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
21 #include "GameObject.h"
22 #include "ObjectMgr.h"
25 #include "UpdateMask.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
30 #include "Database/DatabaseEnv.h"
31 #include "MapManager.h"
33 #include "GridNotifiers.h"
34 #include "GridNotifiersImpl.h"
36 #include "InstanceData.h"
37 #include "BattleGround.h"
40 GameObject::GameObject() : WorldObject()
42 m_objectType
|= TYPEMASK_GAMEOBJECT
;
43 m_objectTypeId
= TYPEID_GAMEOBJECT
;
45 m_updateFlag
= (UPDATEFLAG_LOWGUID
| UPDATEFLAG_HIGHGUID
| UPDATEFLAG_HAS_POSITION
);
47 m_valuesCount
= GAMEOBJECT_END
;
49 m_respawnDelayTime
= 25;
50 m_lootState
= GO_NOT_READY
;
51 m_spawnedByDefault
= true;
61 GameObject::~GameObject()
63 if(m_uint32Values
) // field array can be not exist if GameOBject not loaded
65 // crash possible at access to deleted GO in Unit::m_gameobj
66 uint64 owner_guid
= GetOwnerGUID();
69 Unit
* owner
= ObjectAccessor::GetUnit(*this,owner_guid
);
71 owner
->RemoveGameObject(this,false);
72 else if(!IS_PLAYER_GUID(owner_guid
))
73 sLog
.outError("Delete GameObject (GUID: %u Entry: %u ) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->id
,GUID_LOPART(owner_guid
));
78 void GameObject::AddToWorld()
80 ///- Register the gameobject for guid lookup
81 if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
85 void GameObject::RemoveFromWorld()
87 ///- Remove the gameobject from the accessor
88 if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
89 Object::RemoveFromWorld();
92 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
, uint32 go_state
)
95 SetMapId(map
->GetId());
96 SetInstanceId(map
->GetInstanceId());
97 SetPhaseMask(phaseMask
,false);
99 if(!IsPositionValid())
101 sLog
.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow
,name_id
,x
,y
);
105 GameObjectInfo
const* goinfo
= objmgr
.GetGameObjectInfo(name_id
);
108 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
);
112 Object::_Create(guidlow
, goinfo
->id
, HIGHGUID_GAMEOBJECT
);
116 if (goinfo
->type
>= MAX_GAMEOBJECT_TYPE
)
118 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
);
122 SetFloatValue(GAMEOBJECT_POS_X
, x
);
123 SetFloatValue(GAMEOBJECT_POS_Y
, y
);
124 SetFloatValue(GAMEOBJECT_POS_Z
, z
);
125 SetFloatValue(GAMEOBJECT_FACING
, ang
); //this is not facing angle
129 float f_rot1
= sin(ang
/ 2.0f
);
130 int64 i_rot1
= f_rot1
/ atan(pow(2.0f
, -20.0f
));
131 rotation
|= (i_rot1
<< 43 >> 43) & 0x00000000001FFFFF;
133 //float f_rot2 = sin(0.0f / 2.0f);
134 //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
135 //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
137 //float f_rot3 = sin(0.0f / 2.0f);
138 //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
139 //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
141 SetUInt64Value(GAMEOBJECT_ROTATION
, rotation
);
143 SetFloatValue(GAMEOBJECT_PARENTROTATION
+0, rotation0
);
144 SetFloatValue(GAMEOBJECT_PARENTROTATION
+1, rotation1
);
145 SetFloatValue(GAMEOBJECT_PARENTROTATION
+2, rotation2
);
146 SetFloatValue(GAMEOBJECT_PARENTROTATION
+3, rotation3
);
148 SetFloatValue(OBJECT_FIELD_SCALE_X
, goinfo
->size
);
150 SetUInt32Value(GAMEOBJECT_FACTION
, goinfo
->faction
);
151 SetUInt32Value(GAMEOBJECT_FLAGS
, goinfo
->flags
);
153 SetEntry(goinfo
->id
);
155 SetUInt32Value(GAMEOBJECT_DISPLAYID
, goinfo
->displayId
);
157 SetGoState(go_state
);
158 SetGoType(GameobjectTypes(goinfo
->type
));
160 SetGoAnimProgress(animprogress
);
162 // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
163 if (goinfo
->type
== GAMEOBJECT_TYPE_SPELLCASTER
)
164 m_charges
= goinfo
->spellcaster
.charges
;
166 //Notify the map's instance data.
