[9529] Make Player::IsValidPos const
[getmangos.git] / src / game / GameObject.cpp
blobe146a0aa6c3ae7d2e357981e326e55174b8d751d
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "QuestDef.h"
21 #include "GameObject.h"
22 #include "ObjectMgr.h"
23 #include "PoolManager.h"
24 #include "SpellMgr.h"
25 #include "Spell.h"
26 #include "UpdateMask.h"
27 #include "Opcodes.h"
28 #include "WorldPacket.h"
29 #include "World.h"
30 #include "Database/DatabaseEnv.h"
31 #include "LootMgr.h"
32 #include "GridNotifiers.h"
33 #include "GridNotifiersImpl.h"
34 #include "CellImpl.h"
35 #include "InstanceData.h"
36 #include "BattleGround.h"
37 #include "BattleGroundAV.h"
38 #include "Util.h"
39 #include "ScriptCalls.h"
41 GameObject::GameObject() : WorldObject()
43 m_objectType |= TYPEMASK_GAMEOBJECT;
44 m_objectTypeId = TYPEID_GAMEOBJECT;
46 m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION);
48 m_valuesCount = GAMEOBJECT_END;
49 m_respawnTime = 0;
50 m_respawnDelayTime = 25;
51 m_lootState = GO_NOT_READY;
52 m_spawnedByDefault = true;
53 m_usetimes = 0;
54 m_spellId = 0;
55 m_cooldownTime = 0;
56 m_goInfo = NULL;
58 m_DBTableGuid = 0;
59 m_rotation = 0;
62 GameObject::~GameObject()
66 void GameObject::AddToWorld()
68 ///- Register the gameobject for guid lookup
69 if(!IsInWorld())
70 GetMap()->GetObjectsStore().insert<GameObject>(GetGUID(), (GameObject*)this);
72 Object::AddToWorld();
75 void GameObject::RemoveFromWorld()
77 ///- Remove the gameobject from the accessor
78 if(IsInWorld())
80 // Remove GO from owner
81 if(uint64 owner_guid = GetOwnerGUID())
83 if (Unit* owner = ObjectAccessor::GetUnit(*this,owner_guid))
84 owner->RemoveGameObject(this,false);
85 else
87 const char * ownerType = "creature";
88 if(IS_PLAYER_GUID(owner_guid))
89 ownerType = "player";
90 else if(IS_PET_GUID(owner_guid))
91 ownerType = "pet";
93 sLog.outError("Delete GameObject (GUID: %u Entry: %u SpellId %u LinkedGO %u) that lost references to owner (GUID %u Type '%s') GO list. Crash possible later.",
94 GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
98 GetMap()->GetObjectsStore().erase<GameObject>(GetGUID(), (GameObject*)NULL);
101 Object::RemoveFromWorld();
104 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)
106 ASSERT(map);
107 Relocate(x,y,z,ang);
108 SetMap(map);
109 SetPhaseMask(phaseMask,false);
111 if(!IsPositionValid())
113 sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
114 return false;
117 GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(name_id);
118 if (!goinfo)
120 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);
121 return false;
124 Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT);
126 m_goInfo = goinfo;
128 if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
130 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);
131 return false;
134 SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
135 SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
137 UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
139 SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
141 SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
142 SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
144 SetEntry(goinfo->id);
146 SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
148 // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
149 SetGoState(go_state);
150 SetGoType(GameobjectTypes(goinfo->type));
151 SetGoArtKit(0); // unknown what this is
152 SetGoAnimProgress(animprogress);
154 //Notify the map's instance data.
155 //Only works if you create the object in it, not if it is moves to that map.
156 //Normally non-players do not teleport to other maps.
157 if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
159 ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
162 return true;
165 void GameObject::Update(uint32 /*p_time*/)
167 if (IS_MO_TRANSPORT(GetGUID()))
169 //((Transport*)this)->Update(p_time);
170 return;
173 switch (m_lootState)
175 case GO_NOT_READY:
177 switch(GetGoType())
179 case GAMEOBJECT_TYPE_TRAP:
181 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
182 Unit* owner = GetOwner();
183 if (owner && ((Player*)owner)->isInCombat())
184 m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay;
185 m_lootState = GO_READY;
186 break;
188 case GAMEOBJECT_TYPE_FISHINGNODE:
190 // fishing code (bobber ready)
191 if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME )
193 // splash bobber (bobber ready now)
194 Unit* caster = GetOwner();
195 if(caster && caster->GetTypeId()==TYPEID_PLAYER)
197 SetGoState(GO_STATE_ACTIVE);
198 SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
200 UpdateData udata;
201 WorldPacket packet;
202 BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster));
203 udata.BuildPacket(&packet);
204 ((Player*)caster)->GetSession()->SendPacket(&packet);
206 SendGameObjectCustomAnim(GetGUID());
209 m_lootState = GO_READY; // can be successfully open with some chance
211 return;
213 default:
214 m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
215 break;
217 // NO BREAK for switch (m_lootState)
219 case GO_READY:
221 if (m_respawnTime > 0) // timer on
223 if (m_respawnTime <= time(NULL)) // timer expired
225 m_respawnTime = 0;
226 m_SkillupList.clear();
227 m_usetimes = 0;
229 switch (GetGoType())
231 case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
233 Unit* caster = GetOwner();
234 if(caster && caster->GetTypeId()==TYPEID_PLAYER)
236 caster->FinishSpell(CURRENT_CHANNELED_SPELL);
238 WorldPacket data(SMSG_FISH_NOT_HOOKED,0);
239 ((Player*)caster)->GetSession()->SendPacket(&data);
241 // can be delete
242 m_lootState = GO_JUST_DEACTIVATED;
243 return;
245 case GAMEOBJECT_TYPE_DOOR:
246 case GAMEOBJECT_TYPE_BUTTON:
247 //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)
248 if (GetGoState() != GO_STATE_READY)
249 ResetDoorOrButton();
250 //flags in AB are type_button and we need to add them here so no break!
