Files
TCPlayerbotCore/src/server/game/Entities/GameObject/GameObject.cpp
T
XTZGZoReX 946adf469c *** New core <-> script library interface - complete rewrite of the old one.
* Removed the misdesigned on_events script/hooks.
* Lots of related cleanups and assertions.
* The interface is now fully object-oriented.
** Scripts no longer use function pointers.
** Scripts no longer use the general-purpose Script struct for everything.
** Script types are split into separate classes which must be inherited depending on what functionality is desired.
* Several script types have been added to allow extending functionality in a code-only manner (some script types require
  assignment in the recently added ScriptName columns in the database, though).
** SpellHandlerScript: Wrapper around spell scripts (returns new SpellScript objects (`spell_script_names`.`ScriptName`)).
** ServerScript: Allows scripting events that occur in the network layer.
** WorldScript: Allows scripting certain world-global events.
** FormulaScript: Allows hooking and interfering with core formulas.
** *MapScript: Allows hooking different map types (including world, instance, and battleground maps (`instance_template`.`ScriptName`)).
** ItemScript: Allows scripting of items (like the old interface (`item_template`.`ScriptName`)).
** CreatureScript: Allows scripting of creatures/AI (like the old interface (`creature_template`.`ScriptName`)).
** GameObjectScript: Allows scripting of gameobjects (like the old interface (`gameobject_template`.`ScriptName`)).
** AreaTriggerScript: Allows scripting triggered area triggers (like the old interface (`areatrigger_scripts`.`ScriptName`)).
** OutdoorPvPScript: Script which should return OutdoorPvP objects for use by OutdoorPvPMgr (`outdoorpvp_template`.`ScriptName`).
** CommandScript: Allows extending the in-core command table.
** WeatherScript: Allows scripting of weather changes (`game_weather`.`ScriptName`).
** AuctionHouseScript: Allows scripting of auction events.
** ConditionScript: Allows scripting of conditions (`conditions`.`ScriptName`).
** DynamicObjectScript: Allows scripting of dynamicobjects.
** TransportScript: Allows scripting of transport events (`transports`.`ScriptName`).
* OutdoorPvP objects are now created through scripts. This effectively means that they'll need to be moved to scripts
  before the they're functional again.
* The whole idea with this new interface is to allow expanding core functionality without touching core code. If further
  hooks are needed to expand functionality of the core, let us know; we'll add them, if we agree that it is appropriate
  to do so.
*** NOTE: The scripts project will _not_ build before it has been adapted to the new interface.
*** Thanks to everyone who helped out with related preparations and suggestions!

--HG--
branch : trunk
2010-08-06 19:23:43 +02:00

1692 lines
61 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2010 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 "PoolMgr.h"
#include "SpellMgr.h"
#include "Spell.h"
#include "UpdateMask.h"
#include "Opcodes.h"
#include "WorldPacket.h"
#include "World.h"
#include "DatabaseEnv.h"
#include "LootMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "CellImpl.h"
#include "InstanceData.h"
#include "BattleGround.h"
#include "Util.h"
#include "OutdoorPvPMgr.h"
#include "BattleGroundAV.h"
#include "ScriptMgr.h"
GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
m_respawnDelayTime = 300;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_usetimes = 0;
m_spellId = 0;
m_cooldownTime = 0;
m_goInfo = NULL;
m_goData = NULL;
m_DBTableGuid = 0;
m_rotation = 0;
m_groupLootTimer = 0;
lootingGroupLowGUID = 0;
ResetLootMode(); // restore default loot mode
}
GameObject::~GameObject()
{
delete m_goValue;
//if (m_uint32Values) // field array can be not exist if GameOBject not loaded
// CleanupsBeforeDelete();
}
void GameObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
if (IsInWorld())
RemoveFromWorld();
if (m_uint32Values) // field array can be not exist if GameOBject not loaded
{
// Possible crash at access to deleted GO in Unit::m_gameobj
if (uint64 owner_guid = GetOwnerGUID())
{
Unit* owner = ObjectAccessor::GetUnit(*this,owner_guid);
if (owner)
owner->RemoveGameObject(this,false);