167 //Only works if you create the object in it, not if it is moves to that map.
168 //Normally non-players do not teleport to other maps.
169 if(map
->IsDungeon() && ((InstanceMap
*)map
)->GetInstanceData())
171 ((InstanceMap
*)map
)->GetInstanceData()->OnObjectCreate(this);
177 void GameObject::Update(uint32
/*p_time*/)
179 if (IS_MO_TRANSPORT(GetGUID()))
181 //((Transport*)this)->Update(p_time);
191 case GAMEOBJECT_TYPE_TRAP
:
193 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
194 Unit
* owner
= GetOwner();
195 if (owner
&& ((Player
*)owner
)->isInCombat())
196 m_cooldownTime
= time(NULL
) + GetGOInfo()->trap
.startDelay
;
197 m_lootState
= GO_READY
;
200 case GAMEOBJECT_TYPE_FISHINGNODE
:
202 // fishing code (bobber ready)
203 if( time(NULL
) > m_respawnTime
- FISHING_BOBBER_READY_TIME
)
205 // splash bobber (bobber ready now)
206 Unit
* caster
= GetOwner();
207 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
210 SetUInt32Value(GAMEOBJECT_FLAGS
, GO_FLAG_NODESPAWN
);
214 BuildValuesUpdateBlockForPlayer(&udata
,((Player
*)caster
));
215 udata
.BuildPacket(&packet
);
216 ((Player
*)caster
)->GetSession()->SendPacket(&packet
);
218 WorldPacket
data(SMSG_GAMEOBJECT_CUSTOM_ANIM
,8+4);
221 ((Player
*)caster
)->SendMessageToSet(&data
,true);
224 m_lootState
= GO_READY
; // can be successfully open with some chance
229 m_lootState
= GO_READY
; // for other GOis same switched without delay to GO_READY
232 // NO BREAK for switch (m_lootState)
236 if (m_respawnTime
> 0) // timer on
238 if (m_respawnTime
<= time(NULL
)) // timer expired
241 m_SkillupList
.clear();
246 case GAMEOBJECT_TYPE_FISHINGNODE
: // can't fish now
248 Unit
* caster
= GetOwner();
249 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
251 if(caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
253 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
254 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish(false);
257 WorldPacket
data(SMSG_FISH_NOT_HOOKED
,0);
258 ((Player
*)caster
)->GetSession()->SendPacket(&data
);
261 m_lootState
= GO_JUST_DEACTIVATED
;
264 case GAMEOBJECT_TYPE_DOOR
:
265 case GAMEOBJECT_TYPE_BUTTON
:
266 //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)
268 SwitchDoorOrButton(false);
269 //flags in AB are type_button and we need to add them here so no break!
