server/src/game/GameObject.cpp
VladimirMangos 8feaf211f1 [11168] Use MapPersistentState for access to Pool System dynamic data.
* Direct store pool system dynamic data in sPoolMgr replaced by
  shared pool system data object (for all non instanceable maps)
  into WorldPersistentState, and own copies of pool system data
  object in DungeonPersistentState/BattlegroundPersistentState.
  This let have pools with object at many non-instanceable maps,
  and single map pools with unique state for each instance.

* Avoid direct global grid data modify from pool system, and use for this also
  recently added local for MapPersistentState grid spawn data.

* Implemented proper API for update pool system data in MapPersistentStates
  from GameEvent system.

* Initialize pool system state at MapPersistendState creating.
  For shared pool system state for non-instanceable maps initilized at first map state
  creating.

Now pool system propertly work in instance also!
2011-02-15 14:40:56 +03:00

1756 lines
62 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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.h"
#include "BattleGroundAV.h"
#include "Util.h"
#include "ScriptMgr.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_rotation = 0;
}
GameObject::~GameObject()
{
}
void GameObject::AddToWorld()
{
///- Register the gameobject for guid lookup
if(!IsInWorld())
GetMap()->GetObjectsStore().insert<GameObject>(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.",
GetGuidStr().c_str(), m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), owner_guid.GetString().c_str());
}
}
GetMap()->GetObjectsStore().erase<GameObject>(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, 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 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) 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);
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);
if (goinfo->type == GAMEOBJECT_TYPE_TRANSPORT)
SetFlag(GAMEOBJECT_FLAGS, (GO_FLAG_TRANSPORT | GO_FLAG_NODESPAWN));
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 (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);
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 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<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> 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<MaNGOS::AnyPlayerInObjectRangeCheck> 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, 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)
{
for (GuidsSet::const_iterator itr = m_UniqueUsers.begin(); itr != m_UniqueUsers.end(); ++itr)
{
if (Player* owner = GetMap()->GetPlayer(*itr))
owner->CastSpell(owner, spellId, false, NULL, NULL, GetGUID());
}
ClearAllUsesData();
}
SetGoState(GO_STATE_READY);
//any return here in case battleground traps
}
if (!GetOwnerGuid().IsEmpty())
{
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;
// 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<GameObject>(GetGUIDLow()))
sPoolMgr.UpdatePool<GameObject>(*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.IsEmpty())
m_firstUser = player->GetObjectGuid();
m_UniqueUsers.insert(player->GetObjectGuid());
}
void GameObject::Delete()
{
SendObjectDeSpawnAnim(GetGUID());
SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
if (uint16 poolid = sPoolMgr.IsPartOfAPool<GameObject>(GetGUIDLow()))
sPoolMgr.UpdatePool<GameObject>(*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, 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(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.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 ( "
<< GetGUIDLow() << ", "
<< 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'", 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;
float rotation0 = data->rotation0;
float rotation1 = data->rotation1;
float rotation2 = data->rotation2;
float rotation3 = data->rotation3;
uint8 animprogress = data->animprogress;
GOState go_state = data->go_state;
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 = 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,World::GetMaxVisibleDistanceForObject() +
(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(), 0.0f, 0.0f, 0.0f, 0.0f, GO_ANIMPROGRESS_DEFAULT, GO_STATE_READY))
{
delete linkedGO;
return;
}
linkedGO->SetRespawnTime(GetRespawnDelay());
linkedGO->SetSpellId(GetSpellId());
if (!GetOwnerGuid().IsEmpty())
{
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<GameObjectInfo>(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<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> 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<MaNGOS::NearestGameObjectFishingHoleCheck> 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)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
bool triggered = false;
if (user->GetTypeId() == TYPEID_PLAYER && sScriptMgr.OnGameObjectUse((Player*)user, this))
return;
// test only for exist cooldown data (cooldown timer used for door/buttons reset that not have use cooldown)
if (uint32 cooldown = GetGOInfo()->GetCooldown())
{
if (m_cooldownTime > sWorld.GetGameTime())
return;
m_cooldownTime = sWorld.GetGameTime() + cooldown;
}
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: // 0
{
//doors never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
return;
}
case GAMEOBJECT_TYPE_BUTTON: // 1
{
//buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
GetMap()->ScriptsStart(sGameObjectScripts, GetGUIDLow(), spellCaster, this);
TriggerLinkedGameObject(user);
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;
// 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);
}
TriggerLinkedGameObject(user);
return;
}
case GAMEOBJECT_TYPE_GENERIC: // 5
{
// 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.
// FIXME: when GO casting will be implemented trap must cast spell to target
if (uint32 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.
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)
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 (!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);
}
TriggerLinkedGameObject(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)
{
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.IsEmpty() && 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().IsEmpty())
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
// 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, 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();
}
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);
}
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 (GameObjectDisplayInfoEntry const* dispEntry = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
return fabs(dispEntry->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;
}