[11848] Change use of ScriptLibrary OnGOUse return value in GO::Use

Now mainly used to allow or prevent DB scripts use
Also some related code cleaned and reordered

Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
This commit is contained in:
Schmoozerd 2011-11-19 00:49:32 +01:00
parent c814e10481
commit 3ae1f25b9b
2 changed files with 58 additions and 46 deletions

View file

@ -934,9 +934,6 @@ void GameObject::Use(Unit* user)
uint32 spellId = 0;
bool triggered = false;
if (user->GetTypeId() == TYPEID_PLAYER && sScriptMgr.OnGameObjectUse((Player*)user, this))
return;
// test only for exist cooldown data (cooldown timer used for door/buttons reset that not have use cooldown)
if (uint32 cooldown = GetGOInfo()->GetCooldown())
{
@ -946,7 +943,9 @@ void GameObject::Use(Unit* user)
m_cooldownTime = sWorld.GetGameTime() + cooldown;
}
switch(GetGoType())
bool scriptReturnValue = user->GetTypeId() == TYPEID_PLAYER && sScriptMgr.OnGameObjectUse((Player*)user, this);
switch (GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: // 0
{
@ -954,7 +953,8 @@ void GameObject::Use(Unit* user)
UseDoorOrButton();
// activate script
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
if (!scriptReturnValue)
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
return;
}
case GAMEOBJECT_TYPE_BUTTON: // 1
@ -962,10 +962,12 @@ void GameObject::Use(Unit* user)
//buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
TriggerLinkedGameObject(user);
// activate script
if (!scriptReturnValue)
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
return;
}
case GAMEOBJECT_TYPE_QUESTGIVER: // 2
@ -988,6 +990,8 @@ void GameObject::Use(Unit* user)
if (user->GetTypeId() != TYPEID_PLAYER)
return;
TriggerLinkedGameObject(user);
// TODO: possible must be moved to loot release (in different from linked triggering)
if (GetGOInfo()->chest.eventId)
{
@ -997,11 +1001,13 @@ void GameObject::Use(Unit* user)
GetMap()->ScriptsStart(sEventScripts, GetGOInfo()->chest.eventId, user, this);
}
TriggerLinkedGameObject(user);
return;
}
case GAMEOBJECT_TYPE_GENERIC: // 5
{
if (scriptReturnValue)
return;
// No known way to exclude some - only different approach is to select despawnable GOs by Entry
SetLootState(GO_JUST_DEACTIVATED);
return;
@ -1011,8 +1017,11 @@ void GameObject::Use(Unit* user)
// Currently we do not expect trap code below to be Use()
// directly (except from spell effect). Code here will be called by TriggerLinkedGameObject.
if (scriptReturnValue)
return;
// FIXME: when GO casting will be implemented trap must cast spell to target
if (uint32 spellId = GetGOInfo()->trap.spellId)
if (spellId = GetGOInfo()->trap.spellId)
user->CastSpell(user, spellId, true, NULL, NULL, GetObjectGuid());
// TODO: all traps can be activated, also those without spell.
@ -1024,7 +1033,7 @@ void GameObject::Use(Unit* user)
return;
}
case GAMEOBJECT_TYPE_CHAIR: //7 Sitting: Wooden bench, chairs
case GAMEOBJECT_TYPE_CHAIR: // 7 Sitting: Wooden bench, chairs
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
@ -1047,7 +1056,7 @@ void GameObject::Use(Unit* user)
// the object orientation + 1/2 pi
// every slot will be on that straight line
float orthogonalOrientation = GetOrientation()+M_PI_F*0.5f;
float orthogonalOrientation = GetOrientation() + M_PI_F * 0.5f;
// find nearest slot
for(uint32 i=0; i<info->chair.slots; ++i)
{
@ -1074,14 +1083,14 @@ void GameObject::Use(Unit* user)
y_lowest = y_i;
}
}
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
else
{
// fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), 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);
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR + info->chair.height);
return;
}
case GAMEOBJECT_TYPE_SPELL_FOCUS: // 8
@ -1089,12 +1098,25 @@ void GameObject::Use(Unit* user)
TriggerLinkedGameObject(user);
// some may be activated in addition? Conditions for this? (ex: entry 181616)
break;
return;
}
case GAMEOBJECT_TYPE_GOOBER: //10
case GAMEOBJECT_TYPE_GOOBER: // 10
{
GameObjectInfo const* info = GetGOInfo();
TriggerLinkedGameObject(user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
SendGameObjectCustomAnim(GetObjectGuid());
else
SetGoState(GO_STATE_ACTIVE);
m_cooldownTime = time(NULL) + info->GetAutoCloseTime();