else
{
const char * ownerType = "creature";
if (IS_PLAYER_GUID(owner_guid))
ownerType = "player";
else if (IS_PET_GUID(owner_guid))
ownerType = "pet";
sLog.outError("Delete GameObject (GUID: %u Entry: %u SpellId %u LinkedGO %u) that lost references to owner (GUID %u Type '%s') GO list. Crash possible later.",
GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
}
}
}
}
void GameObject::AddToWorld()
{
///- Register the gameobject for guid lookup
if (!IsInWorld())
{
if (m_zoneScript)
m_zoneScript->OnGameObjectCreate(this, true);
sObjectAccessor.AddObject(this);
WorldObject::AddToWorld();
}
}
void GameObject::RemoveFromWorld()
{
///- Remove the gameobject from the accessor
if (IsInWorld())
{
if (m_zoneScript)
m_zoneScript->OnGameObjectCreate(this, false);
// Possible crash at access to deleted GO in Unit::m_gameobj
if (uint64 owner_guid = GetOwnerGUID())
{
if (Unit * owner = GetOwner())
owner->RemoveGameObject(this,false);
else
sLog.outError("Delete GameObject (GUID: %u Entry: %u) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
}
WorldObject::RemoveFromWorld();
sObjectAccessor.RemoveObject(this);
}
}
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)
{
ASSERT(map);
SetMap(map);
Relocate(x,y,z,ang);
if (!IsPositionValid())
{
sLog.outError("Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
return false;
}
SetPhaseMask(phaseMask,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_PARENTROTATION+0, rotation0);
SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
SetEntry(goinfo->id);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
SetGoState(go_state);
SetGoType(GameobjectTypes(goinfo->type));
SetGoArtKit(0); // unknown what this is
SetByteValue(GAMEOBJECT_BYTES_1, 2, artKit);
switch(goinfo->type)
{
case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
m_goValue->building.health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits;
SetGoAnimProgress(255);
break;
case GAMEOBJECT_TYPE_TRANSPORT:
SetUInt32Value(GAMEOBJECT_LEVEL, goinfo->transport.pause);
if (goinfo->transport.startOpen)
SetGoState(GO_STATE_ACTIVE);
SetGoAnimProgress(animprogress);
break;
case GAMEOBJECT_TYPE_FISHINGNODE:
SetGoAnimProgress(0);
break;
default:
SetGoAnimProgress(animprogress);
break;
}
SetZoneScript();
LastUsedScriptID = GetGOInfo()->ScriptId;
return true;
}
void GameObject::Update(uint32 diff)
{
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)
GameObjectInfo const* goInfo = GetGOInfo();
// Bombs
if (goInfo->trap.charges == 2)
m_cooldownTime = time(NULL) + 10; // Hardcoded tooltip value
else if (Unit* owner = GetOwner())
{
if (owner->isInCombat())
m_cooldownTime = time(NULL) + goInfo->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(GO_STATE_ACTIVE);
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
UpdateData udata;
WorldPacket packet;
BuildValuesUpdateBlockForPlayer(&udata,caster->ToPlayer());
udata.BuildPacket(&packet);
caster->ToPlayer()->GetSession()->SendPacket(&packet);
SendCustomAnim();
}
m_lootState = GO_READY; // can be successfully open with some chance
}
return;
}
default:
m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
break;
}
// NO BREAK for switch (m_lootState)
}
case GO_READY:
{
if (m_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)
{
caster->FinishSpell(CURRENT_CHANNELED_SPELL);
WorldPacket data(SMSG_FISH_ESCAPED,0);
caster->ToPlayer()->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() != GO_STATE_READY)
ResetDoorOrButton();
//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
uint16 poolid = GetDBTableGUIDLow() ? poolhandler.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
if (poolid)
poolhandler.UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
else
GetMap()->Add(this);
break;
}
}
}
if (isSpawned())
{
// traps can have time and can not have
GameObjectInfo const* goInfo = GetGOInfo();
if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
{
if (m_cooldownTime >= time(NULL))
return;
// Type 2 - Bomb (will go away after casting it's spell)
if (goInfo->trap.charges == 2)
{
if (goInfo->trap.spellId)
CastSpell(NULL, goInfo->trap.spellId); // FIXME: null target won't work for target type 1
SetLootState(GO_JUST_DEACTIVATED);
break;
}
// Type 0 and 1 - trap (type 0 will not get removed after casting a spell)
Unit* owner = GetOwner();