251 default:
252 if (!m_spawnedByDefault) // despawn timer
254 // can be despawned or destroyed
255 SetLootState(GO_JUST_DEACTIVATED);
256 return;
258 // respawn timer
259 GetMap()->Add(this);
260 break;
265 if(isSpawned())
267 // traps can have time and can not have
268 GameObjectInfo const* goInfo = GetGOInfo();
269 if(goInfo->type == GAMEOBJECT_TYPE_TRAP)
271 if(m_cooldownTime >= time(NULL))
272 return;
274 // traps
275 Unit* owner = GetOwner();
276 Unit* ok = NULL; // pointer to appropriate target if found any
278 bool IsBattleGroundTrap = false;
279 //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
280 //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
281 float radius = float(goInfo->trap.radius);
282 if(!radius)
284 if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call)
285 return;
286 else
288 if(m_respawnTime > 0)
289 break;
291 // battlegrounds gameobjects has data2 == 0 && data5 == 3
292 radius = float(goInfo->trap.cooldown);
293 IsBattleGroundTrap = true;
297 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
298 Cell cell(p);
299 cell.data.Part.reserved = ALL_DISTRICT;
301 // Note: this hack with search required until GO casting not implemented
302 // search unfriendly creature
303 if(owner && goInfo->trap.charges > 0) // hunter trap
305 MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius);
306 MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> checker(this,ok, u_check);
308 TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, GridTypeMapContainer > grid_object_checker(checker);
309 cell.Visit(p, grid_object_checker, *GetMap(), *this, radius);
311 // or unfriendly player/pet
312 if(!ok)
314 TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
315 cell.Visit(p, world_object_checker, *GetMap(), *this, radius);
318 else // environmental trap
320 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
322 // affect only players
323 Player* p_ok = NULL;
324 MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius);
325 MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> checker(this,p_ok, p_check);
327 TypeContainerVisitor<MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
328 cell.Visit(p, world_object_checker, *GetMap(), *this, radius);
329 ok = p_ok;
332 if (ok)
334 Unit *caster = owner ? owner : ok;
336 caster->CastSpell(ok, goInfo->trap.spellId, true, NULL, NULL, GetGUID());
337 // use template cooldown if provided
338 m_cooldownTime = time(NULL) + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4));
340 // count charges
341 if(goInfo->trap.charges > 0)
342 AddUse();
344 if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
346 //BattleGround gameobjects case
347 if(((Player*)ok)->InBattleGround())
348 if(BattleGround *bg = ((Player*)ok)->GetBattleGround())
349 bg->HandleTriggerBuff(GetGUID());
354 if(uint32 max_charges = goInfo->GetCharges())
356 if (m_usetimes >= max_charges)
358 m_usetimes = 0;
359 SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
364 break;
366 case GO_ACTIVATED:
368 switch(GetGoType())
370 case GAMEOBJECT_TYPE_DOOR:
371 case GAMEOBJECT_TYPE_BUTTON:
372 if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
373 ResetDoorOrButton();
374 break;
375 case GAMEOBJECT_TYPE_GOOBER:
376 if (m_cooldownTime < time(NULL))
378 RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
380 SetLootState(GO_JUST_DEACTIVATED);
381 m_cooldownTime = 0;
383 break;
384 default:
385 break;
387 break;
389 case GO_JUST_DEACTIVATED:
391 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
392 if (GetGoType() == GAMEOBJECT_TYPE_GOOBER)
394 uint32 spellId = GetGOInfo()->goober.spellId;
396 if(spellId)
398 std::set<uint32>::const_iterator it = m_unique_users.begin();
399 std::set<uint32>::const_iterator end = m_unique_users.end();
400 for (; it != end; it++)
402 if (Unit* owner = Unit::GetUnit(*this, uint64(*it)))
403 owner->CastSpell(owner, spellId, false, NULL, NULL, GetGUID());
406 m_unique_users.clear();
407 m_usetimes = 0;
410 SetGoState(GO_STATE_READY);
412 //any return here in case battleground traps
415 if(GetOwnerGUID())
417 if(Unit* owner = GetOwner())
418 owner->RemoveGameObject(this, false);
420 SetRespawnTime(0);
421 Delete();
422 return;
425 //burning flags in some battlegrounds, if you find better condition, just add it
426 if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
428 SendObjectDeSpawnAnim(GetGUID());
429 //reset flags
430 SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
433 loot.clear();
434 SetLootState(GO_READY);
436 if(!m_respawnDelayTime)
437 return;
439 if(!m_spawnedByDefault)
441 m_respawnTime = 0;
442 return;
445 // since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
446 m_respawnTime = time(NULL) + m_respawnDelayTime;
448 // if option not set then object will be saved at grid unload
449 if(sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATLY))
450 SaveRespawnTime();
452 // if part of pool, let pool system schedule new spawn instead of just scheduling respawn