271 if(!m_spawnedByDefault
) // despawn timer
273 // can be despawned or destroyed
274 SetLootState(GO_JUST_DEACTIVATED
);
284 // traps can have time and can not have
285 GameObjectInfo
const* goInfo
= GetGOInfo();
286 if(goInfo
->type
== GAMEOBJECT_TYPE_TRAP
)
289 Unit
* owner
= GetOwner();
290 Unit
* ok
= NULL
; // pointer to appropriate target if found any
292 if(m_cooldownTime
>= time(NULL
))
295 bool IsBattleGroundTrap
= false;
296 //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
297 //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
298 float radius
= goInfo
->trap
.radius
;
301 if(goInfo
->trap
.cooldown
!= 3) // cast in other case (at some triggering/linked go/etc explicit call)
305 if(m_respawnTime
> 0)
308 radius
= goInfo
->trap
.cooldown
; // battlegrounds gameobjects has data2 == 0 && data5 == 3
309 IsBattleGroundTrap
= true;
313 bool NeedDespawn
= (goInfo
->trap
.charges
!= 0);
315 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
317 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
319 // Note: this hack with search required until GO casting not implemented
320 // search unfriendly creature
321 if(owner
&& NeedDespawn
) // hunter trap
323 MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
u_check(this, owner
, radius
);
324 MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
> checker(this,ok
, u_check
);
326 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
328 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, GridTypeMapContainer
> grid_object_checker(checker
);
329 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap());
331 // or unfriendly player/pet
334 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
335 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap());
338 else // environmental trap
340 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
342 // affect only players
344 MaNGOS::AnyPlayerInObjectRangeCheck
p_check(this, radius
);
345 MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
> checker(this,p_ok
, p_check
);
347 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
349 TypeContainerVisitor
<MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
350 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap());
356 Unit
*caster
= owner
? owner
: ok
;
358 caster
->CastSpell(ok
, goInfo
->trap
.spellId
, true, 0, 0, GetGUID());
359 m_cooldownTime
= time(NULL
) + 4; // 4 seconds
362 SetLootState(GO_JUST_DEACTIVATED
); // can be despawned or destroyed
364 if(IsBattleGroundTrap
&& ok
->GetTypeId() == TYPEID_PLAYER
)
366 //BattleGround gameobjects case
367 if(((Player
*)ok
)->InBattleGround())
368 if(BattleGround
*bg
= ((Player
*)ok
)->GetBattleGround())
369 bg
->HandleTriggerBuff(GetGUID());
374 if (m_charges
&& m_usetimes
>= m_charges
)
375 SetLootState(GO_JUST_DEACTIVATED
); // can be despawned or destroyed
383 case GAMEOBJECT_TYPE_DOOR
:
384 case GAMEOBJECT_TYPE_BUTTON
:
385 if(GetAutoCloseTime() && (m_cooldownTime
< time(NULL
)))
387 SwitchDoorOrButton(false);
388 SetLootState(GO_JUST_DEACTIVATED
);
394 case GO_JUST_DEACTIVATED
:
396 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
397 if (GetGoType() == GAMEOBJECT_TYPE_GOOBER
)
399 uint32 spellId
= GetGOInfo()->goober
.spellId
;
403 std::set
<uint32
>::iterator it
= m_unique_users
.begin();
404 std::set
<uint32
>::iterator end
= m_unique_users
.end();
405 for (; it
!= end
; it
++)
407 Unit
* owner
= Unit::GetUnit(*this, uint64(*it
));
408 if (owner
) owner
->CastSpell(owner
, spellId
, false, 0, 0, GetGUID());
411 m_unique_users
.clear();
414 //any return here in case battleground traps
424 //burning flags in some battlegrounds, if you find better condition, just add it
425 if (GetGoAnimProgress() > 0)
427 SendObjectDeSpawnAnim(GetGUID());
429 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
433 SetLootState(GO_READY
);
435 if(!m_respawnDelayTime
)
438 if(!m_spawnedByDefault
)
444 m_respawnTime
= time(NULL
) + m_respawnDelayTime
;
446 // if option not set then object will be saved at grid unload
447 if(sWorld
.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY
))
