/* * Copyright (C) 2005-2012 MaNGOS * * 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 "GameObject.h" #include "QuestDef.h" #include "ObjectMgr.h" #include "PoolManager.h" #include "SpellMgr.h" #include "Spell.h" #include "UpdateMask.h" #include "Opcodes.h" #include "WorldPacket.h" #include "World.h" #include "Database/DatabaseEnv.h" #include "LootMgr.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "InstanceData.h" #include "MapManager.h" #include "MapPersistentStateMgr.h" #include "BattleGround/BattleGround.h" #include "BattleGround/BattleGroundAV.h" #include "OutdoorPvP/OutdoorPvP.h" #include "Util.h" #include "ScriptMgr.h" #include "SQLStorages.h" #include GameObject::GameObject() : WorldObject(), m_goInfo(NULL), m_displayInfo(NULL) { m_objectType |= TYPEMASK_GAMEOBJECT; m_objectTypeId = TYPEID_GAMEOBJECT; m_updateFlag = UPDATEFLAG_HAS_POSITION | UPDATEFLAG_ROTATION; m_valuesCount = GAMEOBJECT_END; m_respawnTime = 0; m_respawnDelayTime = 25; m_lootState = GO_NOT_READY; m_spawnedByDefault = true; m_useTimes = 0; m_spellId = 0; m_cooldownTime = 0; m_captureTimer = 0; m_packedRotation = 0; m_groupLootTimer = 0; m_groupLootId = 0; m_lootGroupRecipientId = 0; } GameObject::~GameObject() { } void GameObject::AddToWorld() { ///- Register the gameobject for guid lookup if (!IsInWorld()) GetMap()->GetObjectsStore().insert(GetObjectGuid(), (GameObject*)this); Object::AddToWorld(); } void GameObject::RemoveFromWorld() { // store the slider value for non instance, non locked capture points if (!GetMap()->IsBattleGroundOrArena()) { if (GetGOInfo()->type == GAMEOBJECT_TYPE_CAPTURE_POINT && m_lootState == GO_ACTIVATED) sOutdoorPvPMgr.SetCapturePointSlider(GetEntry(), m_captureSlider); } ///- Remove the gameobject from the accessor if (IsInWorld()) { // Remove GO from owner if (ObjectGuid owner_guid = GetOwnerGuid()) { if (Unit* owner = ObjectAccessor::GetUnit(*this, owner_guid)) owner->RemoveGameObject(this, false); else { sLog.outError("Delete %s with SpellId %u LinkedGO %u that lost references to owner %s GO list. Crash possible later.", GetGuidStr().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str()); } } GetMap()->GetObjectsStore().erase(GetObjectGuid(), (GameObject*)NULL); } Object::RemoveFromWorld(); } bool GameObject::Create(uint32 guidlow, uint32 name_id, Map* map, uint32 phaseMask, float x, float y, float z, float ang, QuaternionData rotation, uint8 animprogress, GOState go_state) { MANGOS_ASSERT(map); Relocate(x, y, z, ang); SetMap(map); SetPhaseMask(phaseMask, false); if (!IsPositionValid()) { sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates are invalid (X: %f Y: %f)", guidlow, name_id, x, y); return false; } GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(name_id); if (!goinfo) { sLog.outErrorDb("Gameobject (GUID: %u) not created: Entry %u does not exist in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f", guidlow, name_id, map->GetId(), x, y, z, ang); return false; } Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT); m_goInfo = goinfo; if (goinfo->type >= MAX_GAMEOBJECT_TYPE) { sLog.outErrorDb("Gameobject (GUID: %u) not created: Entry %u has invalid type %u in `gameobject_template`. It may crash client if created.", guidlow, name_id, goinfo->type); return false; } SetObjectScale(goinfo->size); SetWorldRotation(rotation.x, rotation.y, rotation.z, rotation.w); // For most of gameobjects is (0, 0, 0, 1) quaternion, only some transports has not standart rotation if (const GameObjectDataAddon* addon = sGameObjectDataAddonStorage.LookupEntry(guidlow)) SetTransportPathRotation(addon->path_rotation); else SetTransportPathRotation(QuaternionData(0, 0, 0, 1)); SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction); SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT) SetFlag(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN)); SetEntry(goinfo->id); SetDisplayId(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 SetGoAnimProgress(animprogress); // Notify the battleground script if (map->IsBattleGroundOrArena()) ((BattleGroundMap*)map)->GetBG()->HandleGameObjectCreate(this); else { // set initial data and activate non instance capture points if (goinfo->type == GAMEOBJECT_TYPE_CAPTURE_POINT) SetCapturePointSlider(sOutdoorPvPMgr.GetCapturePointSliderValue(goinfo->id)); // Notify the outdoor pvp script if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(GetZoneId())) outdoorPvP->HandleGameObjectCreate(this); } // Notify the map's instance data. // Only works if you create the object in it, not if it is moves to that map. // Normally non-players do not teleport to other maps. if (InstanceData* iData = map->GetInstanceData()) iData->OnObjectCreate(this); return true; } void GameObject::Update(uint32 update_diff, uint32 p_time) { if (GetObjectGuid().IsMOTransport()) { //((Transport*)this)->Update(p_time); return; } switch (m_lootState) { case GO_NOT_READY: { switch (GetGoType()) { case GAMEOBJECT_TYPE_TRAP: { // Arming Time for GAMEOBJECT_TYPE_TRAP (6) Unit* owner = GetOwner(); if (owner && ((Player*)owner)->isInCombat()) m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay; m_lootState = GO_READY; break; } case GAMEOBJECT_TYPE_FISHINGNODE: { // fishing code (bobber ready) if (time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME) { // splash bobber (bobber ready now) Unit* caster = GetOwner(); if (caster && caster->GetTypeId() == TYPEID_PLAYER) { SetGoState(GO_STATE_ACTIVE); // SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); SendForcedObjectUpdate(); SendGameObjectCustomAnim(GetObjectGuid()); } m_lootState = GO_READY; // can be successfully open with some chance } return; } default: m_lootState = GO_READY; // for other GO is 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; ClearAllUsesData(); 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_NOT_HOOKED, 0); ((Player*)caster)->GetSession()->SendPacket(&data); } // can be deleted 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 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; // traps 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 = float(goInfo->trap.radius); 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; // battlegrounds gameobjects has data2 == 0 && data5 == 3 radius = float(goInfo->trap.cooldown); IsBattleGroundTrap = true; } } // Note: this hack with search required until GO casting not implemented // search unfriendly creature if (owner && goInfo->trap.charges > 0) // hunter trap { MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius); MaNGOS::UnitSearcher checker(ok, u_check); Cell::VisitGridObjects(this, checker, radius); if (!ok) Cell::VisitWorldObjects(this, checker, radius); } else // environmental trap { // environmental damage spells already have around enemies targeting but this not help in case nonexistent GO casting support // affect only players Player* p_ok = NULL; MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius); MaNGOS::PlayerSearcher checker(p_ok, p_check); Cell::VisitWorldObjects(this, checker, radius); ok = p_ok; } if (ok) { Unit* caster = owner ? owner : ok; caster->CastSpell(ok, goInfo->trap.spellId, true, NULL, NULL, GetObjectGuid()); // use template cooldown if provided m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)); // count charges if (goInfo->trap.charges > 0) AddUse(); if (IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER) { // BattleGround gameobjects case if (BattleGround* bg = ((Player*)ok)->GetBattleGround()) bg->HandleTriggerBuff(GetObjectGuid()); } } } 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_CHEST: if (m_groupLootId) { if (m_groupLootTimer <= update_diff) StopGroupLoot(); else m_groupLootTimer -= update_diff; } 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_CAPTURE_POINT: m_captureTimer += p_time; if (m_captureTimer >= 5000) { TickCapturePoint(); m_captureTimer -= 5000; } break; default: break; } break; } case GO_JUST_DEACTIVATED: { switch (GetGoType()) { case GAMEOBJECT_TYPE_GOOBER: // if gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed if (uint32 spellId = GetGOInfo()->goober.spellId) { for (GuidSet::const_iterator itr = m_UniqueUsers.begin(); itr != m_UniqueUsers.end(); ++itr) { if (Player* owner = GetMap()->GetPlayer(*itr)) owner->CastSpell(owner, spellId, false, NULL, NULL, GetObjectGuid()); } ClearAllUsesData(); } SetGoState(GO_STATE_READY); // any return here in case battleground traps break; case GAMEOBJECT_TYPE_CAPTURE_POINT: // remove capturing players because slider wont be displayed if capture point is being locked for (GuidSet::const_iterator itr = m_UniqueUsers.begin(); itr != m_UniqueUsers.end(); ++itr) { if (Player* owner = GetMap()->GetPlayer(*itr)) owner->SendUpdateWorldState(GetGOInfo()->capturePoint.worldState1, WORLD_STATE_REMOVE); } m_UniqueUsers.clear(); SetLootState(GO_READY); return; // SetLootState and return because go is treated as "burning flag" due to GetGoAnimProgress() being 100 and would be removed on the client default: break; } if (!HasStaticDBSpawnData()) // Remove wild summoned after use { 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(GetObjectGuid()); // reset flags if (GetMap()->Instanceable()) { // In Instances GO_FLAG_LOCKED or GO_FLAG_NO_INTERACT are not changed uint32 currentLockOrInteractFlags = GetUInt32Value(GAMEOBJECT_FLAGS) & (GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT); SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags & ~(GO_FLAG_LOCKED | GO_FLAG_NO_INTERACT) | currentLockOrInteractFlags); } else SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); } loot.clear(); SetLootRecipient(NULL); SetLootState(GO_READY); if (!m_respawnDelayTime) return; // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless m_respawnTime = m_spawnedByDefault ? time(NULL) + m_respawnDelayTime : 0; // if option not set then object will be saved at grid unload if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY)) SaveRespawnTime(); // if part of pool, let pool system schedule new spawn instead of just scheduling respawn if (uint16 poolid = sPoolMgr.IsPartOfAPool(GetGUIDLow())) sPoolMgr.UpdatePool(*GetMap()->GetPersistentState(), poolid, GetGUIDLow()); // can be not in world at pool despawn if (IsInWorld()) UpdateObjectVisibility(); break; } } } void GameObject::Refresh() { // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway) if (m_respawnTime > 0 && m_spawnedByDefault) return; if (isSpawned()) GetMap()->Add(this); } void GameObject::AddUniqueUse(Player* player) { AddUse(); if (!m_firstUser) m_firstUser = player->GetObjectGuid(); m_UniqueUsers.insert(player->GetObjectGuid()); } void GameObject::Delete() { SendObjectDeSpawnAnim(GetObjectGuid()); SetGoState(GO_STATE_READY); SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); if (uint16 poolid = sPoolMgr.IsPartOfAPool(GetGUIDLow())) sPoolMgr.UpdatePool(*GetMap()->GetPersistentState(), poolid, GetGUIDLow()); 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, (subzone != zone)) && subzone != zone) // else use zone loot (if zone diff. from subzone, 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(GetGUIDLow()); 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; // update in loaded data (changing data only in this place) GameObjectData& data = sObjectMgr.NewGOData(GetGUIDLow()); // 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.rotation.x = m_worldRotation.x; data.rotation.y = m_worldRotation.y; data.rotation.z = m_worldRotation.z; data.rotation.w = m_worldRotation.w; data.spawntimesecs = m_spawnedByDefault ? (int32)m_respawnDelayTime : -(int32)m_respawnDelayTime; data.animprogress = GetGoAnimProgress(); data.go_state = GetGoState(); data.spawnMask = spawnMask; // updated in DB std::ostringstream ss; ss << "INSERT INTO gameobject VALUES ( " << GetGUIDLow() << ", " << GetEntry() << ", " << mapid << ", " << uint32(spawnMask) << "," // cast to prevent save as symbol << uint16(GetPhaseMask()) << "," // prevent out of range error << GetPositionX() << ", " << GetPositionY() << ", " << GetPositionZ() << ", " << GetOrientation() << ", " << m_worldRotation.x << ", " << m_worldRotation.y << ", " << m_worldRotation.z << ", " << m_worldRotation.w << ", " << m_respawnDelayTime << ", " << uint32(GetGoAnimProgress()) << ", " << uint32(GetGoState()) << ")"; WorldDatabase.BeginTransaction(); WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", GetGUIDLow()); WorldDatabase.PExecuteLog("%s", ss.str().c_str()); WorldDatabase.CommitTransaction(); } bool GameObject::LoadFromDB(uint32 guid, Map* map) { 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; uint8 animprogress = data->animprogress; GOState go_state = data->go_state; if (!Create(guid, entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state)) return false; if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction() && data->spawntimesecs >= 0) { SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); m_spawnedByDefault = true; m_respawnDelayTime = 0; m_respawnTime = 0; } else { if (data->spawntimesecs >= 0) { m_spawnedByDefault = true; m_respawnDelayTime = data->spawntimesecs; m_respawnTime = map->GetPersistentState()->GetGORespawnTime(GetGUIDLow()); // ready to respawn if (m_respawnTime && m_respawnTime <= time(NULL)) { m_respawnTime = 0; map->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), 0); } } else { m_spawnedByDefault = false; m_respawnDelayTime = -data->spawntimesecs; m_respawnTime = 0; } } return true; } struct GameObjectRespawnDeleteWorker { explicit GameObjectRespawnDeleteWorker(uint32 guid) : i_guid(guid) {} void operator()(MapPersistentState* state) { state->SaveGORespawnTime(i_guid, 0); } uint32 i_guid; }; void GameObject::DeleteFromDB() { if (!HasStaticDBSpawnData()) { DEBUG_LOG("Trying to delete not saved gameobject!"); return; } GameObjectRespawnDeleteWorker worker(GetGUIDLow()); sMapPersistentStateMgr.DoForAllStatesWithMapId(GetMapId(), worker); sObjectMgr.DeleteGOData(GetGUIDLow()); WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", GetGUIDLow()); WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", GetGUIDLow()); WorldDatabase.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", GetGUIDLow()); } GameObjectInfo const* GameObject::GetGOInfo() const { return m_goInfo; } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ bool GameObject::HasQuest(uint32 quest_id) const { QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry()); for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { if (itr->second == quest_id) return true; } return false; } bool GameObject::HasInvolvedQuest(uint32 quest_id) const { QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry()); for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.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. GameObjectInfo const* gInfo = GetGOInfo(); if (!gInfo) return false; return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT; } Unit* GameObject::GetOwner() const { return ObjectAccessor::GetUnit(*this, GetOwnerGuid()); } void GameObject::SaveRespawnTime() { if (m_respawnTime > time(NULL) && m_spawnedByDefault) GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), m_respawnTime); } bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const { // Not in world if (!IsInWorld() || !u->IsInWorld()) return false; // invisible at client always if (!GetGOInfo()->displayId) return false; // Transport always visible at this step implementation if (IsTransport() && IsInMap(u)) return true; // quick check visibility false cases for non-GM-mode if (!u->isGameMaster()) { // despawned and then not visible for non-GM in GM-mode if (!isSpawned()) return false; // special invisibility cases /* TODO: implement trap stealth, take look at spell 2836 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner())) { if(check stuff here) return false; }*/ } // check distance return IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false); } void GameObject::Respawn() { if (m_spawnedByDefault && m_respawnTime > 0) { m_respawnTime = time(NULL); GetMap()->GetPersistentState()->SaveGORespawnTime(GetGUIDLow(), 0); } } bool GameObject::ActivateToQuest(Player* pTarget) const { // if GO is ReqCreatureOrGoN for quest if (pTarget->HasQuestForGO(GetEntry())) return true; if (!sObjectMgr.IsGameObjectForQuests(GetEntry())) return false; switch (GetGoType()) { case GAMEOBJECT_TYPE_QUESTGIVER: { // Not fully clear when GO's can activate/deactivate // For cases where GO has additional (except quest itself), // these conditions are not sufficient/will fail. // Never expect flags|4 for these GO's? (NF-note: It doesn't appear it's expected) QuestRelationsMapBounds bounds = sObjectMgr.GetGOQuestRelationsMapBounds(GetEntry()); for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { const Quest* qInfo = sObjectMgr.GetQuestTemplate(itr->second); if (pTarget->CanTakeQuest(qInfo, false)) return true; } bounds = sObjectMgr.GetGOQuestInvolvedRelationsMapBounds(GetEntry()); for (QuestRelationsMap::const_iterator itr = bounds.first; itr != bounds.second; ++itr) { if ((pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_INCOMPLETE || pTarget->GetQuestStatus(itr->second) == QUEST_STATUS_COMPLETE) && !pTarget->GetQuestRewardStatus(itr->second)) return true; } break; } // scan GO chest with loot including quest items case GAMEOBJECT_TYPE_CHEST: { if (pTarget->GetQuestStatus(GetGOInfo()->chest.questId) == QUEST_STATUS_INCOMPLETE) return true; if (LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget)) { // 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() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam()))) return false; return true; } break; } case GAMEOBJECT_TYPE_GENERIC: { if (pTarget->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE) return true; break; } case GAMEOBJECT_TYPE_SPELL_FOCUS: { if (pTarget->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE) return true; break; } case GAMEOBJECT_TYPE_GOOBER: { if (pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE) return true; break; } default: break; } return false; } void GameObject::SummonLinkedTrapIfAny() { uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry(); if (!linkedEntry) return; GameObject* linkedGO = new GameObject; if (!linkedGO->Create(GetMap()->GenerateLocalLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, GetMap(), GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation())) { delete