453 if(uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0)
454 sPoolMgr.UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
456 // can be not in world at pool despawn
457 if (IsInWorld())
458 UpdateObjectVisibility();
460 break;
465 void GameObject::Refresh()
467 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
468 if(m_respawnTime > 0 && m_spawnedByDefault)
469 return;
471 if(isSpawned())
472 GetMap()->Add(this);
475 void GameObject::AddUniqueUse(Player* player)
477 AddUse();
478 m_unique_users.insert(player->GetGUIDLow());
481 void GameObject::Delete()
483 SendObjectDeSpawnAnim(GetGUID());
485 SetGoState(GO_STATE_READY);
486 SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
488 uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0;
489 if (poolid)
490 sPoolMgr.UpdatePool<GameObject>(poolid, GetDBTableGUIDLow());
491 else
492 AddObjectToRemoveList();
495 void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
497 fishloot->clear();
499 uint32 zone, subzone;
500 GetZoneAndAreaId(zone,subzone);
502 // if subzone loot exist use it
503 if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true))
504 // else use zone loot (must exist in like case)
505 fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner,true);
508 void GameObject::SaveToDB()
510 // this should only be used when the gameobject has already been loaded
511 // preferably after adding to map, because mapid may not be valid otherwise
512 GameObjectData const *data = sObjectMgr.GetGOData(m_DBTableGuid);
513 if(!data)
515 sLog.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
516 return;
519 SaveToDB(GetMapId(), data->spawnMask, data->phaseMask);
522 void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
524 const GameObjectInfo *goI = GetGOInfo();
526 if (!goI)
527 return;
529 if (!m_DBTableGuid)
530 m_DBTableGuid = GetGUIDLow();
531 // update in loaded data (changing data only in this place)
532 GameObjectData& data = sObjectMgr.NewGOData(m_DBTableGuid);
534 // data->guid = guid don't must be update at save
535 data.id = GetEntry();
536 data.mapid = mapid;
537 data.phaseMask = phaseMask;
538 data.posX = GetPositionX();
539 data.posY = GetPositionY();
540 data.posZ = GetPositionZ();
541 data.orientation = GetOrientation();
542 data.rotation0 = GetFloatValue(GAMEOBJECT_PARENTROTATION+0);
543 data.rotation1 = GetFloatValue(GAMEOBJECT_PARENTROTATION+1);
544 data.rotation2 = GetFloatValue(GAMEOBJECT_PARENTROTATION+2);
545 data.rotation3 = GetFloatValue(GAMEOBJECT_PARENTROTATION+3);
546 data.spawntimesecs = m_spawnedByDefault ? (int32)m_respawnDelayTime : -(int32)m_respawnDelayTime;
547 data.animprogress = GetGoAnimProgress();
548 data.go_state = GetGoState();
549 data.spawnMask = spawnMask;
551 // updated in DB
552 std::ostringstream ss;
553 ss << "INSERT INTO gameobject VALUES ( "
554 << m_DBTableGuid << ", "
555 << GetEntry() << ", "
556 << mapid << ", "
557 << uint32(spawnMask) << "," // cast to prevent save as symbol
558 << uint16(GetPhaseMask()) << "," // prevent out of range error
559 << GetPositionX() << ", "
560 << GetPositionY() << ", "
561 << GetPositionZ() << ", "
562 << GetOrientation() << ", "
563 << GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", "
564 << GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", "
565 << GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
566 << GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
567 << m_respawnDelayTime << ", "
568 << uint32(GetGoAnimProgress()) << ", "
569 << uint32(GetGoState()) << ")";
571 WorldDatabase.BeginTransaction();
572 WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
573 WorldDatabase.PExecuteLog("%s", ss.str().c_str());
574 WorldDatabase.CommitTransaction();
577 bool GameObject::LoadFromDB(uint32 guid, Map *map)
579 GameObjectData const* data = sObjectMgr.GetGOData(guid);
581 if( !data )
583 sLog.outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
584 return false;
587 uint32 entry = data->id;
588 //uint32 map_id = data->mapid; // already used before call
589 uint32 phaseMask = data->phaseMask;
590 float x = data->posX;
591 float y = data->posY;
592 float z = data->posZ;
593 float ang = data->orientation;
595 float rotation0 = data->rotation0;
596 float rotation1 = data->rotation1;
597 float rotation2 = data->rotation2;
598 float rotation3 = data->rotation3;
600 uint32 animprogress = data->animprogress;
601 GOState go_state = data->go_state;
603 m_DBTableGuid = guid;
604 if (map->GetInstanceId() != 0) guid = sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT);
606 if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state) )
607 return false;
609 if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction() && data->spawntimesecs >= 0)
611 SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
612 m_spawnedByDefault = true;
613 m_respawnDelayTime = 0;
614 m_respawnTime = 0;
616 else
618 if(data->spawntimesecs >= 0)
620 m_spawnedByDefault = true;