if (user->GetTypeId() == TYPEID_PLAYER)
{
Player* player = (Player*)user;
@ -1134,18 +1156,8 @@ void GameObject::Use(Unit* user)
}
TriggerLinkedGameObject(user);
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
SetLootState(GO_ACTIVATED);
// this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
if (info->goober.customAnim)
SendGameObjectCustomAnim(GetObjectGuid());
else
SetGoState(GO_STATE_ACTIVE);
m_cooldownTime = time(NULL) + info->GetAutoCloseTime();
if (scriptReturnValue)
return;
// cast this spell later if provided
spellId = info->goober.spellId;
@ -1162,7 +1174,7 @@ void GameObject::Use(Unit* user)
break;
}
case GAMEOBJECT_TYPE_CAMERA: //13
case GAMEOBJECT_TYPE_CAMERA: // 13
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
@ -1184,7 +1196,7 @@ void GameObject::Use(Unit* user)
return;
}
case GAMEOBJECT_TYPE_FISHINGNODE: //17 fishing bobber
case GAMEOBJECT_TYPE_FISHINGNODE: // 17 fishing bobber
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
@ -1194,7 +1206,7 @@ void GameObject::Use(Unit* user)
if (player->GetObjectGuid() != GetOwnerGuid())
return;
switch(getLootState())
switch (getLootState())
{
case GO_READY: // ready for loot
{
@ -1203,7 +1215,7 @@ void GameObject::Use(Unit* user)
// 3) chance is linear dependence from (base_zone_skill-skill)
uint32 zone, subzone;
GetZoneAndAreaId(zone,subzone);
GetZoneAndAreaId(zone, subzone);
int32 zone_skill = sObjectMgr.GetFishingBaseSkillLevel(subzone);
if (!zone_skill)
@ -1211,13 +1223,13 @@ void GameObject::Use(Unit* user)
//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);
sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.", subzone);
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance = skill - zone_skill + 5;
int32 roll = irand(1,100);
int32 roll = irand(1, 100);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
// normal chance
bool success = skill >= zone_skill && chance >= roll;
@ -1246,7 +1258,7 @@ void GameObject::Use(Unit* user)
if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_LOOT_FISHING))
{
// prevent removing GO at spell cancel
player->RemoveGameObject(this,false);
player->RemoveGameObject(this, false);
SetOwnerGuid(player->GetObjectGuid());
if (fishingHole) // will set at success only
@ -1282,7 +1294,7 @@ void GameObject::Use(Unit* user)
player->FinishSpell(CURRENT_CHANNELED_SPELL);
return;
}
case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18
case GAMEOBJECT_TYPE_SUMMONING_RITUAL: // 18
{
if (user->GetTypeId() != TYPEID_PLAYER)
return;
@ -1367,7 +1379,7 @@ void GameObject::Use(Unit* user)
// go to end function to spell casting
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER: //22
case GAMEOBJECT_TYPE_SPELLCASTER: // 22
{
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED);
@ -1390,7 +1402,7 @@ void GameObject::Use(Unit* user)
AddUse();
break;
}
case GAMEOBJECT_TYPE_MEETINGSTONE: //23
case GAMEOBJECT_TYPE_MEETINGSTONE: // 23
{
GameObjectInfo const* info = GetGOInfo();
@ -1431,7 +1443,7 @@ void GameObject::Use(Unit* user)
if (player->CanUseBattleGroundObject())
{
// in battleground check
BattleGround *bg = player->GetBattleGround();
BattleGround* bg = player->GetBattleGround();
if (!bg)
return;
// BG flag click
@ -1575,7 +1587,7 @@ void GameObject::Use(Unit* user)
// Some has spell, need to process those further.
return;
}
case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
case GAMEOBJECT_TYPE_BARBER_CHAIR: // 32
{
GameObjectInfo const* info = GetGOInfo();
if (!info)
@ -1592,12 +1604,12 @@ void GameObject::Use(Unit* user)
WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
player->GetSession()->SendPacket(&data);
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR + info->barberChair.chairheight);
return;
}
default:
sLog.outError("GameObject::Use unhandled GameObject type %u (entry %u).", GetGoType(), GetEntry());
break;
return;
}
if (!spellId)
@ -1606,7 +1618,7 @@ void GameObject::Use(Unit* user)
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
{
sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId, GetEntry(), GetGoType());
return;
}

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11847"
#define REVISION_NR "11848"
#endif // __REVISION_NR_H__