2 * Copyright (C) 2005-2009 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 #ifndef MANGOSSERVER_GAMEOBJECT_H
20 #define MANGOSSERVER_GAMEOBJECT_H
23 #include "SharedDefines.h"
26 #include "Database/DatabaseEnv.h"
28 // GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
29 #if defined( __GNUC__ )
35 // from `gameobject_template`
47 union // different GO types have different data field
49 //0 GAMEOBJECT_TYPE_DOOR
52 uint32 startOpen
; //0 used client side to determine GO_ACTIVATED means open/closed
53 uint32 lockId
; //1 -> Lock.dbc
54 uint32 autoCloseTime
; //2 secs till autoclose = autoCloseTime / 0x10000
55 uint32 noDamageImmune
; //3 break opening whenever you recieve damage?
56 uint32 openTextID
; //4 can be used to replace castBarCaption?
57 uint32 closeTextID
; //5
59 //1 GAMEOBJECT_TYPE_BUTTON
63 uint32 lockId
; //1 -> Lock.dbc
64 uint32 autoCloseTime
; //2 secs till autoclose = autoCloseTime / 0x10000
65 uint32 linkedTrap
; //3
66 uint32 noDamageImmune
; //4 isBattlegroundObject
68 uint32 openTextID
; //6 can be used to replace castBarCaption?
69 uint32 closeTextID
; //7
72 //2 GAMEOBJECT_TYPE_QUESTGIVER
75 uint32 lockId
; //0 -> Lock.dbc
77 uint32 pageMaterial
; //2
79 uint32 customAnim
; //4
80 uint32 noDamageImmune
; //5
81 uint32 openTextID
; //6 can be used to replace castBarCaption?
83 uint32 allowMounted
; //8
86 //3 GAMEOBJECT_TYPE_CHEST
89 uint32 lockId
; //0 -> Lock.dbc
91 uint32 chestRestockTime
; //2
92 uint32 consumable
; //3
93 uint32 minSuccessOpens
; //4
94 uint32 maxSuccessOpens
; //5
95 uint32 eventId
; //6 lootedEvent
96 uint32 linkedTrapId
; //7
97 uint32 questId
; //8 not used currently but store quest required for GO activation for player
100 uint32 leaveLoot
; //11
101 uint32 notInCombat
; //12
103 uint32 openTextID
; //14 can be used to replace castBarCaption?
104 uint32 groupLootRules
; //15
106 //5 GAMEOBJECT_TYPE_GENERIC
109 uint32 floatingTooltip
; //0
110 uint32 highlight
; //1
111 uint32 serverOnly
; //2
113 uint32 floatOnWater
; //4
116 //6 GAMEOBJECT_TYPE_TRAP
119 uint32 lockId
; //0 -> Lock.dbc
121 uint32 radius
; //2 radius for trap activation
123 uint32 charges
; //4 need respawn (if > 0)
124 uint32 cooldown
; //5 time in secs
125 uint32 autoCloseTime
; //6
126 uint32 startDelay
; //7
127 uint32 serverOnly
; //8
128 uint32 stealthed
; //9
130 uint32 stealthAffected
; //11
131 uint32 openTextID
; //12 can be used to replace castBarCaption?
132 uint32 closeTextID
; //13
134 //7 GAMEOBJECT_TYPE_CHAIR
139 uint32 onlyCreatorUse
; //2
141 //8 GAMEOBJECT_TYPE_SPELL_FOCUS
146 uint32 linkedTrapId
; //2
147 uint32 serverOnly
; //3
151 //9 GAMEOBJECT_TYPE_TEXT
156 uint32 pageMaterial
; //2
157 uint32 allowMounted
; //3
159 //10 GAMEOBJECT_TYPE_GOOBER
162 uint32 lockId
; //0 -> Lock.dbc
165 uint32 autoCloseTime
; //3
166 uint32 customAnim
; //4
167 uint32 consumable
; //5
171 uint32 pageMaterial
; //9
173 uint32 noDamageImmune
; //11
174 uint32 linkedTrapId
; //12
176 uint32 openTextID
; //14 can be used to replace castBarCaption?
177 uint32 closeTextID
; //15
178 uint32 losOK
; //16 isBattlegroundObject
179 uint32 allowMounted
; //17
181 //11 GAMEOBJECT_TYPE_TRANSPORT
185 uint32 startOpen
; //1
186 uint32 autoCloseTime
; //2 secs till autoclose = autoCloseTime / 0x10000
188 //12 GAMEOBJECT_TYPE_AREADAMAGE
193 uint32 damageMin
; //2
194 uint32 damageMax
; //3
195 uint32 damageSchool
; //4
196 uint32 autoCloseTime
; //5 secs till autoclose = autoCloseTime / 0x10000
197 uint32 openTextID
; //6
198 uint32 closeTextID
; //7
200 //13 GAMEOBJECT_TYPE_CAMERA
203 uint32 lockId
; //0 -> Lock.dbc
204 uint32 cinematicId
; //1
206 uint32 openTextID
; //3 can be used to replace castBarCaption?
