProgress();
|
|
data.go_state = GetGoState();
|
|
data.spawnMask = spawnMask;
|
|
data.artKit = GetGoArtKit();
|
|
|
|
// Update in DB
|
|
SQLTransaction trans = WorldDatabase.BeginTransaction();
|
|
|
|
uint8 index = 0;
|
|
|
|
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
|
|
stmt->setUInt32(0, m_DBTableGuid);
|
|
trans->Append(stmt);
|
|
|
|
stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT);
|
|
stmt->setUInt32(index++, m_DBTableGuid);
|
|
stmt->setUInt32(index++, GetEntry());
|
|
stmt->setUInt16(index++, uint16(mapid));
|
|
stmt->setUInt8(index++, spawnMask);
|
|
stmt->setUInt16(index++, uint16(GetPhaseMask()));
|
|
stmt->setFloat(index++, GetPositionX());
|
|
stmt->setFloat(index++, GetPositionY());
|
|
stmt->setFloat(index++, GetPositionZ());
|
|
stmt->setFloat(index++, GetOrientation());
|
|
stmt->setFloat(index++, GetFloatValue(GAMEOBJECT_PARENTROTATION));
|
|
stmt->setFloat(index++, GetFloatValue(GAMEOBJECT_PARENTROTATION+1));
|
|
stmt->setFloat(index++, GetFloatValue(GAMEOBJECT_PARENTROTATION+2));
|
|
stmt->setFloat(index++, GetFloatValue(GAMEOBJECT_PARENTROTATION+3));
|
|
stmt->setInt32(index++, int32(m_respawnDelayTime));
|
|
stmt->setUInt8(index++, GetGoAnimProgress());
|
|
stmt->setUInt8(index++, uint8(GetGoState()));
|
|
trans->Append(stmt);
|
|
|
|
WorldDatabase.CommitTransaction(trans);
|
|
}
|
|
|
|
bool GameObject::LoadGameObjectFromDB(uint32 guid, Map* map, bool addToMap)
|
|
{
|
|
GameObjectData const* data = sObjectMgr->GetGOData(guid);
|
|
|
|
if (!data)
|
|
{
|
|
sLog->outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ", guid);
|
|
return false;
|
|
}
|
|
|
|
uint32 entry = data->id;
|
|
//uint32 map_id = data->mapid; // already used before call
|
|
uint32 phaseMask = data->phaseMask;
|
|
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;
|
|
GOState go_state = data->go_state;
|
|
uint32 artKit = data->artKit;
|
|
|
|
m_DBTableGuid = guid;
|
|
if (map->GetInstanceId() != 0) guid = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);
|
|
|
|
if (!Create(guid, entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, artKit))
|
|
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 = sObjectMgr->GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
|
|
|
|
// ready to respawn
|
|
if (m_respawnTime && m_respawnTime <= time(NULL))
|
|
{
|
|
m_respawnTime = 0;
|
|
sObjectMgr->RemoveGORespawnTime(m_DBTableGuid, GetInstanceId());
|
|
}
|
|
}
|
|
}
|
|
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()
|
|
{
|
|
sObjectMgr->RemoveGORespawnTime(m_DBTableGuid, GetInstanceId());
|
|
sObjectMgr->DeleteGOData(m_DBTableGuid);
|
|
|
|
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
|
|
|
|
stmt->setUInt32(0, m_DBTableGuid);
|
|
|
|
WorldDatabase.Execute(stmt);
|
|
|
|
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
|
|
|
|
stmt->setUInt32(0, m_DBTableGuid);
|
|
|
|
WorldDatabase.Execute(stmt);
|
|
}
|
|
|
|
GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid)
|
|
{
|
|
return object.GetMap()->GetGameObject(guid);
|
|
}
|
|
|
|
/*********************************************************/
|
|
/*** 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);
|
|
}
|
|
|
|
Unit* GameObject::GetOwner() const
|
|
{
|
|
return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
|
|
}
|
|
|
|
void GameObject::SaveRespawnTime()
|
|
{
|
|
if (m_goData && m_goData->dbData && m_respawnTime > time(NULL) && m_spawnedByDefault)
|
|
sObjectMgr->SaveGORespawnTime(m_DBTableGuid, GetInstanceId(), m_respawnTime);
|
|
}
|
|
|
|
bool GameObject::IsAlwaysVisibleFor(WorldObject const* seer) const