Unit* ok = NULL; // pointer to appropriate target if found any
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)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter)
if (!radius)
{
if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/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;
if (!radius)
return;
}
}
// Note: this hack with search required until GO casting not implemented
// search unfriendly creature
if (owner) // hunter trap
{
Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> searcher(this, ok, checker);
VisitNearbyGridObject(radius, searcher);
if (!ok) VisitNearbyWorldObject(radius, searcher);
}
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* player = NULL;
Trinity::AnyPlayerInObjectRangeCheck checker(this, radius);
Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
VisitNearbyWorldObject(radius, searcher);
ok = player;
}
if (ok)
{
// some traps do not have spell but should be triggered
if (goInfo->trap.spellId)
CastSpell(ok, goInfo->trap.spellId);
m_cooldownTime = time(NULL) + 4; // 4 seconds
if (owner) // || goInfo->trap.charges == 1)
SetLootState(GO_JUST_DEACTIVATED);
if (IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
{
//BattleGround gameobjects case
if (ok->ToPlayer()->InBattleGround())
if (BattleGround *bg = ok->ToPlayer()->GetBattleGround())
bg->HandleTriggerBuff(GetGUID());
}
}
}
else if (uint32 max_charges = goInfo->GetCharges())
{
if (m_usetimes >= max_charges)
{
m_usetimes = 0;
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
}
}
}
break;
}
case GO_ACTIVATED:
{
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
if (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 = objmgr.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)
{
std::set<uint32>::const_iterator it = m_unique_users.begin();
std::set<uint32>::const_iterator end = m_unique_users.end();
for (; it != end; ++it)
{
if (Unit* owner = Unit::GetUnit(*this, uint64(*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 (GetOwnerGUID())
{
if (Unit* owner = GetOwner())
{
owner->RemoveGameObject(this, false);
SetRespawnTime(0);
Delete();
}
return;
}
//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);
}
loot.clear();
SetLootState(GO_READY);
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.getConfig(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()->Add(this);
}
void GameObject::AddUniqueUse(Player* player)
{
AddUse();
m_unique_users.insert(player->GetGUIDLow());
}
void GameObject::Delete()
{
SetLootState(GO_NOT_READY);
if (GetOwnerGUID())
if (Unit * owner = GetOwner())
owner->RemoveGameObject(this, false);
ASSERT (!GetOwnerGUID());
SendObjectDeSpawnAnim(GetGUID());
SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
uint16 poolid = GetDBTableGUIDLow() ? poolhandler.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
if (poolid)
poolhandler.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 = objmgr.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 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.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();
// updated in DB
std::ostringstream ss;
ss << "INSERT INTO gameobject VALUES ("
<< m_DBTableGuid << ", "
<< GetEntry() << ", "
<< mapid << ", "
<< uint32(spawnMask) << "," // cast to prevent save as symbol
<< uint16(GetPhaseMask()) << "," // prevent out of range error
<< GetPositionX() << ", "
<< GetPositionY() << ", "
<< GetPositionZ() << ", "
<< GetOrientation() << ", "
<< GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", "
<< GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", "
<< GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
<< GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
<< m_respawnDelayTime << ", "
<< uint32(GetGoAnimProgress()) << ", "
<< uint32(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("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 = objmgr.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 = 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;
}
m_goData = data;
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 object.GetMap()->GetGameObject(guid);
}
/*********************************************************/
/*** 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;
}
// 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.
