/* * Copyright (C) 2005-2010 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 "Common.h" #include "QuestDef.h" #include "GameObject.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 "BattleGround.h" #include "BattleGroundAV.h" #include "Util.h" #include "ScriptCalls.h" GameObject::GameObject() : WorldObject() { 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 = 25; m_lootState = GO_NOT_READY; m_spawnedByDefault = true; m_usetimes = 0; m_spellId = 0; m_cooldownTime = 0; m_goInfo = NULL; m_DBTableGuid = 0; m_rotation = 0; } GameObject::~GameObject() { } void GameObject::AddToWorld() { ///- Register the gameobject for guid lookup if(!IsInWorld()) GetMap()->GetObjectsStore().insert(GetGUID(), (GameObject*)this); Object::AddToWorld(); } void GameObject::RemoveFromWorld() { ///- Remove the gameobject from the accessor if(IsInWorld()) { // Remove GO from owner ObjectGuid owner_guid = GetOwnerGUID(); if (!owner_guid.IsEmpty()) { 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.", GetObjectGuid().GetString().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str()); } } GetMap()->GetObjectsStore().erase(GetGUID(), (GameObject*)NULL); } Object::RemoveFromWorld(); } 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) { 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 isn't valid (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 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; } SetObjectScale(goinfo->size); SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0); SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1); UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3 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 SetGoAnimProgress(animprogress); //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. //Normally non-players do not teleport to other maps. if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData()) { ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this); } return true; } void GameObject::Update(uint32 /*p_time*/) { if (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); UpdateData udata; WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster)); udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); SendGameObjectCustomAnim(GetGUID()); } 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_NOT_HOOKED,0); ((Player*)caster)->GetSession()->SendPacket(&data); } // can be delete m_lootState = GO_JUST_DEACTIVATED; return; } case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds) if (GetGoState() != 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(this,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 not existed GO casting support // affect only players Player* p_ok = NULL; MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius); MaNGOS::PlayerSearcher checker(this,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, GetGUID()); // 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(((Player*)ok)->InBattleGround()) if(BattleGround *bg = ((Player*)ok)->GetBattleGround()) bg->HandleTriggerBuff(GetGUID()); } } } 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; 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::const_iterator it = m_unique_users.begin(); std::set::const_iterator end = m_unique_users.end(); for (; it != end; it++) { if (Unit* owner = Unit::GetUnit(*this, uint64(*it))) owner->CastSpell(owner, spellId, false, NULL, NULL, GetGUID()); } 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; return; } // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless m_respawnTime = time(NULL) + m_respawnDelayTime; // if option not set then object will be saved at grid unload if(sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY)) SaveRespawnTime(); // if part of pool, let pool system schedule new spawn instead of just scheduling respawn if(uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool(GetDBTableGUIDLow()) : 0) sPoolMgr.UpdatePool(poolid, GetDBTableGUIDLow()); // 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(); m_unique_users.insert(player->GetGUIDLow()); } void GameObject::Delete() { SendObjectDeSpawnAnim(GetGUID()); SetGoState(GO_STATE_READY); SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool(GetDBTableGUIDLow()) : 0; if (poolid) sPoolMgr.UpdatePool(poolid, GetDBTableGUIDLow()); else AddObjectToRemoveList(); } void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner) { fishloot->clear(); uint32 zone, subzone; GetZoneAndAreaId(zone,subzone); // if subzone loot exist use it if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true)) // else use zone loot (must exist in like case) fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner,true); } void GameObject::SaveToDB() { // this should only be used when the gameobject has already been loaded // preferably after adding to map, because mapid may not be valid otherwise GameObjectData const *data = sObjectMgr.GetGOData(m_DBTableGuid); if(!data) { sLog.outError("GameObject::SaveToDB failed, cannot get gameobject data!"); return; } SaveToDB(GetMapId(), data->spawnMask, data->phaseMask); } void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask) { const GameObjectInfo *goI = GetGOInfo(); if (!goI) return; if (!m_DBTableGuid) m_DBTableGuid = GetGUIDLow(); // update in loaded data (changing data only in this place) GameObjectData& data = sObjectMgr.NewGOData(m_DBTableGuid); // data->guid = guid 