621 m_respawnDelayTime = data->spawntimesecs;
622 m_respawnTime = sObjectMgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId());
624 // ready to respawn
625 if(m_respawnTime && m_respawnTime <= time(NULL))
627 m_respawnTime = 0;
628 sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
631 else
633 m_spawnedByDefault = false;
634 m_respawnDelayTime = -data->spawntimesecs;
635 m_respawnTime = 0;
639 return true;
642 void GameObject::DeleteFromDB()
644 sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
645 sObjectMgr.DeleteGOData(m_DBTableGuid);
646 WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
647 WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid);
648 WorldDatabase.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", m_DBTableGuid);
651 GameObjectInfo const *GameObject::GetGOInfo() const
653 return m_goInfo;
656 /*********************************************************/
657 /*** QUEST SYSTEM ***/
658 /*********************************************************/
659 bool GameObject::hasQuest(uint32 quest_id) const
661 QuestRelations const& qr = sObjectMgr.mGOQuestRelations;
662 for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
664 if(itr->second==quest_id)
665 return true;
667 return false;
670 bool GameObject::hasInvolvedQuest(uint32 quest_id) const
672 QuestRelations const& qr = sObjectMgr.mGOQuestInvolvedRelations;
673 for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr)
675 if(itr->second==quest_id)
676 return true;
678 return false;
681 bool GameObject::IsTransport() const
683 // If something is marked as a transport, don't transmit an out of range packet for it.
684 GameObjectInfo const * gInfo = GetGOInfo();
685 if(!gInfo) return false;
686 return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT;
689 Unit* GameObject::GetOwner() const
691 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
694 void GameObject::SaveRespawnTime()
696 if(m_respawnTime > time(NULL) && m_spawnedByDefault)
697 sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
700 bool GameObject::isVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const
702 // Not in world
703 if(!IsInWorld() || !u->IsInWorld())
704 return false;
706 // invisible at client always
707 if(!GetGOInfo()->displayId)
708 return false;
710 // Transport always visible at this step implementation
711 if(IsTransport() && IsInMap(u))
712 return true;
714 // quick check visibility false cases for non-GM-mode
715 if(!u->isGameMaster())
717 // despawned and then not visible for non-GM in GM-mode
718 if(!isSpawned())
719 return false;
721 // special invisibility cases
722 /* TODO: implement trap stealth, take look at spell 2836
723 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
725 if(check stuff here)
726 return false;
730 // check distance
731 return IsWithinDistInMap(viewPoint,World::GetMaxVisibleDistanceForObject() +
732 (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
735 void GameObject::Respawn()
737 if(m_spawnedByDefault && m_respawnTime > 0)
739 m_respawnTime = time(NULL);
740 sObjectMgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
744 bool GameObject::ActivateToQuest( Player *pTarget)const
746 if(!sObjectMgr.IsGameObjectForQuests(GetEntry()))
747 return false;
749 switch(GetGoType())
751 // scan GO chest with loot including quest items
752 case GAMEOBJECT_TYPE_CHEST:
754 if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
756 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
757 if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
758 if (BattleGround *bg = pTarget->GetBattleGround())
759 if (bg->GetTypeID() == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam())))
760 return false;
761 return true;
763 break;
765 case GAMEOBJECT_TYPE_GOOBER:
767 if(pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
768 return true;
769 break;
771 default:
772 break;
775 return false;
778 void GameObject::SummonLinkedTrapIfAny()
780 uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry();
781 if (!linkedEntry)
782 return;
784 GameObject* linkedGO = new GameObject;
785 if (!linkedGO->Create(sObjectMgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT), linkedEntry, GetMap(),
786 GetPhaseMask(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), 0.0f, 0.0f, 0.0f, 0.0f, 100, GO_STATE_READY))
788 delete linkedGO;
789 linkedGO = NULL;
790 return;
793 linkedGO->SetRespawnTime(GetRespawnDelay());
794 linkedGO->SetSpellId(GetSpellId());
796 if (GetOwnerGUID())
798 linkedGO->SetOwnerGUID(GetOwnerGUID());
799 linkedGO->SetUInt32Value(GAMEOBJECT_LEVEL, GetUInt32Value(GAMEOBJECT_LEVEL));
802 GetMap()->Add(linkedGO);
805 void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
807 GameObjectInfo const* trapInfo = sGOStorage.LookupEntry<GameObjectInfo>(trapEntry);
808 if(!trapInfo || trapInfo->type!=GAMEOBJECT_TYPE_TRAP)
809 return;
811 SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId);
812 if(!trapSpell) // checked at load already
813 return;