linkedGO; return; } linkedGO->SetRespawnTime(GetRespawnDelay()); linkedGO->SetSpellId(GetSpellId()); if (GetOwnerGuid()) { linkedGO->SetOwnerGuid(GetOwnerGuid()); linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, GetUInt32Value(GAMEOBJECT_LEVEL)); } GetMap()->Add(linkedGO); } void GameObject::TriggerLinkedGameObject(Unit* target) { uint32 trapEntry = GetGOInfo()->GetLinkedGameObjectEntry(); if (!trapEntry) return; GameObjectInfo const* trapInfo = sGOStorage.LookupEntry(trapEntry); if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP) return; SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId); // The range to search for linked trap is weird. We set 0.5 as default. Most (all?) // traps are probably expected to be pretty much at the same location as the used GO, // so it appears that using range from spell is obsolete. float range = 0.5f; if (trapSpell) // checked at load already range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex)); // search nearest linked GO GameObject* trapGO = NULL; { // search closest with base of used GO, using max range of trap spell as search radius (why? See above) MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*this, trapEntry, range); MaNGOS::GameObjectLastSearcher checker(trapGO, go_check); Cell::VisitGridObjects(this, checker, range); } // found correct GO if (trapGO) trapGO->Use(target); } GameObject* GameObject::LookupFishingHoleAround(float range) { GameObject* ok = NULL; MaNGOS::NearestGameObjectFishingHoleCheck u_check(*this, range); MaNGOS::GameObjectSearcher checker(ok, u_check); Cell::VisitGridObjects(this, checker, 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::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) { // user must be provided MANGOS_ASSERT(user || PrintEntryError("GameObject::Use (without user)")); // by default spell caster is user Unit* spellCaster = user; uint32 spellId = 0; bool triggered = false; // test only for exist cooldown data (cooldown timer used for door/buttons reset that not have use cooldown) if (uint32 cooldown = GetGOInfo()->GetCooldown()) { if (m_cooldownTime > sWorld.GetGameTime()) return; m_cooldownTime = sWorld.GetGameTime() + cooldown; } bool scriptReturnValue = user->GetTypeId() == TYPEID_PLAYER && sScriptMgr.OnGameObjectUse((Player*)user, this); if (!scriptReturnValue) GetMap()->ScriptsStart(sGameObjectTemplateScripts, GetEntry(), spellCaster, this); switch (GetGoType()) { case GAMEOBJECT_TYPE_DOOR: // 0 { // doors never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script if (!scriptReturnValue) GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this); return; } case GAMEOBJECT_TYPE_BUTTON: // 1 { // buttons never really despawn, only reset to default state/flags UseDoorOrButton(); TriggerLinkedGameObject(user); // activate script if (!scriptReturnValue) GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this); return; } case GAMEOBJECT_TYPE_QUESTGIVER: // 2 { if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; if (!sScriptMgr.OnGossipHello(player, this)) { player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID); player->SendPreparedGossip(this); } return; } case GAMEOBJECT_TYPE_CHEST: // 3 { 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) { DEBUG_LOG("Chest ScriptStart id %u for GO %u", GetGOInfo()->chest.eventId, GetGUIDLow()); if (!sScriptMgr.OnProcessEvent(GetGOInfo()->chest.eventId, user, this, true)) GetMap()->ScriptsStart(sEventScripts, GetGOInfo()->chest.eventId, user, this); } 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; } case GAMEOBJECT_TYPE_TRAP: // 6 { // 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 (spellId = GetGOInfo()->trap.spellId) user->CastSpell(user, spellId, true, NULL, NULL, GetObjectGuid()); // TODO: all traps can be activated, also those without spell. // Some may have have animation and/or are expected to despawn. // TODO: Improve this when more information is available, currently these traps are known that must send the anim (Onyxia/ Heigan Fissures) if (GetDisplayId() == 4392 || GetDisplayId() == 4472 || GetDisplayId() == 6785) SendGameObjectCustomAnim(GetObjectGuid()); return; } case GAMEOBJECT_TYPE_CHAIR: // 7 Sitting: Wooden bench, chairs { GameObjectInfo const* info = GetGOInfo(); if (!info) return; if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one // check if the db is sane if (info->chair.slots > 0) { float lowestDist = DEFAULT_VISIBILITY_DISTANCE; float x_lowest = GetPositionX(); float y_lowest = GetPositionY(); // the object orientation + 1/2 pi // every slot will be on that straight line float orthogonalOrientation = GetOrientation() + M_PI_F * 0.5f; // find nearest slot for (uint32 i = 0; i < info->chair.slots; ++i) { // the distance between this slot and the center of the go - imagine a 1D space float relativeDistance = (info->size * i) - (info->size * (info->chair.slots - 1) / 2.0f); float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); // calculate the distance between the player and this slot float thisDistance = player->GetDistance2d(x_i, y_i); /* debug code. It will spawn a npc on each slot to visualize them. Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000); std::ostringstream output; output << i << ": thisDist: " << thisDistance; helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL); */ if (thisDistance <= lowestDist) { lowestDist = thisDistance; x_lowest = x_i; y_lowest = y_i; } } player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } else { // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR + info->chair.height); return; } case GAMEOBJECT_TYPE_SPELL_FOCUS: // 8 { TriggerLinkedGameObject(user); // some may be activated in addition? Conditions for this? (ex: entry 181616) return; } case GAMEOBJECT_TYPE_GOOBER: // 10 { // Handle OutdoorPvP use cases // Note: this may be also handled by DB spell scripts in the future, when the world state manager is implemented if (user->GetTypeId() == TYPEID_PLAYER) { Player* player = (Player*)user; if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript(player->GetCachedZoneId())) outdoorPvP->HandleGameObjectUse(player, this); } 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; if (info->goober.pageId) // show page... { WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8); data << ObjectGuid(GetObjectGuid()); player->GetSession()->SendPacket(&data); } else if (info->goober.gossipID) // ...or gossip, if page does not exist { if (!sScriptMgr.OnGossipHello(player, this)) { player->PrepareGossipMenu(this, info->goober.gossipID); player->SendPreparedGossip(this); } } if (info->goober.eventId) { DEBUG_FILTER_LOG(LOG_FILTER_AI_AND_MOVEGENSS, "Goober ScriptStart id %u for GO entry %u (GUID %u).", info->goober.eventId, GetEntry(), GetGUIDLow()); if (!sScriptMgr.OnProcessEvent(info->goober.eventId, player, this, true)) GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this); } // 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; } player->RewardPlayerAndGroupAtCast(this); } if (scriptReturnValue) return; // cast this spell later if provided spellId = info->goober.spellId; // database may contain a dummy spell, so it need replacement by actually existing switch (spellId) { case 34448: spellId = 26566; break; case 34452: spellId = 26572; break; case 37639: spellId = 36326; break; case 45367: spellId = 45371; break; case 45370: spellId = 45368; break; } 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) { if (!sScriptMgr.OnProcessEvent(info->camera.eventID, player, this, true)) GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this); } return; } case GAMEOBJECT_TYPE_FISHINGNODE: // 17 fishing bobber { if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; if (player->GetObjectGuid() != GetOwnerGuid()) return; switch (getLootState()) { case GO_READY: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) uint32 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 = skill - zone_skill + 5; int32 roll = irand(1, 100); DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll); // normal chance bool success = skill >= zone_skill && chance >= roll; GameObject* fishingHole = NULL; // overwrite fail in case fishhole if allowed (after 3.3.0) if (!success) { if (!sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_POSSIBLE_FISHINGPOOL)) { // TODO: find reasonable value for fishing hole search fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); if (fishingHole) success = true; } } // just search fishhole for success case else // TODO: find reasonable value for fishing hole search fishingHole = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_GAIN_FISHING)) player->UpdateFishingSkill(); // fish catch or fail and junk allowed (after 3.1.0) if (success || sWorld.getConfig(CONFIG_BOOL_SKILL_FAIL_LOOT_FISHING)) { // prevent removing GO at spell cancel player->RemoveGameObject(this, false); SetOwnerGuid(player->GetObjectGuid()); if (fishingHole) // will set at success only { fishingHole->Use(player); SetLootState(GO_JUST_DEACTIVATED); } else player->SendLoot(GetObjectGuid(), success ? LOOT_FISHING : LOOT_FISHING_FAIL); } else { // fish escaped, can be deleted now SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_ESCAPED, 0); player->GetSession()->SendPacket(&data); } break; } case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update break; default: { SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_NOT_HOOKED, 0); player->GetSession()->SendPacket(&data); break; } } player->FinishSpell(CURRENT_CHANNELED_SPELL); return; } case GAMEOBJECT_TYPE_SUMMONING_RITUAL: // 18 { if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; Unit* owner = GetOwner(); GameObjectInfo const* info = GetGOInfo(); 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 == (Player*)owner || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(((Player*)owner)))) 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 (m_firstUser && player->GetObjectGuid() != m_firstUser && info->summoningRitual.castersGrouped) { if (Group* group = player->GetGroup()) { if (!group->IsMember(m_firstUser)) return; } else 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, need more if (GetUniqueUseCount() < info->summoningRitual.reqParticipants) return; // owner is first user for non-wild GO objects, if it offline value already set to current user if (!GetOwnerGuid()) if (Player* firstUser = GetMap()->GetPlayer(m_firstUser)) spellCaster = firstUser; spellId = info->summoningRitual.spellId; if (spellId == 62330) // GO store nonexistent spell, replace by expected spellId = 61993; // spell have reagent and mana cost but it not expected use its // it triggered spell in fact casted at currently channeled GO triggered = true; // finish owners spell if (owner) owner->FinishSpell(CURRENT_CHANNELED_SPELL); // can be deleted now, if if (!info->summoningRitual.ritualPersistent) SetLootState(GO_JUST_DEACTIVATED); // reset ritual for this GO else ClearAllUsesData(); // go to end function to spell casting break; } case GAMEOBJECT_TYPE_SPELLCASTER: // 22 { SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_LOCKED); GameObjectInfo const* info = GetGOInfo(); if (!info) return; if (info->spellcaster.partyOnly) { Unit* caster = GetOwner(); if (!caster || caster->GetTypeId() != TYPEID_PLAYER) return; if (user->GetTypeId() != TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster)) return; } spellId = info->spellcaster.spellId; AddUse(); break; } case GAMEOBJECT_TYPE_MEETINGSTONE: // 23 { GameObjectInfo const* info = GetGOInfo(); if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelectionGuid()); // accept only use by player from same group for caster except caster itself if (!