450 ObjectAccessor::UpdateObjectVisibility(this);
457 void GameObject::Refresh()
459 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
460 if(m_respawnTime
> 0 && m_spawnedByDefault
)
467 void GameObject::AddUniqueUse(Player
* player
)
470 m_unique_users
.insert(player
->GetGUIDLow());
473 void GameObject::Delete()
475 SendObjectDeSpawnAnim(GetGUID());
478 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
480 AddObjectToRemoveList();
483 void GameObject::getFishLoot(Loot
*fishloot
, Player
* loot_owner
)
487 uint32 subzone
= GetAreaId();
489 // if subzone loot exist use it
490 if(LootTemplates_Fishing
.HaveLootFor(subzone
))
491 fishloot
->FillLoot(subzone
, LootTemplates_Fishing
, loot_owner
,true);
492 // else use zone loot
494 fishloot
->FillLoot(GetZoneId(), LootTemplates_Fishing
, loot_owner
,true);
497 void GameObject::SaveToDB()
499 // this should only be used when the gameobject has already been loaded
500 // preferably after adding to map, because mapid may not be valid otherwise
501 GameObjectData
const *data
= objmgr
.GetGOData(m_DBTableGuid
);
504 sLog
.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
508 SaveToDB(GetMapId(), data
->spawnMask
, data
->phaseMask
);
511 void GameObject::SaveToDB(uint32 mapid
, uint8 spawnMask
, uint32 phaseMask
)
513 const GameObjectInfo
*goI
= GetGOInfo();
519 m_DBTableGuid
= GetGUIDLow();
520 // update in loaded data (changing data only in this place)
521 GameObjectData
& data
= objmgr
.NewGOData(m_DBTableGuid
);
523 // data->guid = guid don't must be update at save
524 data
.id
= GetEntry();
526 data
.phaseMask
= phaseMask
;
527 data
.posX
= GetFloatValue(GAMEOBJECT_POS_X
);
528 data
.posY
= GetFloatValue(GAMEOBJECT_POS_Y
);
529 data
.posZ
= GetFloatValue(GAMEOBJECT_POS_Z
);
530 data
.orientation
= GetFloatValue(GAMEOBJECT_FACING
);
531 data
.rotation0
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+0);
532 data
.rotation1
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+1);
533 data
.rotation2
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+2);
534 data
.rotation3
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+3);
535 data
.spawntimesecs
= m_spawnedByDefault
? m_respawnDelayTime
: -(int32
)m_respawnDelayTime
;
536 data
.animprogress
= GetGoAnimProgress();
537 data
.go_state
= GetGoState();
538 data
.spawnMask
= spawnMask
;
541 std::ostringstream ss
;
542 ss
<< "INSERT INTO gameobject VALUES ( "
543 << m_DBTableGuid
<< ", "
544 << GetEntry() << ", "
546 << (uint32
)spawnMask
<< ", "
547 << (uint32
)GetPhaseMask() << ","
548 << GetFloatValue(GAMEOBJECT_POS_X
) << ", "
549 << GetFloatValue(GAMEOBJECT_POS_Y
) << ", "
550 << GetFloatValue(GAMEOBJECT_POS_Z
) << ", "
551 << GetFloatValue(GAMEOBJECT_FACING
) << ", "
552 << GetFloatValue(GAMEOBJECT_PARENTROTATION
) << ", "
553 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+1) << ", "
554 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+2) << ", "
555 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+3) << ", "
556 << m_respawnDelayTime
<< ", "
557 << (uint32
)GetGoAnimProgress() << ", "
558 << (uint32
)GetGoState() << ")";
560 WorldDatabase
.BeginTransaction();
561 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
562 WorldDatabase
.PExecuteLog( ss
.str( ).c_str( ) );
563 WorldDatabase
.CommitTransaction();
566 bool GameObject::LoadFromDB(uint32 guid
, Map
*map
)
568 GameObjectData
const* data
= objmgr
.GetGOData(guid
);
572 sLog
.outErrorDb("ERROR: Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid
);
576 uint32 entry
= data
->id
;
577 //uint32 map_id = data->mapid; // already used before call
578 uint32 phaseMask
= data
->phaseMask
;
579 float x
= data
->posX
;
580 float y
= data
->posY
;
581 float z
= data
->posZ
;
582 float ang
= data
->orientation
;
584 float rotation0
= data
->rotation0
;
585 float rotation1
= data
->rotation1
;
586 float rotation2
= data
->rotation2
;
587 float rotation3
= data
->rotation3
;
589 uint32 animprogress
= data
->animprogress
;
590 uint32 go_state
= data
->go_state
;
592 m_DBTableGuid
= guid
;
593 if (map
->GetInstanceId() != 0) guid