208 //15 GAMEOBJECT_TYPE_MO_TRANSPORT
211 uint32 taxiPathId
; //0
212 uint32 moveSpeed
; //1
213 uint32 accelRate
; //2
214 uint32 startEventID
; //3
215 uint32 stopEventID
; //4
216 uint32 transportPhysics
; //5
219 //17 GAMEOBJECT_TYPE_FISHINGNODE
225 //18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
228 uint32 reqParticipants
; //0
230 uint32 animSpell
; //2
231 uint32 ritualPersistent
; //3
232 uint32 casterTargetSpell
; //4
233 uint32 casterTargetSpellTargets
; //5
234 uint32 castersGrouped
; //6
235 uint32 ritualNoTargetCheck
; //7
237 //20 GAMEOBJECT_TYPE_AUCTIONHOUSE
240 uint32 actionHouseID
; //0
242 //21 GAMEOBJECT_TYPE_GUARDPOST
245 uint32 creatureID
; //0
248 //22 GAMEOBJECT_TYPE_SPELLCASTER
253 uint32 partyOnly
; //2
255 //23 GAMEOBJECT_TYPE_MEETINGSTONE
262 //24 GAMEOBJECT_TYPE_FLAGSTAND
266 uint32 pickupSpell
; //1
268 uint32 returnAura
; //3
269 uint32 returnSpell
; //4
270 uint32 noDamageImmune
; //5
271 uint32 openTextID
; //6
274 //25 GAMEOBJECT_TYPE_FISHINGHOLE // not implemented yet
277 uint32 radius
; //0 how close bobber must land for sending loot
279 uint32 minSuccessOpens
; //2
280 uint32 maxSuccessOpens
; //3
281 uint32 lockId
; //4 -> Lock.dbc; possibly 1628 for all?
283 //26 GAMEOBJECT_TYPE_FLAGDROP
288 uint32 pickupSpell
; //2
289 uint32 noDamageImmune
; //3
290 uint32 openTextID
; //4
292 //27 GAMEOBJECT_TYPE_MINI_GAME
297 //29 GAMEOBJECT_TYPE_CAPTURE_POINT
302 uint32 worldState1
; //2
303 uint32 worldstate2
; //3
304 uint32 winEventID1
; //4
305 uint32 winEventID2
; //5
306 uint32 contestedEventID1
; //6
307 uint32 contestedEventID2
; //7
308 uint32 progressEventID1
; //8
309 uint32 progressEventID2
; //9
310 uint32 neutralEventID1
; //10
311 uint32 neutralEventID2
; //11
312 uint32 neutralPercent
; //12
313 uint32 worldstate3
; //13
314 uint32 minSuperiority
; //14
315 uint32 maxSuperiority
; //15
319 uint32 highlight
; //19
321 //30 GAMEOBJECT_TYPE_AURA_GENERATOR
324 uint32 startOpen
; //0
327 uint32 conditionID1
; //3
329 uint32 conditionID2
; //5
330 uint32 serverOnly
; //6
332 //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
336 uint32 difficulty
; //1
338 //32 GAMEOBJECT_TYPE_BARBER_CHAIR
341 uint32 chairheight
; //0
342 uint32 heightOffset
; //1
344 //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
347 uint32 dmgPctState1
; //0
348 uint32 dmgPctState2
; //1
349 uint32 state1Name
; //2
350 uint32 state2Name
; //3
351 } destructibleBuilding
;
352 //34 GAMEOBJECT_TYPE_TRAPDOOR
355 uint32 whenToPause
; // 0
356 uint32 startOpen
; // 1
357 uint32 autoClose
; // 2
360 // not use for specific field access (only for output with loop by all filed), also this determinate max union size
361 struct // GAMEOBJECT_TYPE_SPELLCASTER
369 struct GameObjectLocale
371 std::vector
<std::string
> Name
;
372 std::vector
<std::string
> CastBarCaption
;
376 struct GameObjectData
378 uint32 id
; // entry in gamobject_template
395 // GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
396 #if defined( __GNUC__ )
402 // For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
403 // For bobber: GO_NOT_READY ->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
404 // For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
405 // For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
409 GO_READY
, // can be ready but despawned, and then not possible activate until spawn
416 // 5 sec for bobber catch
417 #define FISHING_BOBBER_READY_TIME 5
419 class MANGOS_DLL_SPEC GameObject