815 float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex));
817 // search nearest linked GO
818 GameObject* trapGO = NULL;
820 // using original GO distance
821 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
822 Cell cell(p);
823 cell.data.Part.reserved = ALL_DISTRICT;
825 MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
826 MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
828 TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
829 cell.Visit(p, object_checker, *GetMap(), *target, range);
832 // found correct GO
833 // FIXME: when GO casting will be implemented trap must cast spell to target
834 if(trapGO)
835 target->CastSpell(target, trapSpell, true, NULL, NULL, GetGUID());
838 GameObject* GameObject::LookupFishingHoleAround(float range)
840 GameObject* ok = NULL;
842 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
843 Cell cell(p);
844 cell.data.Part.reserved = ALL_DISTRICT;
845 MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
846 MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(this, ok, u_check);
848 TypeContainerVisitor<MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
849 cell.Visit(p, grid_object_checker, *GetMap(), *this, range);
851 return ok;
854 void GameObject::ResetDoorOrButton()
856 if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
857 return;
859 SwitchDoorOrButton(false);
860 SetLootState(GO_JUST_DEACTIVATED);
861 m_cooldownTime = 0;
864 void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
866 if(m_lootState != GO_READY)
867 return;
869 if(!time_to_restore)
870 time_to_restore = GetGOInfo()->GetAutoCloseTime();
872 SwitchDoorOrButton(true,alternative);
873 SetLootState(GO_ACTIVATED);
875 m_cooldownTime = time(NULL) + time_to_restore;
878 void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
880 if(activate)
881 SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
882 else
883 RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
885 if(GetGoState() == GO_STATE_READY) //if closed -> open
886 SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
887 else //if open -> close
888 SetGoState(GO_STATE_READY);
891 void GameObject::Use(Unit* user)
893 // by default spell caster is user
894 Unit* spellCaster = user;
895 uint32 spellId = 0;
896 bool triggered = false;
898 if (user->GetTypeId() == TYPEID_PLAYER && Script->GOHello((Player*)user, this))
899 return;
901 switch(GetGoType())
903 case GAMEOBJECT_TYPE_DOOR: //0
905 //doors never really despawn, only reset to default state/flags
906 UseDoorOrButton();
908 // activate script
909 GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
910 return;
912 case GAMEOBJECT_TYPE_BUTTON: //1
914 //buttons never really despawn, only reset to default state/flags
915 UseDoorOrButton();
917 // activate script
918 GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
920 // triggering linked GO
921 if (uint32 trapEntry = GetGOInfo()->button.linkedTrapId)
922 TriggeringLinkedGameObject(trapEntry, user);
924 return;
926 case GAMEOBJECT_TYPE_QUESTGIVER: //2
928 if (user->GetTypeId() != TYPEID_PLAYER)
929 return;
931 Player* player = (Player*)user;
933 player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID);
934 player->SendPreparedGossip(this);
935 return;
937 case GAMEOBJECT_TYPE_CHEST:
939 if (user->GetTypeId() != TYPEID_PLAYER)
940 return;
942 // TODO: possible must be moved to loot release (in different from linked triggering)
943 if (GetGOInfo()->chest.eventId)
945 sLog.outDebug("Chest ScriptStart id %u for GO %u", GetGOInfo()->chest.eventId, GetDBTableGUIDLow());
946 GetMap()->ScriptsStart(sEventScripts, GetGOInfo()->chest.eventId, user, this);
949 // triggering linked GO
950 if (uint32 trapEntry = GetGOInfo()->chest.linkedTrapId)
951 TriggeringLinkedGameObject(trapEntry, user);
953 return;
955 case GAMEOBJECT_TYPE_CHAIR: //7 Sitting: Wooden bench, chairs
957 GameObjectInfo const* info = GetGOInfo();
958 if (!info)
959 return;
961 if (user->GetTypeId() != TYPEID_PLAYER)
962 return;
964 Player* player = (Player*)user;
966 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
968 // check if the db is sane
969 if (info->chair.slots > 0)
971 float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
973 float x_lowest = GetPositionX();
974 float y_lowest = GetPositionY();
976 // the object orientation + 1/2 pi
977 // every slot will be on that straight line
978 float orthogonalOrientation = GetOrientation()+M_PI_F*0.5f;
979 // find nearest slot
980 for(uint32 i=0; i<info->chair.slots; ++i)
982 // the distance between this slot and the center of the go - imagine a 1D space
983 float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);
985 float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
986 float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
988 // calculate the distance between the player and this slot
989 float thisDistance = player->GetDistance2d(x_i, y_i);
991 /* debug code. It will spawn a npc on each slot to visualize them.