|
|
{
|
|
if (WorldObject::IsAlwaysVisibleFor(seer))
|
|
return true;
|
|
|
|
if (IsTransport())
|
|
return true;
|
|
|
|
if (!seer)
|
|
return false;
|
|
|
|
// Always seen by owner and friendly units
|
|
if (uint64 guid = GetOwnerGUID())
|
|
{
|
|
if (seer->GetGUID() == guid)
|
|
return true;
|
|
|
|
Unit* owner = GetOwner();
|
|
if (owner && seer->isType(TYPEMASK_UNIT) && owner->IsFriendlyTo(((Unit*)seer)))
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool GameObject::IsInvisibleDueToDespawn() const
|
|
{
|
|
if (WorldObject::IsInvisibleDueToDespawn())
|
|
return true;
|
|
|
|
// Despawned
|
|
if (!isSpawned())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void GameObject::Respawn()
|
|
{
|
|
if (m_spawnedByDefault && m_respawnTime > 0)
|
|
{
|
|
m_respawnTime = time(NULL);
|
|
sObjectMgr->RemoveGORespawnTime(m_DBTableGuid, GetInstanceId());
|
|
}
|
|
}
|
|
|
|
bool GameObject::ActivateToQuest(Player* target) const
|
|
{
|
|
if (target->HasQuestForGO(GetEntry()))
|
|
return true;
|
|
|
|
if (!sObjectMgr->IsGameObjectForQuests(GetEntry()))
|
|
return false;
|
|
|
|
switch (GetGoType())
|
|
{
|
|
// scan GO chest with loot including quest items
|
|
case GAMEOBJECT_TYPE_CHEST:
|
|
{
|
|
if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), target))
|
|
{
|
|
//TODO: fix this hack
|
|
//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
|
|
if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
|
|
if (Battleground* bg = target->GetBattleground())
|
|
if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), target->GetTeam())))
|
|
return false;
|
|
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;
|
|
|
|
float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
|
|
|
|
// search nearest linked GO
|
|
GameObject* trapGO = NULL;
|
|
{
|
|
// using original GO distance
|
|
CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
|
|
Cell cell(p);
|
|
|
|
Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target, trapEntry, range);
|
|
Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO, go_check);
|
|
|
|
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
|
|
cell.Visit(p, object_checker, *GetMap(), *target, range);
|
|
}
|
|
|
|
// found correct GO
|
|
if (trapGO)
|
|
trapGO->CastSpell(target, trapInfo->trap.spellId);
|
|
}
|
|
|
|
GameObject* GameObject::LookupFishingHoleAround(float range)
|
|
{
|
|
GameObject* ok = NULL;
|
|
|
|
CellCoord p(Trinity::ComputeCellCoord(GetPositionX(), GetPositionY()));
|
|
Cell cell(p);
|
|
Trinity::NearestGameObjectFishingHole u_check(*this, range);
|
|
Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(this, ok, u_check);
|
|
|
|
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
|
|
cell.Visit(p, grid_object_checker, *GetMap(), *this, range);
|
|
|
|
return ok;
|
|
}
|
|
|
|
void GameObject::ResetDoorOrButton()
|
|
{
|
|
if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
|
|
return;
|
|
|
|
SwitchDoorOrButton(false);
|
|
SetLootState(GO_JUST_DEACTIVATED);
|
|
m_cooldownTime = 0;
|
|
}
|
|
|
|
void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */, Unit* user /*=NULL*/)
|
|
{
|
|
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(NULL) + time_to_restore;
|
|
}
|
|
|
|
void GameObject::SetGoArtKit(uint8 kit)
|
|
{
|
|
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
|
|
GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGOData(m_DBTableGuid));
|
|
if (data)
|
|
data->artKit = kit;
|
|
}
|
|
|
|
void GameObject::SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid)
|
|
{
|
|
const GameObjectData* data = NULL;
|
|
if (go)