= objmgr
.GenerateLowGuid(HIGHGUID_GAMEOBJECT
);
595 if (!Create(guid
,entry
, map
, phaseMask
, x
, y
, z
, ang
, rotation0
, rotation1
, rotation2
, rotation3
, animprogress
, go_state
) )
598 switch(GetGOInfo()->type
)
600 case GAMEOBJECT_TYPE_DOOR
:
601 case GAMEOBJECT_TYPE_BUTTON
:
602 /* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove
603 SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
604 m_spawnedByDefault = true;
605 m_respawnDelayTime = 0;
609 if(data
->spawntimesecs
>= 0)
611 m_spawnedByDefault
= true;
612 m_respawnDelayTime
= data
->spawntimesecs
;
613 m_respawnTime
= objmgr
.GetGORespawnTime(m_DBTableGuid
, map
->GetInstanceId());
616 if(m_respawnTime
&& m_respawnTime
<= time(NULL
))
619 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
624 m_spawnedByDefault
= false;
625 m_respawnDelayTime
= -data
->spawntimesecs
;
634 void GameObject::DeleteFromDB()
636 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
637 objmgr
.DeleteGOData(m_DBTableGuid
);
638 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
639 WorldDatabase
.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid
);
642 GameObject
* GameObject::GetGameObject(WorldObject
& object
, uint64 guid
)
644 return ObjectAccessor::GetGameObject(object
,guid
);
647 GameObjectInfo
const *GameObject::GetGOInfo() const
652 uint32
GameObject::GetLootId(GameObjectInfo
const* ginfo
)
659 case GAMEOBJECT_TYPE_CHEST
:
660 return ginfo
->chest
.lootId
;
661 case GAMEOBJECT_TYPE_FISHINGHOLE
:
662 return ginfo
->fishinghole
.lootId
;
663 case GAMEOBJECT_TYPE_FISHINGNODE
:
664 return ginfo
->fishnode
.lootId
;
670 /*********************************************************/
671 /*** QUEST SYSTEM ***/
672 /*********************************************************/
673 bool GameObject::hasQuest(uint32 quest_id
) const
675 QuestRelations
const& qr
= objmgr
.mGOQuestRelations
;
676 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
678 if(itr
->second
==quest_id
)
684 bool GameObject::hasInvolvedQuest(uint32 quest_id
) const
686 QuestRelations
const& qr
= objmgr
.mGOQuestInvolvedRelations
;
687 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
689 if(itr
->second
==quest_id
)
695 bool GameObject::IsTransport() const
697 // If something is marked as a transport, don't transmit an out of range packet for it.
698 GameObjectInfo
const * gInfo
= GetGOInfo();
699 if(!gInfo
) return false;
700 return gInfo
->type
== GAMEOBJECT_TYPE_TRANSPORT
|| gInfo
->type
== GAMEOBJECT_TYPE_MO_TRANSPORT
;
703 Unit
* GameObject::GetOwner() const
705 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
708 void GameObject::SaveRespawnTime()
710 if(m_respawnTime
> time(NULL
) && m_spawnedByDefault
)
711 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),m_respawnTime
);
714 bool GameObject::isVisibleForInState(Player
const* u
, bool inVisibleList
) const
717 if(!IsInWorld() || !u
->IsInWorld())
720 // Transport always visible at this step implementation
721 if(IsTransport() && IsInMap(u
))
724 // quick check visibility false cases for non-GM-mode
725 if(!u
->isGameMaster())
727 // despawned and then not visible for non-GM in GM-mode
731 // special invisibility cases
732 /* TODO: implement trap stealth, take look at spell 2836
733 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
741 return IsWithinDistInMap(u
,World::GetMaxVisibleDistanceForObject() +
742 (inVisibleList
? World::GetVisibleObjectGreyDistance() : 0.0f
), false);
745 void GameObject::Respawn()
747 if(m_spawnedByDefault
&& m_respawnTime
> 0)
749 m_respawnTime
= time(NULL
);
750 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
754 bool GameObject::ActivateToQuest( Player
*pTarget
)const
756 if(!objmgr
.IsGameObjectForQuests(GetEntry()))
761 // scan GO chest with loot including quest items
762 case GAMEOBJECT_TYPE_CHEST
:
764 if(LootTemplates_Gameobject
.HaveQuestLootForPlayer(GetLootId(), pTarget
))
768 case GAMEOBJECT_TYPE_GOOBER
:
770 if(pTarget
->GetQuestStatus(GetGOInfo()->goober
.questId
) == QUEST_STATUS_INCOMPLETE
)
781 void GameObject::TriggeringLinkedGameObject( uint32 trapEntry