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 ? (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 ( " << 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("%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; 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; m_DBTableGuid = guid; if (map->GetInstanceId() != 0) guid = sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT); if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state) ) 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 = sObjectMgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId()); // ready to respawn if(m_respawnTime && m_respawnTime <= time(NULL)) { m_respawnTime = 0; sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); } } else { m_spawnedByDefault = false; m_respawnDelayTime = -data->spawntimesecs; m_respawnTime = 0; } } return true; } void GameObject::DeleteFromDB() { sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); sObjectMgr.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); WorldDatabase.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", m_DBTableGuid); } GameObjectInfo const *GameObject::GetGOInfo() const { return m_goInfo; } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ bool GameObject::hasQuest(uint32 quest_id) const { QuestRelations const& qr = sObjectMgr.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 = sObjectMgr.mGOQuestInvolvedRelations; for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr) { if(itr->second==quest_id) return true; } return false; } bool GameObject::IsTransport() const { // If something is marked as a transport, don't transmit an out of range packet for it. GameObjectInfo const * gInfo = GetGOInfo(); if(!gInfo) return false; return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT; } Unit* GameObject::GetOwner() const { return ObjectAccessor::GetUnit(*this, GetOwnerGUID()); } void GameObject::SaveRespawnTime() { if(m_respawnTime > time(NULL) && m_spawnedByDefault) sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),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,World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false); } void GameObject::Respawn() { if(m_spawnedByDefault && m_respawnTime > 0) { m_respawnTime = time(NULL); sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); } } bool GameObject::ActivateToQuest( Player *pTarget)const { if(!sObjectMgr.IsGameObjectForQuests(GetEntry())) return false; switch(GetGoType()) { // scan GO chest with loot including quest items case GAMEOBJECT_TYPE_CHEST: { if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), 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_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(sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, GetMap(), GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY)) { delete linkedGO; linkedGO = NULL; return; } linkedGO->SetRespawnTime(GetRespawnDelay()); linkedGO->SetSpellId(GetSpellId()); if (GetOwnerGUID()) { linkedGO->SetOwnerGUID(GetOwnerGUID()); linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, GetUInt32Value(GAMEOBJECT_LEVEL)); } GetMap()->Add(linkedGO); } void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target) { GameObjectInfo const* trapInfo = sGOStorage.LookupEntry(trapEntry); if(!trapInfo || trapInfo->type!=GAMEOBJECT_TYPE_TRAP) return; SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId); if(!trapSpell) // checked at load already return; float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex)); // search nearest linked GO GameObject* trapGO = NULL; { // using original GO distance MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range); MaNGOS::GameObjectLastSearcher checker(this, trapGO,go_check); Cell::VisitGridObjects(this, checker, range); } // found correct GO // FIXME: when GO casting will be implemented trap must cast spell to target if(trapGO) target->CastSpell(target, trapSpell, true, NULL, NULL, GetGUID()); } GameObject* GameObject::LookupFishingHoleAround(float range) { GameObject* ok = NULL; MaNGOS::NearestGameObjectFishingHole u_check(*this, range); MaNGOS::GameObjectSearcher checker(this, 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) { // by default spell caster is user Unit* spellCaster = user; uint32 spellId = 0; bool triggered = false; if (user->GetTypeId() == TYPEID_PLAYER && Script->GOHello((Player*)user, this)) return; switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: //0 { //doors never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); return; } case GAMEOBJECT_TYPE_BUTTON: //1 { //buttons never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); // triggering linked GO if (uint32 trapEntry = GetGOInfo()->button.linkedTrapId) TriggeringLinkedGameObject(trapEntry, user); return; } case GAMEOBJECT_TYPE_QUESTGIVER: //2 { if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; if (!Script->GOGossipHello(player, this)) { player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID); player->SendPreparedGossip(this); } return; } case GAMEOBJECT_TYPE_CHEST: { if (user->GetTypeId() != TYPEID_PLAYER) return; // 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, GetDBTableGUIDLow()); GetMap()->ScriptsStart(sEventScripts, GetGOInfo()->chest.eventId, user, this); } // triggering linked GO if (uint32 trapEntry = GetGOInfo()->chest.linkedTrapId) TriggeringLinkedGameObject(trapEntry, user); 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; ichair.slots; ++i) { // the distance between this slot and the center of the go - imagine a 1D space float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f); float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); // calculate the distance between the player and this slot float thisDistance = player->GetDistance2d(x_i, y_i); /* debug code. It will spawn a npc on each slot to visualize them. Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000); std::ostringstream output; output << i << ": thisDist: " << thisDistance; helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0); */ if (thisDistance <= lowestDist) { lowestDist = thisDistance; x_lowest = x_i; y_lowest = y_i; } } player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } else { // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height); return; } case GAMEOBJECT_TYPE_SPELL_FOCUS: { // triggering linked GO if (uint32 trapEntry = GetGOInfo()->spellFocus.linkedTrapId) TriggeringLinkedGameObject(trapEntry, user); // some may be activated in addition? Conditions for this? (ex: entry 181616) break; } 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) // ...or gossip, if page does not exist { if (!Script->GOGossipHello(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(), GetDBTableGUIDLow()); 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 (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) SendGameObjectCustomAnim(GetGUID()); else SetGoState(GO_STATE_ACTIVE); m_cooldownTime = time(NULL) + time_to_restore; // 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) 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->GetGUID() != GetOwnerGUID()) return; switch(getLootState()) { case GO_READY: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) uint32 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); if (skill >= zone_skill && chance >= roll) { // prevent removing GO at spell cancel player->RemoveGameObject(this,false); SetOwnerGUID(player->GetGUID()); //fish catched player->UpdateFishingSkill(); //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); } 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* caster = GetOwner(); GameObjectInfo const* info = GetGOInfo(); if (!caster || caster->GetTypeId()!=TYPEID_PLAYER) return; // accept only use by player from same group for caster except caster itself if (((Player*)caster) == player || !((Player*)caster)->IsInSameRaidWith(player)) return; AddUniqueUse(player); // full amount unique participants including original summoner if (GetUniqueUseCount() < info->summoningRitual.reqParticipants) return; // in case summoning ritual caster is GO creator spellCaster = caster; if (!caster->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 { SetUInt32Value(GAMEOBJECT_FLAGS,2); GameObjectInfo const* info = GetGOInfo(); if (!info) return; if (info->spellcaster.partyOnly) { Unit* caster = GetOwner(); if (!caster || caster->GetTypeId() != TYPEID_PLAYER) return; if (user->GetTypeId() != TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster)) return; } spellId = info->spellcaster.spellId; AddUse(); break; } case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { GameObjectInfo const* info = GetGOInfo(); if (user->GetTypeId() != TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection()); // accept only use by player from same group for caster except caster itself if (!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; //required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; 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_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 // check if it's correct bg if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 179786: // Warsong Flag if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 184142: // Netherstorm Flag if(bg->GetTypeID() == BATTLEGROUND_EY) bg->EventPlayerClickedOnFlag(player, this); break; } } //this cause to call return, all flags must be deleted here!! spellId = 0; Delete(); } break; } 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()); break; } 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,GetGUID()); // 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(); } void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/) { static double const atan_pow = atan(pow(2.0f, -20.0f)); double f_rot1 = sin(GetOrientation() / 2.0f); double f_rot2 = cos(GetOrientation() / 2.0f); int64 i_rot1 = int64(f_rot1 / atan_pow *(f_rot2 >= 0 ? 1.0f : -1.0f)); int64 rotation = (i_rot1 << 43 >> 43) & 0x00000000001FFFFF; //float f_rot2 = sin(0.0f / 2.0f); //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f)); //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000; //float f_rot3 = sin(0.0f / 2.0f); //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f)); //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000; m_rotation = rotation; if(rotation2==0.0f && rotation3==0.0f) { rotation2 = (float)f_rot1; rotation3 = (float)f_rot2; } SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2); SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3); } 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) { // forced reaction if(tester_faction->faction) { 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) { // forced reaction if(tester_faction->faction) { 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); }