992 Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
993 std::ostringstream output;
994 output << i << ": thisDist: " << thisDistance;
995 helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
998 if (thisDistance <= lowestDist)
1000 lowestDist = thisDistance;
1001 x_lowest = x_i;
1002 y_lowest = y_i;
1005 player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
1007 else
1009 // fallback, will always work
1010 player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
1012 player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
1013 return;
1015 case GAMEOBJECT_TYPE_SPELL_FOCUS:
1017 // triggering linked GO
1018 if (uint32 trapEntry = GetGOInfo()->spellFocus.linkedTrapId)
1019 TriggeringLinkedGameObject(trapEntry, user);
1021 // some may be activated in addition? Conditions for this? (ex: entry 181616)
1022 break;
1024 case GAMEOBJECT_TYPE_GOOBER: //10
1026 GameObjectInfo const* info = GetGOInfo();
1028 if(user->GetTypeId()==TYPEID_PLAYER)
1030 Player* player = (Player*)user;
1032 if (info->goober.pageId) // show page...
1034 WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8);
1035 data << GetGUID();
1036 player->GetSession()->SendPacket(&data);
1038 else if (info->goober.gossipID) // ...or gossip, if page does not exist
1040 player->PrepareGossipMenu(this, info->goober.gossipID);
1041 player->SendPreparedGossip(this);
1044 if (info->goober.eventId)
1046 sLog.outDebug("Goober ScriptStart id %u for GO entry %u (GUID %u).", info->goober.eventId, GetEntry(), GetDBTableGUIDLow());
1047 GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
1050 // possible quest objective for active quests
1051 if (info->goober.questId && sObjectMgr.GetQuestTemplate(info->goober.questId))
1053 //Quest require to be active for GO using
1054 if (player->GetQuestStatus(info->goober.questId) != QUEST_STATUS_INCOMPLETE)
1055 break;
1058 player->CastedCreatureOrGO(info->id, GetGUID(), 0);
1061 if (uint32 trapEntry = info->goober.linkedTrapId)
1062 TriggeringLinkedGameObject(trapEntry, user);
1064 SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
1065 SetLootState(GO_ACTIVATED);
1067 uint32 time_to_restore = info->GetAutoCloseTime();
1069 // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
1070 if (time_to_restore && info->goober.customAnim)
1071 SendGameObjectCustomAnim(GetGUID());
1072 else
1073 SetGoState(GO_STATE_ACTIVE);
1075 m_cooldownTime = time(NULL) + time_to_restore;
1077 // cast this spell later if provided
1078 spellId = info->goober.spellId;
1080 // database may contain a dummy spell, so it need replacement by actually existing
1081 switch(spellId)
1083 case 34448: spellId = 26566; break;
1084 case 34452: spellId = 26572; break;
1085 case 37639: spellId = 36326; break;
1086 case 45367: spellId = 45371; break;
1087 case 45370: spellId = 45368; break;
1090 break;
1092 case GAMEOBJECT_TYPE_CAMERA: //13
1094 GameObjectInfo const* info = GetGOInfo();
1095 if(!info)
1096 return;
1098 if (user->GetTypeId() != TYPEID_PLAYER)
1099 return;
1101 Player* player = (Player*)user;
1103 if (info->camera.cinematicId)
1104 player->SendCinematicStart(info->camera.cinematicId);
1106 if (info->camera.eventID)
1107 GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
1109 return;
1111 case GAMEOBJECT_TYPE_FISHINGNODE: //17 fishing bobber
1113 if (user->GetTypeId() != TYPEID_PLAYER)
1114 return;
1116 Player* player = (Player*)user;
1118 if (player->GetGUID() != GetOwnerGUID())
1119 return;
1121 switch(getLootState())
1123 case GO_READY: // ready for loot
1125 // 1) skill must be >= base_zone_skill
1126 // 2) if skill == base_zone_skill => 5% chance
1127 // 3) chance is linear dependence from (base_zone_skill-skill)
1129 uint32 zone, subzone;
1130 GetZoneAndAreaId(zone,subzone);
1132 int32 zone_skill = sObjectMgr.GetFishingBaseSkillLevel(subzone);
1133 if (!zone_skill)
1134 zone_skill = sObjectMgr.GetFishingBaseSkillLevel(zone);
1136 //provide error, no fishable zone or area should be 0
1137 if (!zone_skill)
1138 sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);
1140 int32 skill = player->GetSkillValue(SKILL_FISHING);
1141 int32 chance = skill - zone_skill + 5;
1142 int32 roll = irand(1,100);
1144 DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
1146 if (skill >= zone_skill && chance >= roll)
1148 // prevent removing GO at spell cancel
1149 player->RemoveGameObject(this,false);
1150 SetOwnerGUID(player->GetGUID());
1152 //fish catched
1153 player->UpdateFishingSkill();
1155 //TODO: find reasonable value for fishing hole search
1156 GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE);
1157 if (ok)
1159 player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
1160 player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, ok->GetGOInfo()->id);