, Unit
* target
)
783 GameObjectInfo
const* trapInfo
= sGOStorage
.LookupEntry
<GameObjectInfo
>(trapEntry
);
784 if(!trapInfo
|| trapInfo
->type
!=GAMEOBJECT_TYPE_TRAP
)
787 SpellEntry
const* trapSpell
= sSpellStore
.LookupEntry(trapInfo
->trap
.spellId
);
788 if(!trapSpell
) // checked at load already
791 float range
= GetSpellMaxRange(sSpellRangeStore
.LookupEntry(trapSpell
->rangeIndex
));
793 // search nearest linked GO
794 GameObject
* trapGO
= NULL
;
796 // using original GO distance
797 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
799 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
801 MaNGOS::NearestGameObjectEntryInObjectRangeCheck
go_check(*target
,trapEntry
,range
);
802 MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
> checker(this, trapGO
,go_check
);
804 TypeContainerVisitor
<MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
>, GridTypeMapContainer
> object_checker(checker
);
805 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
806 cell_lock
->Visit(cell_lock
, object_checker
, *GetMap());
810 // FIXME: when GO casting will be implemented trap must cast spell to target
812 target
->CastSpell(target
,trapSpell
,true, 0, 0, GetGUID());
815 GameObject
* GameObject::LookupFishingHoleAround(float range
)
817 GameObject
* ok
= NULL
;
819 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
821 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
822 MaNGOS::NearestGameObjectFishingHole
u_check(*this, range
);
823 MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
> checker(this, ok
, u_check
);
825 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
827 TypeContainerVisitor
<MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
>, GridTypeMapContainer
> grid_object_checker(checker
);
828 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap());
833 void GameObject::UseDoorOrButton(uint32 time_to_restore
)
835 if(m_lootState
!= GO_READY
)
839 time_to_restore
= GetAutoCloseTime();
841 SwitchDoorOrButton(true);
842 SetLootState(GO_ACTIVATED
);
844 m_cooldownTime
= time(NULL
) + time_to_restore
;
848 void GameObject::SwitchDoorOrButton(bool activate
)
851 SetFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
853 RemoveFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
855 if(GetGoState()) //if closed -> open
857 else //if open -> close
861 void GameObject::Use(Unit
* user
)
863 // by default spell caster is user
864 Unit
* spellCaster
= user
;
869 case GAMEOBJECT_TYPE_DOOR
: //0
870 case GAMEOBJECT_TYPE_BUTTON
: //1
871 //doors/buttons never really despawn, only reset to default state/flags
875 sWorld
.ScriptsStart(sGameObjectScripts
, GetDBTableGUIDLow(), spellCaster
, this);
878 case GAMEOBJECT_TYPE_QUESTGIVER
: //2
880 if(user
->GetTypeId()!=TYPEID_PLAYER
)
883 Player
* player
= (Player
*)user
;
885 player
->PrepareQuestMenu( GetGUID() );
886 player
->SendPreparedQuest( GetGUID() );
889 //Sitting: Wooden bench, chairs enzz
890 case GAMEOBJECT_TYPE_CHAIR
: //7
892 GameObjectInfo
const* info
= GetGOInfo();
896 if(user
->GetTypeId()!=TYPEID_PLAYER
)
899 Player
* player
= (Player
*)user
;
901 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
903 // check if the db is sane
904 if(info
->chair
.slots
> 0)
906 float lowestDist
= DEFAULT_VISIBILITY_DISTANCE
;
908 float x_lowest
= GetPositionX();
909 float y_lowest
= GetPositionY();
911 // the object orientation + 1/2 pi
912 // every slot will be on that straight line
913 float orthogonalOrientation
= GetOrientation()+M_PI
*0.5f
;
915 for(uint32 i
=0; i
<info
->chair
.slots
; i
++)
917 // the distance between this slot and the center of the go - imagine a 1D space
918 float relativeDistance
= (info
->size
*i
)-(info
->size
*(info
->chair
.slots
-1)/2.0f
);
920 float x_i
= GetPositionX() + relativeDistance
* cos(orthogonalOrientation
);
921 float y_i
= GetPositionY() + relativeDistance
* sin(orthogonalOrientation
);
923 // calculate the distance between the player and this slot
924 float thisDistance
= player
->GetDistance2d(x_i
, y_i
);
926 /* debug code. It will spawn a npc on each slot to visualize them.