: public WorldObject
422 explicit GameObject();
426 void RemoveFromWorld();
428 bool 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
, uint32 go_state
);
429 void Update(uint32 p_time
);
430 static GameObject
* GetGameObject(WorldObject
& object
, uint64 guid
);
431 GameObjectInfo
const* GetGOInfo() const;
433 bool IsTransport() const;
435 void SetOwnerGUID(uint64 owner
)
437 m_spawnedByDefault
= false; // all object with owner is despawned after delay
438 SetUInt64Value(OBJECT_FIELD_CREATED_BY
, owner
);
440 uint64
GetOwnerGUID() const { return GetUInt64Value(OBJECT_FIELD_CREATED_BY
); }
441 Unit
* GetOwner() const;
443 uint32
GetDBTableGUIDLow() const { return m_DBTableGuid
; }
445 void UpdateRotationFields(float rotation2
= 0.0f
, float rotation3
= 0.0f
);
447 void Say(int32 textId
, uint32 language
, uint64 TargetGuid
) { MonsterSay(textId
,language
,TargetGuid
); }
448 void Yell(int32 textId
, uint32 language
, uint64 TargetGuid
) { MonsterYell(textId
,language
,TargetGuid
); }
449 void TextEmote(int32 textId
, uint64 TargetGuid
) { MonsterTextEmote(textId
,TargetGuid
); }
450 void Whisper(int32 textId
, uint64 receiver
) { MonsterWhisper(textId
,receiver
); }
452 // overwrite WorldObject function for proper name localization
453 const char* GetNameForLocaleIdx(int32 locale_idx
) const;
456 void SaveToDB(uint32 mapid
, uint8 spawnMask
, uint32 phaseMask
);
457 bool LoadFromDB(uint32 guid
, Map
*map
);
459 void SetLootState(LootState s
) { m_lootState
= s
; }
460 static uint32
GetLootId(GameObjectInfo
const* info
);
461 uint32
GetLootId() const { return GetLootId(GetGOInfo()); }
462 uint32
GetLockId() const
466 case GAMEOBJECT_TYPE_DOOR
: return GetGOInfo()->door
.lockId
;
467 case GAMEOBJECT_TYPE_BUTTON
: return GetGOInfo()->button
.lockId
;
468 case GAMEOBJECT_TYPE_QUESTGIVER
: return GetGOInfo()->questgiver
.lockId
;
469 case GAMEOBJECT_TYPE_CHEST
: return GetGOInfo()->chest
.lockId
;
470 case GAMEOBJECT_TYPE_TRAP
: return GetGOInfo()->trap
.lockId
;
471 case GAMEOBJECT_TYPE_GOOBER
: return GetGOInfo()->goober
.lockId
;
472 case GAMEOBJECT_TYPE_AREADAMAGE
: return GetGOInfo()->areadamage
.lockId
;
473 case GAMEOBJECT_TYPE_CAMERA
: return GetGOInfo()->camera
.lockId
;
474 case GAMEOBJECT_TYPE_FLAGSTAND
: return GetGOInfo()->flagstand
.lockId
;
475 case GAMEOBJECT_TYPE_FISHINGHOLE
:return GetGOInfo()->fishinghole
.lockId
;
476 case GAMEOBJECT_TYPE_FLAGDROP
: return GetGOInfo()->flagdrop
.lockId
;
481 time_t GetRespawnTime() const { return m_respawnTime
; }
482 time_t GetRespawnTimeEx() const
484 time_t now
= time(NULL
);
485 if(m_respawnTime
> now
)
486 return m_respawnTime
;
491 void SetRespawnTime(int32 respawn
)
493 m_respawnTime
= respawn
> 0 ? time(NULL
) + respawn
: 0;
494 m_respawnDelayTime
= respawn
> 0 ? respawn
: 0;
497 bool isSpawned() const
499 return m_respawnDelayTime
== 0 ||
500 (m_respawnTime
> 0 && !m_spawnedByDefault
) ||
501 (m_respawnTime
== 0 && m_spawnedByDefault
);
503 bool isSpawnedByDefault() const { return m_spawnedByDefault
; }
504 uint32
GetRespawnDelay() const { return m_respawnDelayTime
; }
507 void SetSpellId(uint32 id
) { m_spellId
= id
;}
508 uint32
GetSpellId() const { return m_spellId
;}
509 void getFishLoot(Loot
*loot
, Player
* loot_owner
);
510 GameobjectTypes
GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1
, 1)); }
511 void SetGoType(GameobjectTypes type
) { SetByteValue(GAMEOBJECT_BYTES_1
, 1, type
); }
512 uint8