1161 SetLootState(GO_JUST_DEACTIVATED);
1163 else
1164 player->SendLoot(GetGUID(),LOOT_FISHING);
1166 else
1168 // fish escaped, can be deleted now
1169 SetLootState(GO_JUST_DEACTIVATED);
1171 WorldPacket data(SMSG_FISH_ESCAPED, 0);
1172 player->GetSession()->SendPacket(&data);
1174 break;
1176 case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
1177 break;
1178 default:
1180 SetLootState(GO_JUST_DEACTIVATED);
1182 WorldPacket data(SMSG_FISH_NOT_HOOKED, 0);
1183 player->GetSession()->SendPacket(&data);
1184 break;
1188 player->FinishSpell(CURRENT_CHANNELED_SPELL);
1189 return;
1191 case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18
1193 if (user->GetTypeId() != TYPEID_PLAYER)
1194 return;
1196 Player* player = (Player*)user;
1198 Unit* caster = GetOwner();
1200 GameObjectInfo const* info = GetGOInfo();
1202 if (!caster || caster->GetTypeId()!=TYPEID_PLAYER)
1203 return;
1205 // accept only use by player from same group for caster except caster itself
1206 if (((Player*)caster) == player || !((Player*)caster)->IsInSameRaidWith(player))
1207 return;
1209 AddUniqueUse(player);
1211 // full amount unique participants including original summoner
1212 if (GetUniqueUseCount() < info->summoningRitual.reqParticipants)
1213 return;
1215 // in case summoning ritual caster is GO creator
1216 spellCaster = caster;
1218 if (!caster->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
1219 return;
1221 spellId = info->summoningRitual.spellId;
1222 if (spellId == 62330) // GO store not existed spell, replace by expected
1224 // spell have reagent and mana cost but it not expected use its
1225 // it triggered spell in fact casted at currently channeled GO
1226 spellId = 61993;
1227 triggered = true;
1230 // finish spell
1231 player->FinishSpell(CURRENT_CHANNELED_SPELL);
1233 // can be deleted now
1234 SetLootState(GO_JUST_DEACTIVATED);
1236 // go to end function to spell casting
1237 break;
1239 case GAMEOBJECT_TYPE_SPELLCASTER: //22
1241 SetUInt32Value(GAMEOBJECT_FLAGS,2);
1243 GameObjectInfo const* info = GetGOInfo();
1244 if (!info)
1245 return;
1247 if (info->spellcaster.partyOnly)
1249 Unit* caster = GetOwner();
1250 if (!caster || caster->GetTypeId() != TYPEID_PLAYER)
1251 return;
1253 if (user->GetTypeId() != TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster))
1254 return;
1257 spellId = info->spellcaster.spellId;
1259 AddUse();
1260 break;
1262 case GAMEOBJECT_TYPE_MEETINGSTONE: //23
1264 GameObjectInfo const* info = GetGOInfo();
1266 if (user->GetTypeId() != TYPEID_PLAYER)
1267 return;
1269 Player* player = (Player*)user;
1271 Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection());
1273 // accept only use by player from same group for caster except caster itself
1274 if (!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player))
1275 return;
1277 //required lvl checks!
1278 uint8 level = player->getLevel();
1279 if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
1280 return;
1282 level = targetPlayer->getLevel();
1283 if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
1284 return;
1286 if (info->id == 194097)
1287 spellId = 61994; // Ritual of Summoning
1288 else
1289 spellId = 59782; // Summoning Stone Effect
1291 break;
1293 case GAMEOBJECT_TYPE_FLAGSTAND: // 24
1295 if (user->GetTypeId() != TYPEID_PLAYER)
1296 return;
1298 Player* player = (Player*)user;
1300 if (player->CanUseBattleGroundObject())
1302 // in battleground check
1303 BattleGround *bg = player->GetBattleGround();
1304 if (!bg)
1305 return;
1306 // BG flag click
1307 // AB:
1308 // 15001
1309 // 15002
1310 // 15003
1311 // 15004
1312 // 15005
1313 bg->EventPlayerClickedOnFlag(player, this);
1314 return; //we don;t need to delete flag ... it is despawned!
1316 break;
1318 case GAMEOBJECT_TYPE_FLAGDROP: // 26
1320 if (user->GetTypeId() != TYPEID_PLAYER)
1321 return;
1323 Player* player = (Player*)user;
1325 if (player->CanUseBattleGroundObject())
1327 // in battleground check
1328 BattleGround *bg = player->GetBattleGround();
1329 if (!bg)
1330 return;
1331 // BG flag dropped
1332 // WS:
1333 // 179785 - Silverwing Flag
1334 // 179786 - Warsong Flag
1335 // EotS:
1336 // 184142 - Netherstorm Flag
1337 GameObjectInfo const* info = GetGOInfo();
1338 if (info)
1340 switch(info->id)
1342 case 179785: // Silverwing Flag
1343 // check if it's correct bg
1344 if(bg->GetTypeID() == BATTLEGROUND_WS)
1345 bg->EventPlayerClickedOnFlag(player, this);
1346 break;
1347 case 179786: // Warsong Flag
1348 if(bg->GetTypeID() == BATTLEGROUND_WS)
1349 bg->EventPlayerClickedOnFlag(player, this);
1350 break;
1351 case 184142: // Netherstorm Flag
1352 if(bg->GetTypeID() == BATTLEGROUND_EY)
1353 bg->EventPlayerClickedOnFlag(player, this);
1354 break;
1357 //this cause to call return, all flags must be deleted here!!