927 Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
928 std::ostringstream output;
929 output << i << ": thisDist: " << thisDistance;
930 helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
933 if(thisDistance
<= lowestDist
)
935 lowestDist
= thisDistance
;
940 player
->TeleportTo(GetMapId(), x_lowest
, y_lowest
, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
944 // fallback, will always work
945 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
947 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->chair
.height
);
950 //big gun, its a spell/aura
951 case GAMEOBJECT_TYPE_GOOBER
: //10
953 GameObjectInfo
const* info
= GetGOInfo();
955 if(user
->GetTypeId()==TYPEID_PLAYER
)
957 Player
* player
= (Player
*)user
;
960 if(info
->goober
.pageId
)
962 WorldPacket
data(SMSG_GAMEOBJECT_PAGETEXT
, 8);
964 player
->GetSession()->SendPacket(&data
);
967 // possible quest objective for active quests
968 player
->CastedCreatureOrGO(info
->id
, GetGUID(), 0);
971 // cast this spell later if provided
972 spellId
= info
->goober
.spellId
;
976 case GAMEOBJECT_TYPE_CAMERA
: //13
978 GameObjectInfo
const* info
= GetGOInfo();
982 if(user
->GetTypeId()!=TYPEID_PLAYER
)
985 Player
* player
= (Player
*)user
;
987 if(info
->camera
.cinematicId
)
989 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
990 data
<< info
->camera
.cinematicId
;
991 player
->GetSession()->SendPacket(&data
);
996 case GAMEOBJECT_TYPE_FISHINGNODE
: //17
998 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1001 Player
* player
= (Player
*)user
;
1003 if(player
->GetGUID() != GetOwnerGUID())
1006 switch(getLootState())
1008 case GO_READY
: // ready for loot
1010 // 1) skill must be >= base_zone_skill
1011 // 2) if skill == base_zone_skill => 5% chance
1012 // 3) chance is linear dependence from (base_zone_skill-skill)
1014 uint32 subzone
= GetAreaId();
1016 int32 zone_skill
= objmgr
.GetFishingBaseSkillLevel( subzone
);
1018 zone_skill
= objmgr
.GetFishingBaseSkillLevel( GetZoneId() );
1020 //provide error, no fishable zone or area should be 0
1022 sLog
.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone
);
1024 int32 skill
= player
->GetSkillValue(SKILL_FISHING
);
1025 int32 chance
= skill
- zone_skill
+ 5;
1026 int32 roll
= irand(1,100);
1028 DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill
,zone_skill
,chance
,roll
);
1030 if(skill
>= zone_skill
&& chance
>= roll
)
1032 // prevent removing GO at spell cancel
1033 player
->RemoveGameObject(this,false);
1034 SetOwnerGUID(player
->GetGUID());
1037 player
->UpdateFishingSkill();
1039 GameObject
* ok
= LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE
);
1042 player
->SendLoot(ok
->GetGUID(),LOOT_FISHINGHOLE
);
1043 SetLootState(GO_JUST_DEACTIVATED
);
1046 player
->SendLoot(GetGUID(),LOOT_FISHING
);
1050 // fish escaped, can be deleted now
1051 SetLootState(GO_JUST_DEACTIVATED
);
1053 WorldPacket
data(SMSG_FISH_ESCAPED
, 0);
1054 player
->GetSession()->SendPacket(&data
);
1058 case GO_JUST_DEACTIVATED
: // nothing to do, will be deleted at next update
1062 SetLootState(GO_JUST_DEACTIVATED
);
1064 WorldPacket
data(SMSG_FISH_NOT_HOOKED
, 0);
1065 player