|
|
{
|
|
go->SetGoArtKit(artkit);
|
|
data = go->GetGOData();
|
|
}
|
|
else if (lowguid)
|
|
data = sObjectMgr->GetGOData(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())
|
|
{
|
|
if (sScriptMgr->OnGossipHello(playerUser, this))
|
|
return;
|
|
|
|
AI()->GossipHello(playerUser);
|
|
}
|
|
|
|
// If cooldown data present in template
|
|
if (uint32 cooldown = GetGOInfo()->GetCooldown())
|
|
{
|
|
if (m_cooldownTime > sWorld->GetGameTime())
|
|
return;
|
|
|
|
m_cooldownTime = sWorld->GetGameTime() + cooldown;
|
|
}
|
|
|
|
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);
|
|
|
|
// activate script
|
|
GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
|
|
return;
|
|
|
|
case GAMEOBJECT_TYPE_QUESTGIVER: //2
|
|
{
|
|
if (user->GetTypeId() != TYPEID_PLAYER)
|
|
return;
|
|
|
|
Player* player = user->ToPlayer();
|
|
|
|
player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID);
|
|
player->SendPreparedGossip(this);
|
|
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] = 0; // Last user of current slot set to 0 (none sit here yet)
|
|
else
|
|
ChairListSlots[0] = 0; // 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()+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 * cos(orthogonalOrientation);
|
|
float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
|
|
|
|
if (itr->second)
|
|
{
|
|
if (Player* ChairUser = ObjectAccessor::FindPlayer(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 = 0; // This seat is unoccupied.
|
|
else
|
|
itr->second = 0; // 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);
|
|
|
|
/* 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)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
//else
|
|
//player->GetSession()->SendNotification("There's nowhere left for you to sit.");
|
|
|
|
return;
|
|
}
|
|
//big gun, its a spell/aura
|
|
case GAMEOBJECT_TYPE_GOOBER: //10
|
|
{
|
|
GameObjectTemplate const* info = GetGOInfo();
|
|
|
|
if (user->GetTypeId() == TYPEID_PLAYER)
|
|
{
|
|
Player* player = user->ToPlayer();
|
|
|
|
if (info->goober.pageId) // show page...
|
|
{
|
|
WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
|
|
data << GetGUID();
|
|
player->GetSession()->SendPacket(&data);
|
|
}
|
|
else if (info->goober.gossipID)
|
|
{
|
|
player->PrepareGossipMenu(this, info->goober.gossipID);
|
|
player->SendPreparedGossip(this);
|
|
}
|
|
|
|
if (info->goober.eventId)
|
|
{
|
|
sLog->outDebug(LOG_FILTER_MAPSCRIPTS, "Goober ScriptStart id %u for GO entry %u (GUID %u).", info->goober.eventId, GetEntry(), GetDBTableGUIDLow());
|
|
GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
|
|
EventInform(info->goober.eventId);
|
|
}
|
|
|
|
// 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 (Battleground* bg = player->GetBattleground())
|
|
bg->EventPlayerUsedGO(player, this);
|
|
|
|
player->CastedCreatureOrGO(info->entry, GetGUID(), 0);
|
|
}
|
|
|
|
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 = time(NULL) + info->GetAutoCloseTime();
|
|
|
|
// cast this spell later if provided
|
|
spellId = info->goober.spellId;
|
|
spellCaster = NULL;
|
|
|
|
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);
|
|
|
|
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)
|
|
sLog->outErrorDb("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);
|
|
|
|
sLog->outStaticDebug("Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
|
|
|
|
// but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
|
|
if (chance >= roll)
|
|
{
|
|
player->UpdateFishingSkill();
|
|
|
|
//TODO: I do not understand this hack. Need some explanation.