GameObjectInfo 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)
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
if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed)
{
Unit *owner = GetOwner();
if (owner && u->IsHostileTo(owner) && !canDetectTrap(u, GetDistance(u)))
return false;
}
}
// check distance
return IsWithinDistInMap(u->m_seer,World::GetMaxVisibleDistanceForObject() +
(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
}
bool GameObject::canDetectTrap(Player const* u, float distance) const
{
if (u->hasUnitState(UNIT_STAT_STUNNED))
return false;
if (distance < GetGOInfo()->size) //collision
return true;
if (!u->HasInArc(M_PI, this)) //behind
return false;
if (u->HasAuraType(SPELL_AURA_DETECT_STEALTH))
return true;
//Visible distance is modified by -Level Diff (every level diff = 0.25f in visible distance)
float visibleDistance = (int32(u->getLevel()) - int32(GetOwner()->getLevel()))* 0.25f;
//GetModifier for trap (miscvalue 1)
//35y for aura 2836
//WARNING: these values are guessed, may be not blizzlike
visibleDistance += u->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DETECT, 1)* 0.5f;
return distance < visibleDistance;
}
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(GetGOInfo()->GetLootId(), pTarget))
{
//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 = pTarget->GetBattleGround())
if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam())))
return false;
return true;
}
break;
}
case GAMEOBJECT_TYPE_GOOBER:
{
if (pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE || GetGOInfo()->goober.questId == -1)
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;
SpellRangeEntry const * srentry = sSpellRangeStore.LookupEntry(trapSpell->rangeIndex);
//get owner to check hostility of GameObject
if (GetSpellMaxRangeForHostile(srentry) == GetSpellMaxRangeForHostile(srentry))
range = GetSpellMaxRangeForHostile(srentry);
else
{
if (Unit *owner = GetOwner())
range = owner->GetSpellMaxRangeForTarget(target, srentry);
else
//if no owner assume that object is hostile to target
range = GetSpellMaxRangeForHostile(srentry);
}
// 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(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;
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(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 */)
{
if (m_lootState != GO_READY)
return;
if (!time_to_restore)
time_to_restore = GetGOInfo()->GetAutoCloseTime();
SwitchDoorOrButton(true,alternative);
SetLootState(GO_ACTIVATED);
m_cooldownTime = time(NULL) + time_to_restore;
}
void GameObject::SetGoArtKit(uint8 kit)
{
SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
GameObjectData *data = const_cast<GameObjectData*>(objmgr.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 = objmgr.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;
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
GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = (Player*)user;
player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID);
player->SendPreparedGossip(this);
return;
}
//Sitting: Wooden bench, chairs enzz
case GAMEOBJECT_TYPE_CHAIR: //7
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
return;
if (user->GetTypeId() != TYPEID_PLAYER)
return;
if (!ChairListSlots.size()) // 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 = (Player*)user;
// 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 = objmgr.GetPlayer(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
{
GameObjectInfo const* info = GetGOInfo();
if (user->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)user;
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("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 && objmgr.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->id, GetGUID(), 0);
}
if (uint32 trapEntry = info->goober.linkedTrapId)
TriggeringLinkedGameObject(trapEntry, user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED);
uint32 time_to_restore = info->GetAutoCloseTime();
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (time_to_restore && info->goober.customAnim)
SendCustomAnim();
else
SetGoState(GO_STATE_ACTIVE);
m_cooldownTime = time(NULL) + time_to_restore;
// cast this spell later if provided
spellId = info->goober.spellId;
spellCaster = NULL;
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)
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
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = (Player*)user;
if (player->GetGUID() != GetOwnerGUID())
return;
switch(getLootState())
{
case GO_READY: // ready for loot
{
uint32 zone, subzone;
GetZoneAndAreaId(zone,subzone);
int32 zone_skill = objmgr.GetFishingBaseSkillLevel(subzone);
if (!zone_skill)
zone_skill = objmgr.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 = pow((double)skill/zone_skill,2) * 100;
if (chance < 1)
chance = 1;
}
else
chance = 100;
int32 roll = irand(1,100);
DEBUG_LOG("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();
// prevent removing GO at spell cancel
player->RemoveGameObject(this,false);
SetOwnerGUID(player->GetGUID());
//TODO: find reasonable value for fishing hole search
GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
if (ok)
{
player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, ok->GetGOInfo()->id);
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 = (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 (caster->ToPlayer() == player || !caster->ToPlayer()->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->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
return;
spellId = info->summoningRitual.spellId;
if (spellId == 62330) // GO store not existed 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;
}
// finish spell
player->FinishSpell(CURRENT_CHANNELED_SPELL);
// can be deleted now
SetLootState(GO_JUST_DEACTIVATED);
// go to end function to spell casting
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER: //22
{
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 || !user->ToPlayer()->IsInSameRaidWith(caster->ToPlayer()))
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 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->id == 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 = (Player*)user;
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_FLAGDROP: // 26
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = (Player*)user;
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
GameObjectInfo const* info = GetGOInfo();
if (info)
{
switch(info->id)
{
case 179785: // Silverwing Flag
// check if it's correct bg
if (bg->GetTypeID(true) == BATTLEGROUND_WS)
bg->EventPlayerClickedOnFlag(player, this);
break;
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
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
return;
if (user->GetTypeId() != TYPEID_PLAYER)
return;
Player* player = (Player*)user;
// 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:
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;
}
if (spellCaster)
spellCaster->CastSpell(user, spellInfo, triggered);
else
CastSpell(user, spellId);
}
void GameObject::CastSpell(Unit* target, uint32 spellId)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
return;
bool self = false;
for (uint8 i = 0; i < 3; ++i)
{
if (spellInfo->EffectImplicitTargetA[i] == 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, 1);
if (!trigger) return;
trigger->SetVisibility(VISIBILITY_OFF); //should this be true?