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; // required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; 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; // 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 = (Player*)user; player->SendLoot(GetObjectGuid(), LOOT_FISHINGHOLE); player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, GetGOInfo()->id); return; } 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; // 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 case 179786: // Warsong Flag // check if it's correct bg if (bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 184142: // Netherstorm Flag if (bg->GetTypeID() == BATTLEGROUND_EY) bg->EventPlayerClickedOnFlag(player, this); break; } } // this cause to call return, all flags must be deleted here!! spellId = 0; Delete(); } break; } 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.outError("GameObject::Use unhandled GameObject type %u (entry %u).", GetGoType(), GetEntry()); return; } if (!spellId) return; 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()); return; } Spell* spell = new Spell(spellCaster, spellInfo, triggered, GetObjectGuid()); // spell target is user of GO SpellCastTargets targets; targets.setUnitTarget(user); spell->prepare(&targets); } // overwrite WorldObject function for proper name localization const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const { if (loc_idx >= 0) { GameObjectLocale const* cl = sObjectMgr.GetGameObjectLocale(GetEntry()); if (cl) { if (cl->Name.size() > (size_t)loc_idx && !cl->Name[loc_idx].empty()) return cl->Name[loc_idx].c_str(); } } return GetName(); } using G3D::Quat; struct QuaternionCompressed { QuaternionCompressed() : m_raw(0) {} QuaternionCompressed(int64 val) : m_raw(val) {} QuaternionCompressed(const Quat& quat) { Set(quat); } enum { PACK_COEFF_YZ = 1 << 20, PACK_COEFF_X = 1 << 21, }; void Set(const Quat& quat) { int8 w_sign = (quat.w >= 0 ? 1 : -1); int64 X = int32(quat.x * PACK_COEFF_X) * w_sign & ((1 << 22) - 1); int64 Y = int32(quat.y * PACK_COEFF_YZ) * w_sign & ((1 << 21) - 1); int64 Z = int32(quat.z * PACK_COEFF_YZ) * w_sign & ((1 << 21) - 1); m_raw = Z | (Y << 21) | (X << 42); } Quat Unpack() const { double x = (double)(m_raw >> 42) / (double)PACK_COEFF_X; double y = (double)(m_raw << 22 >> 43) / (double)PACK_COEFF_YZ; double z = (double)(m_raw << 43 >> 43) / (double)PACK_COEFF_YZ; double w = 1 - (x * x + y * y + z * z); MANGOS_ASSERT(w >= 0); w = sqrt(w); return Quat(x, y, z, w); } int64 m_raw; }; void GameObject::SetWorldRotation(float qx, float qy, float qz, float qw) { Quat rotation(qx, qy, qz, qw); // Temporary solution for gameobjects that has no rotation data in DB: if (qz == 0.f && qw == 0.f) rotation = Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation()); rotation.unitize(); m_packedRotation = QuaternionCompressed(rotation).m_raw; m_worldRotation.x = rotation.x; m_worldRotation.y = rotation.y; m_worldRotation.z = rotation.z; m_worldRotation.w = rotation.w; } void GameObject::SetTransportPathRotation(QuaternionData rotation) { SetFloatValue(GAMEOBJECT_PARENTROTATION + 0, rotation.x); SetFloatValue(GAMEOBJECT_PARENTROTATION + 1, rotation.y); SetFloatValue(GAMEOBJECT_PARENTROTATION + 2, rotation.z); SetFloatValue(GAMEOBJECT_PARENTROTATION + 3, rotation.w); } void GameObject::SetWorldRotationAngles(float z_rot, float y_rot, float x_rot) { Quat quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)); SetWorldRotation(quat.x, quat.y, quat.z, quat.w); } bool GameObject::IsHostileTo(Unit const* unit) const { // always non-hostile to GM in GM mode if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster()) return false; // test owner instead if have if (Unit const* owner = GetOwner()) return owner->IsHostileTo(unit); if (Unit const* targetOwner = unit->GetCharmerOrOwner()) return IsHostileTo(targetOwner); // for not set faction case (wild object) use hostile case if (!GetGOInfo()->faction) return true; // faction base cases FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction); FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry(); if (!tester_faction || !target_faction) return false; // GvP forced reaction and reputation case if (unit->GetTypeId() == TYPEID_PLAYER) { if (tester_faction->faction) { // forced reaction if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction)) return *force <= REP_HOSTILE; // apply reputation state FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction); if (raw_tester_faction && raw_tester_faction->reputationListID >= 0) return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE; } } // common faction based case (GvC,GvP) return tester_faction->IsHostileTo(*target_faction); } bool GameObject::IsFriendlyTo(Unit const* unit) const { // always friendly to GM in GM mode if (unit->GetTypeId() == TYPEID_PLAYER && ((Player const*)unit)->isGameMaster()) return true; // test owner instead if have if (Unit const* owner = GetOwner()) return owner->IsFriendlyTo(unit); if (Unit const* targetOwner = unit->GetCharmerOrOwner()) return IsFriendlyTo(targetOwner); // for not set faction case (wild object) use hostile case if (!GetGOInfo()->faction) return false; // faction base cases FactionTemplateEntry const* tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction); FactionTemplateEntry const* target_faction = unit->getFactionTemplateEntry(); if (!tester_faction || !target_faction) return false; // GvP forced reaction and reputation case if (unit->GetTypeId() == TYPEID_PLAYER) { if (tester_faction->faction) { // forced reaction if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction)) return *force >= REP_FRIENDLY; // apply reputation state if (FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction)) if (raw_tester_faction->reputationListID >= 0) return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY; } } // common faction based case (GvC,GvP) return tester_faction->IsFriendlyTo(*target_faction); } void GameObject::SetDisplayId(uint32 modelId) { SetUInt32Value(GAMEOBJECT_DISPLAYID, modelId); m_displayInfo = sGameObjectDisplayInfoStore.LookupEntry(modelId); } void GameObject::StartGroupLoot(Group* group, uint32 timer) { m_groupLootId = group->GetId(); m_groupLootTimer = timer; } void GameObject::StopGroupLoot() { if (!m_groupLootId) return; if (Group* group = sObjectMgr.GetGroupById(m_groupLootId)) group->EndRoll(); m_groupLootTimer = 0; m_groupLootId = 0; } Player* GameObject::GetOriginalLootRecipient() const { return m_lootRecipientGuid ? ObjectAccessor::FindPlayer(m_lootRecipientGuid) : NULL; } Group* GameObject::GetGroupLootRecipient() const { // original recipient group if set and not disbanded return m_lootGroupRecipientId ? sObjectMgr.GetGroupById(m_lootGroupRecipientId) : NULL; } Player* GameObject::GetLootRecipient() const { // original recipient group if set and not disbanded Group* group = GetGroupLootRecipient(); // original recipient player if online Player* player = GetOriginalLootRecipient(); // if group not set or disbanded return original recipient player if any if (!group) return player; // group case // return player if it still be in original recipient group if (player && player->GetGroup() == group) return player; // find any in group for (GroupReference* itr = group->GetFirstMember(); itr != NULL; itr = itr->next()) if (Player* newPlayer = itr->getSource()) return newPlayer; return NULL; } void GameObject::SetLootRecipient(Unit* pUnit) { // set the player whose group should receive the right // to loot the gameobject after its used // should be set to NULL after the loot disappears if (!pUnit) { m_lootRecipientGuid.Clear(); m_lootGroupRecipientId = 0; return; } Player* player = pUnit->GetCharmerOrOwnerPlayerOrPlayerItself(); if (!player) // normal creature, no player involved return; // set player for non group case or if group will disbanded m_lootRecipientGuid = player->GetObjectGuid(); // set group for group existed case including if player will leave group at loot time if (Group* group = player->GetGroup()) m_lootGroupRecipientId = group->GetId(); } float GameObject::GetObjectBoundingRadius() const { // FIXME: // 1. This is clearly hack way because GameObjectDisplayInfoEntry have 6 floats related to GO sizes, but better that use DEFAULT_WORLD_OBJECT_SIZE // 2. In some cases this must be only interactive size, not GO size, current way can affect creature target point auto-selection in strange ways for big underground/virtual GOs /*if (m_displayInfo) return fabs(m_displayInfo->unknown12) * GetObjectScale();*/ return DEFAULT_WORLD_OBJECT_SIZE; } bool GameObject::IsInSkillupList(Player* player) const { return m_SkillupSet.find(player->GetObjectGuid()) != m_SkillupSet.end(); } void GameObject::AddToSkillupList(Player* player) { m_SkillupSet.insert(player->GetObjectGuid()); } struct AddGameObjectToRemoveListInMapsWorker { AddGameObjectToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {} void operator()(Map* map) { if (GameObject* pGameobject = map->GetGameObject(i_guid)) pGameobject->AddObjectToRemoveList(); } ObjectGuid i_guid; }; void GameObject::AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data) { AddGameObjectToRemoveListInMapsWorker worker(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, db_guid)); sMapMgr.DoForAllMapsWithMapId(data->mapid, worker); } struct SpawnGameObjectInMapsWorker { SpawnGameObjectInMapsWorker(uint32 guid, GameObjectData const* data) : i_guid(guid), i_data(data) {} void operator()(Map* map) { // Spawn if necessary (loaded grids only) if (map->IsLoaded(i_data->posX, i_data->posY)) { GameObject* pGameobject = new GameObject; // DEBUG_LOG("Spawning gameobject %u", *itr); if (!pGameobject->LoadFromDB(i_guid, map)) { delete pGameobject; } else { if (pGameobject->isSpawnedByDefault()) map->Add(pGameobject); } } } uint32 i_guid; GameObjectData const* i_data; }; void GameObject::SpawnInMaps(uint32 db_guid, GameObjectData const* data) { SpawnGameObjectInMapsWorker worker(db_guid, data); sMapMgr.DoForAllMapsWithMapId(data->mapid, worker); } bool GameObject::HasStaticDBSpawnData() const { return sObjectMgr.GetGOData(GetGUIDLow()) != NULL; } void GameObject::SetCapturePointSlider(int8 value) { GameObjectInfo const* info = GetGOInfo(); switch (value) { case CAPTURE_SLIDER_ALLIANCE_LOCKED: m_captureSlider = CAPTURE_SLIDER_ALLIANCE; break; case CAPTURE_SLIDER_HORDE_LOCKED: m_captureSlider = CAPTURE_SLIDER_HORDE; break; default: m_captureSlider = value; SetLootState(GO_ACTIVATED); break; } // set the state of the capture point based on the slider value if (m_captureSlider == CAPTURE_SLIDER_ALLIANCE) m_captureState = CAPTURE_STATE_WIN_ALLIANCE; else if (m_captureSlider == CAPTURE_SLIDER_HORDE) m_captureState = CAPTURE_STATE_WIN_HORDE; else if (m_captureSlider > CAPTURE_SLIDER_NEUTRAL + info->capturePoint.neutralPercent * 0.5f) m_captureState = CAPTURE_STATE_PROGRESS_ALLIANCE; else if (m_captureSlider < CAPTURE_SLIDER_NEUTRAL - info->capturePoint.neutralPercent * 0.5f) m_captureState = CAPTURE_STATE_PROGRESS_HORDE; else m_captureState = CAPTURE_STATE_NEUTRAL; } void GameObject::TickCapturePoint() { // TODO: On retail: Ticks every 5.2 seconds. slider value increase when new player enters on tick GameObjectInfo const* info = GetGOInfo(); float radius = info->capturePoint.radius; // search for players in radius std::list capturingPlayers; MaNGOS::AnyPlayerInObjectRangeWithOutdoorPvPCheck u_check(this, radius); MaNGOS::PlayerListSearcher checker(capturingPlayers, u_check); Cell::VisitWorldObjects(this, checker, radius); GuidSet tempUsers(m_UniqueUsers); uint32 neutralPercent = info->capturePoint.neutralPercent; uint32 oldValue = m_captureSlider; int rangePlayers = 0; for (std::list::iterator itr = capturingPlayers.begin(); itr != capturingPlayers.end(); ++itr) { if ((*itr)->GetTeam() == ALLIANCE) ++rangePlayers; else --rangePlayers; ObjectGuid guid = (*itr)->GetObjectGuid(); if (!tempUsers.erase(guid)) { // new player entered capture point zone m_UniqueUsers.insert(guid); // send capture point enter packets (*itr)->SendUpdateWorldState(info->capturePoint.worldState3, neutralPercent); (*itr)->SendUpdateWorldState(info->capturePoint.worldState2, oldValue); (*itr)->SendUpdateWorldState(info->capturePoint.worldState1, WORLD_STATE_ADD); (*itr)->SendUpdateWorldState(info->capturePoint.worldState2, oldValue); // also redundantly sent on retail to prevent displaying the initial capture direction on client capture slider incorrectly } } for (GuidSet::iterator itr = tempUsers.begin(); itr != tempUsers.end(); ++itr) { // send capture point leave packet if (Player* owner = GetMap()->GetPlayer(*itr)) owner->SendUpdateWorldState(info->capturePoint.worldState1, WORLD_STATE_REMOVE); // player left capture point zone m_UniqueUsers.erase(*itr); } // return if there are not enough players capturing the point (works because minSuperiority is always 1) if (rangePlayers == 0) { // set to inactive if all players left capture point zone if (m_UniqueUsers.empty()) SetActiveObjectState(false); return; } // prevents unloading gameobject before all players left capture point zone (to prevent m_UniqueUsers not being cleared if grid is set to idle) SetActiveObjectState(true); // cap speed int maxSuperiority = info->capturePoint.maxSuperiority; if (rangePlayers > maxSuperiority) rangePlayers = maxSuperiority; else if (rangePlayers < -maxSuperiority) rangePlayers = -maxSuperiority; // time to capture from 0% to 100% is maxTime for minSuperiority amount of players and minTime for maxSuperiority amount of players (linear function: y = dy/dx*x+d) float deltaSlider = info->capturePoint.minTime; if (int deltaSuperiority = maxSuperiority - info->capturePoint.minSuperiority) deltaSlider += (float)(maxSuperiority - abs(rangePlayers)) / deltaSuperiority * (info->capturePoint.maxTime - info->capturePoint.minTime); // calculate changed slider value for a duration of 5 seconds (5 * 100%) deltaSlider = 500.0f / deltaSlider; Team progressFaction; if (rangePlayers > 0) { progressFaction = ALLIANCE; m_captureSlider += deltaSlider; if (m_captureSlider > CAPTURE_SLIDER_ALLIANCE) m_captureSlider = CAPTURE_SLIDER_ALLIANCE; } else { progressFaction = HORDE; m_captureSlider -= deltaSlider; if (m_captureSlider < CAPTURE_SLIDER_HORDE) m_captureSlider = CAPTURE_SLIDER_HORDE; } // return if slider did not move a whole percent if ((uint32)m_captureSlider == oldValue) return; // on retail this is also sent to newly added players even though they already received a slider value for (std::list::iterator itr = capturingPlayers.begin(); itr != capturingPlayers.end(); ++itr) (*itr)->SendUpdateWorldState(info->capturePoint.worldState2, (uint32)m_captureSlider); // send capture point events uint32 eventId = 0; /* WIN EVENTS */ // alliance wins tower with max points if (m_captureState != CAPTURE_STATE_WIN_ALLIANCE && (uint32)m_captureSlider == CAPTURE_SLIDER_ALLIANCE) { eventId = info->capturePoint.winEventID1; m_captureState = CAPTURE_STATE_WIN_ALLIANCE; } // horde wins tower with max points else if (m_captureState != CAPTURE_STATE_WIN_HORDE && (uint32)m_captureSlider == CAPTURE_SLIDER_HORDE) { eventId = info->capturePoint.winEventID2; m_captureState = CAPTURE_STATE_WIN_HORDE; } /* PROGRESS EVENTS */ // alliance takes the tower from neutral, contested or horde (if there is no neutral area) to alliance else if (m_captureState != CAPTURE_STATE_PROGRESS_ALLIANCE && m_captureSlider > CAPTURE_SLIDER_NEUTRAL + neutralPercent * 0.5f && progressFaction == ALLIANCE) { eventId = info->capturePoint.progressEventID1; // handle objective complete if (m_captureState == CAPTURE_STATE_NEUTRAL) if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript((*capturingPlayers.begin())->GetCachedZoneId())) outdoorPvP->HandleObjectiveComplete(eventId, capturingPlayers, progressFaction); // set capture state to alliance m_captureState = CAPTURE_STATE_PROGRESS_ALLIANCE; } // horde takes the tower from neutral, contested or alliance (if there is no neutral area) to horde else if (m_captureState != CAPTURE_STATE_PROGRESS_HORDE && m_captureSlider < CAPTURE_SLIDER_NEUTRAL - neutralPercent * 0.5f && progressFaction == HORDE) { eventId = info->capturePoint.progressEventID2; // handle objective complete if (m_captureState == CAPTURE_STATE_NEUTRAL) if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript((*capturingPlayers.begin())->GetCachedZoneId())) outdoorPvP->HandleObjectiveComplete(eventId, capturingPlayers, progressFaction); // set capture state to horde m_captureState = CAPTURE_STATE_PROGRESS_HORDE; } /* NEUTRAL EVENTS */ // alliance takes the tower from horde to neutral else if (m_captureState != CAPTURE_STATE_NEUTRAL && m_captureSlider >= CAPTURE_SLIDER_NEUTRAL - neutralPercent * 0.5f && m_captureSlider <= CAPTURE_SLIDER_NEUTRAL + neutralPercent * 0.5f && progressFaction == ALLIANCE) { eventId = info->capturePoint.neutralEventID1; m_captureState = CAPTURE_STATE_NEUTRAL; } // horde takes the tower from alliance to neutral else if (m_captureState != CAPTURE_STATE_NEUTRAL && m_captureSlider >= CAPTURE_SLIDER_NEUTRAL - neutralPercent * 0.5f && m_captureSlider <= CAPTURE_SLIDER_NEUTRAL + neutralPercent * 0.5f && progressFaction == HORDE) { eventId = info->capturePoint.neutralEventID2; m_captureState = CAPTURE_STATE_NEUTRAL; } /* CONTESTED EVENTS */ // alliance attacks tower which is in control or progress by horde (except if alliance also gains control in that case) else if ((m_captureState == CAPTURE_STATE_WIN_HORDE || m_captureState == CAPTURE_STATE_PROGRESS_HORDE) && progressFaction == ALLIANCE) { eventId = info->capturePoint.contestedEventID1; m_captureState = CAPTURE_STATE_CONTEST_HORDE; } // horde attacks tower which is in control or progress by alliance (except if horde also gains control in that case) else if ((m_captureState == CAPTURE_STATE_WIN_ALLIANCE || m_captureState == CAPTURE_STATE_PROGRESS_ALLIANCE) && progressFaction == HORDE) { eventId = info->capturePoint.contestedEventID2; m_captureState = CAPTURE_STATE_CONTEST_ALLIANCE; } if (eventId) { // Notify the battleground or outdoor pvp script if (BattleGround* bg = (*capturingPlayers.begin())->GetBattleGround()) { // Allow only certain events to be handled by other script engines if (bg->HandleEvent(eventId, this)) return; } else if (OutdoorPvP* outdoorPvP = sOutdoorPvPMgr.GetScript((*capturingPlayers.begin())->GetCachedZoneId())) { // Allow only certain events to be handled by other script engines if (outdoorPvP->HandleEvent(eventId, this)) return; } // Send script event to SD2 and database as well - this can be used for summoning creatures, casting specific spells or spawning GOs if (!sScriptMgr.OnProcessEvent(eventId, this, this, true)) GetMap()->ScriptsStart(sEventScripts, eventId, this, this); } }