|
|
// prevent removing GO at spell cancel
|
|
RemoveFromOwner();
|
|
SetOwnerGUID(player->GetGUID());
|
|
|
|
//TODO: find reasonable value for fishing hole search
|
|
GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
|
|
if (ok)
|
|
{
|
|
ok->Use(player);
|
|
SetLootState(GO_JUST_DEACTIVATED);
|
|
}
|
|
else
|
|
player->SendLoot(GetGUID(), LOOT_FISHING);
|
|
}
|
|
// TODO: else: 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->GetSession()->SendPacket(&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();
|
|
|
|
// ritual owner is set for GO's without owner (not summoned)
|
|
if (!m_ritualOwner && !owner)
|
|
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)
|
|
{
|
|
spellCaster = m_ritualOwner ? m_ritualOwner : spellCaster;
|
|
|
|
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 casted 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_ritualOwner = NULL;
|
|
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->GetSelection());
|
|
|
|
// 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())
|
|
{
|
|
// in battleground check
|
|
Battleground* bg = player->GetBattleground();
|
|
if (!bg)
|
|
return;
|
|
if (player->GetVehicle())
|
|
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_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())
|
|
{
|
|
// in battleground check
|
|
Battleground* bg = player->GetBattleground();
|
|
if (!bg)
|
|
return;
|
|
if (player->GetVehicle())
|
|
return;
|
|
// 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->GetSession()->SendPacket(&data);
|
|
|
|
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
|
|
return;
|
|
}
|
|
default:
|
|
if (GetGoType() >= MAX_GAMEOBJECT_TYPE)
|
|
sLog->outError("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->GetGUIDLow(), user->GetName(), GetGUIDLow(), 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))
|
|
sLog->outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u)", spellId, GetEntry(), GetGoType());
|
|
else
|
|
sLog->outDebug(LOG_FILTER_OUTDOORPVP, "WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
|
|
return;
|
|
}
|
|
|
|
if (spellCaster)
|
|
spellCaster->CastSpell(user, spellInfo, triggered);
|
|
else
|
|
CastSpell(user, spellId);
|
|
}
|
|
|
|
void GameObject::CastSpell(Unit* target, uint32 spellId)
|
|
{
|
|
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, true);
|
|
return;
|
|
}
|
|
|
|
//summon world trigger
|
|
Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 100);
|
|
if (!trigger)
|
|
return;
|
|
|
|
if (Unit* owner = GetOwner())
|
|
{
|
|
trigger->setFaction(owner->getFaction());
|
|
// needed for GO casts for proper target validation checks
|
|
trigger->SetUInt64Value(UNIT_FIELD_SUMMONEDBY, owner->GetGUID());
|
|
trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
|
|
}
|
|
else
|
|
{
|
|
trigger->setFaction(14);
|
|
// 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, true, 0, 0, target ? target->GetGUID() : 0);
|
|
}
|
|
}
|
|
|
|
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 = sin(GetOrientation());
|
|
float cosA = cos(GetOrientation());
|
|
float dx = x - GetPositionX();
|
|
float dy = y - GetPositionY();
|
|
float dz = z - GetPositionZ();
|
|
float dist = sqrt(dx*dx + dy*dy);
|
|
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)
|
|
{
|
|
if (eventId && m_zoneScript)
|
|
m_zoneScript->ProcessEvent(this, eventId);
|
|
}
|
|
|
|
// overwrite WorldObject function for proper name localization
|
|
const char* 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].c_str();