1358 spellId = 0;
1359 Delete();
1361 break;
1363 case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
1365 GameObjectInfo const* info = GetGOInfo();
1366 if (!info)
1367 return;
1369 if (user->GetTypeId() != TYPEID_PLAYER)
1370 return;
1372 Player* player = (Player*)user;
1374 // fallback, will always work
1375 player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
1377 WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
1378 player->GetSession()->SendPacket(&data);
1380 player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
1381 return;
1383 default:
1384 sLog.outError("GameObject::Use unhandled GameObject type %u (entry %u).", GetGoType(), GetEntry());
1385 break;
1388 if (!spellId)
1389 return;
1391 SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId );
1392 if (!spellInfo)
1394 sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
1395 return;
1398 Spell *spell = new Spell(spellCaster, spellInfo, triggered,GetGUID());
1400 // spell target is user of GO
1401 SpellCastTargets targets;
1402 targets.setUnitTarget( user );
1404 spell->prepare(&targets);
1407 // overwrite WorldObject function for proper name localization
1408 const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
1410 if (loc_idx >= 0)
1412 GameObjectLocale const *cl = sObjectMgr.GetGameObjectLocale(GetEntry());
1413 if (cl)
1415 if (cl->Name.size() > (size_t)loc_idx && !cl->Name[loc_idx].empty())
1416 return cl->Name[loc_idx].c_str();
1420 return GetName();
1423 void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
1425 static double const atan_pow = atan(pow(2.0f, -20.0f));
1427 double f_rot1 = sin(GetOrientation() / 2.0f);
1428 double f_rot2 = cos(GetOrientation() / 2.0f);
1430 int64 i_rot1 = int64(f_rot1 / atan_pow *(f_rot2 >= 0 ? 1.0f : -1.0f));
1431 int64 rotation = (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
1433 //float f_rot2 = sin(0.0f / 2.0f);
1434 //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
1435 //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
1437 //float f_rot3 = sin(0.0f / 2.0f);
1438 //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
1439 //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
1441 m_rotation = rotation;
1443 if(rotation2==0.0f && rotation3==0.0f)
1445 rotation2 = (float)f_rot1;
1446 rotation3 = (float)f_rot2;
1449 SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
1450 SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
1453 bool GameObject::IsHostileTo(Unit const* unit) const
1455 // always non-hostile to GM in GM mode
1456 if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
1457 return false;
1459 // test owner instead if have
1460 if (Unit const* owner = GetOwner())
1461 return owner->IsHostileTo(unit);
1463 if (Unit const* targetOwner = unit->GetCharmerOrOwner())
1464 return IsHostileTo(targetOwner);
1466 // for not set faction case (wild object) use hostile case
1467 if(!GetGOInfo()->faction)
1468 return true;
1470 // faction base cases
1471 FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
1472 FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
1473 if(!tester_faction || !target_faction)
1474 return false;
1476 // GvP forced reaction and reputation case
1477 if(unit->GetTypeId()==TYPEID_PLAYER)
1479 // forced reaction
1480 if(tester_faction->faction)
1482 if(ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
1483 return *force <= REP_HOSTILE;
1485 // apply reputation state
1486 FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
1487 if(raw_tester_faction && raw_tester_faction->reputationListID >=0 )
1488 return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
1492 // common faction based case (GvC,GvP)
1493 return tester_faction->IsHostileTo(*target_faction);
1496 bool GameObject::IsFriendlyTo(Unit const* unit) const
1498 // always friendly to GM in GM mode
1499 if(unit->GetTypeId()==TYPEID_PLAYER && ((Player const*)unit)->isGameMaster())
1500 return true;
1502 // test owner instead if have
1503 if (Unit const* owner = GetOwner())
1504 return owner->IsFriendlyTo(unit);
1506 if (Unit const* targetOwner = unit->GetCharmerOrOwner())
1507 return IsFriendlyTo(targetOwner);
1509 // for not set faction case (wild object) use hostile case
1510 if(!GetGOInfo()->faction)
1511 return false;
1513 // faction base cases
1514 FactionTemplateEntry const*tester_faction = sFactionTemplateStore.LookupEntry(GetGOInfo()->faction);
1515 FactionTemplateEntry const*target_faction = unit->getFactionTemplateEntry();
1516 if(!tester_faction || !target_faction)
1517 return false;
1519 // GvP forced reaction and reputation case
1520 if(unit->GetTypeId()==TYPEID_PLAYER)
1522 // forced reaction
1523 if(tester_faction->faction)
1525 if(ReputationRank const* force =((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
1526 return *force >= REP_FRIENDLY;
1528 // apply reputation state
1529 if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
1530 if(raw_tester_faction->reputationListID >=0 )
1531 return ((Player const*)unit)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
1535 // common faction based case (GvC,GvP)
1536 return tester_faction->IsFriendlyTo(*target_faction);