if (Unit *owner = GetOwner())
{
trigger->setFaction(owner->getFaction());
trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
}
else
{
trigger->setFaction(14);
// Set owner guid for target if no owner avalible - 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);
}
//trigger->setDeathState(JUST_DIED);
//trigger->RemoveCorpse();
}
void GameObject::SendCustomAnim()
{
WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4);
data << GetGUID();
data << uint32(GetGoAnimProgress());
SendMessageToSet(&data, true);
}
bool GameObject::IsInRange(float x, float y, float z, float radius) const
{
GameObjectDisplayInfoEntry const * info = sGameObjectDisplayInfoStore.LookupEntry(GetUInt32Value(GAMEOBJECT_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::TakenDamage(uint32 damage, Unit *who)
{
if (!m_goValue->building.health)
return;
Player* pwho = NULL;
if (who)
{
if (who->GetTypeId() == TYPEID_PLAYER)
pwho = who->ToPlayer();
else if (who->IsVehicle() && who->GetCharmerOrOwner())
pwho = who->GetCharmerOrOwner()->ToPlayer();
}
if (m_goValue->building.health > damage)
m_goValue->building.health -= damage;
else
m_goValue->building.health = 0;
if (HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED)) // from damaged to destroyed
{
uint8 hitType = BG_OBJECT_DMG_HIT_TYPE_HIGH_DAMAGED;
if (!m_goValue->building.health)
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->building.destroyedDisplayId);
EventInform(m_goInfo->building.destroyedEvent);
if (pwho)
if (BattleGround* bg = pwho->GetBattleGround())
bg->DestroyGate(pwho, this, m_goInfo->building.destroyedEvent);
hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_DESTROYED;
sScriptMgr.OnGameObjectDestroyed(pwho, this, m_goInfo->building.destroyedEvent);
}
if (pwho)
if (BattleGround* bg = pwho->GetBattleGround())
bg->EventPlayerDamagedGO(pwho, this, hitType, m_goInfo->building.destroyedEvent);
}
else // from intact to damaged
{
uint8 hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_DAMAGED;
if (m_goValue->building.health + damage < m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits)
hitType = BG_OBJECT_DMG_HIT_TYPE_DAMAGED;
if (m_goValue->building.health <= m_goInfo->building.damagedNumHits)
{
if (!m_goInfo->building.destroyedDisplayId)
m_goValue->building.health = m_goInfo->building.damagedNumHits;
else if (!m_goValue->building.health)
m_goValue->building.health = 1;
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->building.damagedDisplayId);
EventInform(m_goInfo->building.damagedEvent);
hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_HIGH_DAMAGED;
}
if (pwho)
if (BattleGround* bg = pwho->GetBattleGround())
bg->EventPlayerDamagedGO(pwho, this, hitType, m_goInfo->building.destroyedEvent);
}
SetGoAnimProgress(m_goValue->building.health*255/(m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits));
}
void GameObject::Rebuild()
{
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED + GO_FLAG_DESTROYED);
SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->displayId);
m_goValue->building.health = m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits;
EventInform(m_goInfo->building.rebuildingEvent);
}
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(int32 loc_idx) const
{
if (loc_idx >= 0)
if (GameObjectLocale const *cl = objmgr.GetGameObjectLocale(GetEntry()))
if (cl->Name.size() > loc_idx && !cl->Name[loc_idx].empty())
return cl->Name[loc_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 = f_rot1;
rotation3 = f_rot2;
}
SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
}