|
|
}
|
|
|
|
return GetName();
|
|
}
|
|
|
|
void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
|
|
{
|
|
static double const atan_pow = atan(pow(2.0f, -20.0f));
|
|
|
|
double f_rot1 = sin(GetOrientation() / 2.0f);
|
|
double f_rot2 = cos(GetOrientation() / 2.0f);
|
|
|
|
int64 i_rot1 = int64(f_rot1 / atan_pow *(f_rot2 >= 0 ? 1.0f : -1.0f));
|
|
int64 rotation = (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
|
|
|
|
//float f_rot2 = sin(0.0f / 2.0f);
|
|
//int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
|
|
//rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
|
|
|
|
//float f_rot3 = sin(0.0f / 2.0f);
|
|
//int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
|
|
//rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
|
|
|
|
m_rotation = rotation;
|
|
|
|
if (rotation2 == 0.0f && rotation3 == 0.0f)
|
|
{
|
|
rotation2 = (float)f_rot1;
|
|
rotation3 = (float)f_rot2;
|
|
}
|
|
|
|
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
|
|
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
|
|
}
|
|
|
|
void GameObject::ModifyHealth(int32 change, Unit* attackerOrHealer /*= NULL*/, uint32 spellId /*= 0*/)
|
|
{
|
|
if (!GetGOValue()->Building.MaxHealth || !change)
|
|
return;
|
|
|
|
// prevent double destructions of the same object
|
|
if (change < 0 && !GetGOValue()->Building.Health)
|
|
return;
|
|
|
|
if (int32(GetGOValue()->Building.Health) + change <= 0)
|
|
GetGOValue()->Building.Health = 0;
|
|
else if (int32(GetGOValue()->Building.Health) + change >= int32(GetGOValue()->Building.MaxHealth))
|
|
GetGOValue()->Building.Health = GetGOValue()->Building.MaxHealth;
|
|
else
|
|
GetGOValue()->Building.Health += change;
|
|
|
|
// Set the health bar, value = 255 * healthPct;
|
|
SetGoAnimProgress(GetGOValue()->Building.Health * 255 / GetGOValue()->Building.MaxHealth);
|
|
|
|
Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
|
|
|
|
// dealing damage, send packet
|
|
// TODO: is there any packet for healing?
|
|
if (change < 0 && player)
|
|
{
|
|
WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
|
|
data.appendPackGUID(GetGUID());
|
|
data.appendPackGUID(attackerOrHealer->GetGUID());
|
|
data.appendPackGUID(player->GetGUID());
|
|
data << uint32(-change);
|
|
data << uint32(spellId);
|
|
player->GetSession()->SendPacket(&data);
|
|
}
|
|
|
|
GameObjectDestructibleState newState = GetDestructibleState();
|
|
|
|
if (!GetGOValue()->Building.Health)
|
|
newState = GO_DESTRUCTIBLE_DESTROYED;
|
|
else if (GetGOValue()->Building.Health <= GetGOInfo()->building.damagedNumHits)
|
|
newState = GO_DESTRUCTIBLE_DAMAGED;
|
|
else if (GetGOValue()->Building.Health == GetGOValue()->Building.MaxHealth)
|
|
newState = GO_DESTRUCTIBLE_INTACT;
|
|
|
|
if (newState == GetDestructibleState())
|
|
return;
|
|
|
|
SetDestructibleState(newState, player, false);
|
|
}
|
|
|
|
void GameObject::SetDestructibleState(GameObjectDestructibleState state, Player* eventInvoker /*= NULL*/, 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);
|
|
sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
|
|
if (eventInvoker)
|
|
if (Battleground* bg = eventInvoker->GetBattleground())
|
|
bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
|
|
|
|
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
|
|
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
|
|
|
|
uint32 modelId = m_goInfo->building.damagedDisplayId;
|
|
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:
|