GetGoState() const { return GetByteValue(GAMEOBJECT_BYTES_1
, 0); }
513 void SetGoState(uint8 state
) { SetByteValue(GAMEOBJECT_BYTES_1
, 0, state
); }
514 uint8
GetGoArtKit() const { return GetByteValue(GAMEOBJECT_BYTES_1
, 2); }
515 void SetGoArtKit(uint8 artkit
) { SetByteValue(GAMEOBJECT_BYTES_1
, 2, artkit
); }
516 uint8
GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1
, 3); }
517 void SetGoAnimProgress(uint8 animprogress
) { SetByteValue(GAMEOBJECT_BYTES_1
, 3, animprogress
); }
519 void Use(Unit
* user
);
521 LootState
getLootState() const { return m_lootState
; }
523 void AddToSkillupList(uint32 PlayerGuidLow
) { m_SkillupList
.push_back(PlayerGuidLow
); }
524 bool IsInSkillupList(uint32 PlayerGuidLow
) const
526 for (std::list
<uint32
>::const_iterator i
= m_SkillupList
.begin(); i
!= m_SkillupList
.end(); ++i
)
527 if (*i
== PlayerGuidLow
) return true;
530 void ClearSkillupList() { m_SkillupList
.clear(); }
532 void AddUniqueUse(Player
* player
);
533 void AddUse() { ++m_usetimes
; }
535 uint32
GetUseCount() const { return m_usetimes
; }
536 uint32
GetUniqueUseCount() const { return m_unique_users
.size(); }
538 void SaveRespawnTime();
542 bool hasQuest(uint32 quest_id
) const;
543 bool hasInvolvedQuest(uint32 quest_id
) const;
544 bool ActivateToQuest(Player
*pTarget
) const;
545 void UseDoorOrButton(uint32 time_to_restore
= 0); // 0 = use `gameobject`.`spawntimesecs`
547 uint32
GetLinkedGameObjectEntry() const
551 case GAMEOBJECT_TYPE_CHEST
: return GetGOInfo()->chest
.linkedTrapId
;
552 case GAMEOBJECT_TYPE_SPELL_FOCUS
: return GetGOInfo()->spellFocus
.linkedTrapId
;
553 case GAMEOBJECT_TYPE_GOOBER
: return GetGOInfo()->goober
.linkedTrapId
;
558 uint32
GetAutoCloseTime() const
560 uint32 autoCloseTime
= 0;
563 case GAMEOBJECT_TYPE_DOOR
: autoCloseTime
= GetGOInfo()->door
.autoCloseTime
; break;
564 case GAMEOBJECT_TYPE_BUTTON
: autoCloseTime
= GetGOInfo()->button
.autoCloseTime
; break;
565 case GAMEOBJECT_TYPE_TRAP
: autoCloseTime
= GetGOInfo()->trap
.autoCloseTime
; break;
566 case GAMEOBJECT_TYPE_GOOBER
: autoCloseTime
= GetGOInfo()->goober
.autoCloseTime
; break;
567 case GAMEOBJECT_TYPE_TRANSPORT
: autoCloseTime
= GetGOInfo()->transport
.autoCloseTime
; break;
568 case GAMEOBJECT_TYPE_AREADAMAGE
: autoCloseTime
= GetGOInfo()->areadamage
.autoCloseTime
; break;
571 return autoCloseTime
/ 0x10000;
574 void TriggeringLinkedGameObject( uint32 trapEntry
, Unit
* target
);
576 bool isVisibleForInState(Player
const* u
, bool inVisibleList
) const;
578 GameObject
* LookupFishingHoleAround(float range
);
580 GridReference
<GameObject
> &GetGridRef() { return m_gridRef
; }
582 bool isActiveObject() const { return false; }
584 uint32 m_charges
; // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
586 time_t m_respawnTime
; // (secs) time of next respawn (or despawn if GO have owner()),
587 uint32 m_respawnDelayTime
; // (secs) if 0 then current GO state no dependent from timer
588 LootState m_lootState
;
589 bool m_spawnedByDefault
;
590 time_t m_cooldownTime
; // used as internal reaction delay time store (not state change reaction).
591 // For traps this: spell casting cooldown, for doors/buttons: reset time.
592 std::list
<uint32
> m_SkillupList
;
594 std::set
<uint32
> m_unique_users
;
597 uint32 m_DBTableGuid
; ///< For new or temporary gameobjects is 0 for saved it is lowguid
598 GameObjectInfo
const* m_goInfo
;
600 void SwitchDoorOrButton(bool activate
);
602 GridReference
<GameObject
> m_gridRef
;