|
{
|
|
sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
|
|
EventInform(m_goInfo->building.destroyedEvent);
|
|
if (eventInvoker)
|
|
{
|
|
if (Battleground* bg = eventInvoker->GetBattleground())
|
|
{
|
|
bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
|
|
bg->DestroyGate(eventInvoker, this);
|
|
}
|
|
}
|
|
|
|
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
|
|
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
|
|
|
|
uint32 modelId = m_goInfo->building.destroyedDisplayId;
|
|
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);
|
|
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;
|
|
AI()->OnStateChanged(state, unit);
|
|
sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
|
|
if (m_model)
|
|
{
|
|
// startOpen determines whether we are going to add or remove the LoS on activation
|
|
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
|
|
|
|
// Use the current go state
|
|
if (GetGoState() == GO_STATE_ACTIVE)
|
|
startOpen = !startOpen;
|
|
|
|
if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
|
|
EnableCollision(startOpen);
|
|
else if (state == GO_READY)
|
|
EnableCollision(!startOpen);
|
|
}
|
|
}
|
|
|
|
void GameObject::SetGoState(GOState state)
|
|
{
|
|
SetByteValue(GAMEOBJECT_BYTES_1, 0, state);
|
|
sScriptMgr->OnGameObjectStateChanged(this, state);
|
|
if (m_model)
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
|
|
// startOpen determines whether we are going to add or remove the LoS on activation
|
|
bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
|
|
|
|
if (GetGOData() && GetGOData()->go_state == GO_STATE_READY)
|
|
startOpen = !startOpen;
|
|
|
|
if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
|
|
EnableCollision(startOpen);
|
|
else if (state == GO_STATE_READY)
|
|
EnableCollision(!startOpen);
|
|
}
|
|
}
|
|
|
|
void GameObject::SetDisplayId(uint32 displayid)
|
|
{
|
|
SetUInt32Value(GAMEOBJECT_DISPLAYID, displayid);
|
|
UpdateModel();
|
|
}
|
|
|
|
void GameObject::SetPhaseMask(uint32 newPhaseMask, bool update)
|
|
{
|
|
WorldObject::SetPhaseMask(newPhaseMask, update);
|
|
EnableCollision(true);
|
|
}
|
|
|
|
void GameObject::EnableCollision(bool enable)
|
|
{
|
|
if (!m_model)
|
|
return;
|
|
|
|
/*if (enable && !GetMap()->Contains(*m_model))
|
|
GetMap()->Insert(*m_model);*/
|
|
|
|
m_model->enable(enable ? GetPhaseMask() : 0);
|
|
}
|
|
|
|
void GameObject::UpdateModel()
|
|
{
|
|
if (!IsInWorld())
|
|
return;
|
|
if (m_model)
|
|
if (GetMap()->Contains(*m_model))
|
|
GetMap()->Remove(*m_model);
|
|
delete m_model;
|
|
m_model = GameObjectModel::Create(*this);
|
|
if (m_model)
|
|
GetMap()->Insert(*m_model);
|
|
}
|
|
|
|
Player* GameObject::GetLootRecipient() const
|
|
{
|
|
if (!m_lootRecipient)
|
|
return NULL;
|
|
return ObjectAccessor::FindPlayer(m_lootRecipient);
|
|
}
|
|
|
|
Group* GameObject::GetLootRecipientGroup() const
|
|
{
|
|
if (!m_lootRecipientGroup)
|
|
return NULL;
|
|
return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
|
|
}
|
|
|
|
void GameObject::SetLootRecipient(Unit* unit)
|
|
{
|
|
// set the player whose group should receive the right
|
|
// to loot the creature after it dies
|
|
// should be set to NULL after the loot disappears
|
|
|
|
if (!unit)
|
|
{
|
|
m_lootRecipient = 0;
|
|
m_lootRecipientGroup = 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();
|
|
if (Group* group = player->GetGroup())
|
|
m_lootRecipientGroup = group->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;
|
|
}
|