->GetSession()->SendPacket(&data
);
1070 if(player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
1072 player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
1073 player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish();
1078 case GAMEOBJECT_TYPE_SUMMONING_RITUAL
: //18
1080 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1083 Player
* player
= (Player
*)user
;
1085 Unit
* caster
= GetOwner();
1087 GameObjectInfo
const* info
= GetGOInfo();
1089 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1092 // accept only use by player from same group for caster except caster itself
1093 if(((Player
*)caster
)==player
|| !((Player
*)caster
)->IsInSameRaidWith(player
))
1096 AddUniqueUse(player
);
1098 // full amount unique participants including original summoner
1099 if(GetUniqueUseCount() < info
->summoningRitual
.reqParticipants
)
1102 // in case summoning ritual caster is GO creator
1103 spellCaster
= caster
;
1105 if(!caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
1108 spellId
= info
->summoningRitual
.spellId
;
1111 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
1112 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish();
1114 // can be deleted now
1115 SetLootState(GO_JUST_DEACTIVATED
);
1117 // go to end function to spell casting
1120 case GAMEOBJECT_TYPE_SPELLCASTER
: //22
1122 SetUInt32Value(GAMEOBJECT_FLAGS
,2);
1124 GameObjectInfo
const* info
= GetGOInfo();
1128 if(info
->spellcaster
.partyOnly
)
1130 Unit
* caster
= GetOwner();
1131 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1134 if(user
->GetTypeId()!=TYPEID_PLAYER
|| !((Player
*)user
)->IsInSameRaidWith((Player
*)caster
))
1138 spellId
= info
->spellcaster
.spellId
;
1143 case GAMEOBJECT_TYPE_MEETINGSTONE
: //23
1145 GameObjectInfo
const* info
= GetGOInfo();
1147 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1150 Player
* player
= (Player
*)user
;
1152 Player
* targetPlayer
= ObjectAccessor::FindPlayer(player
->GetSelection());
1154 // accept only use by player from same group for caster except caster itself
1155 if(!targetPlayer
|| targetPlayer
== player
|| !targetPlayer
->IsInSameGroupWith(player
))
1158 //required lvl checks!
1159 uint8 level
= player
->getLevel();
1160 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1162 level
= targetPlayer
->getLevel();
1163 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1171 case GAMEOBJECT_TYPE_FLAGSTAND
: // 24
1173 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1176 Player
* player
= (Player
*)user
;
1178 if( player
->isAllowUseBattleGroundObject() )
1180 // in battleground check
1181 BattleGround
*bg
= player
->GetBattleGround();
1191 bg
->EventPlayerClickedOnFlag(player
, this);
1192 return; //we don;t need to delete flag ... it is despawned!
1196 case GAMEOBJECT_TYPE_FLAGDROP
: // 26
1198 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1201 Player
* player
= (Player
*)user
;
1203 if( player
->isAllowUseBattleGroundObject() )
1205 // in battleground check
1206 BattleGround
*bg
= player
->GetBattleGround();
1211 // 179785 - Silverwing Flag
1212 // 179786 - Warsong Flag
1214 // 184142 - Netherstorm Flag
1215 GameObjectInfo
const* info
= GetGOInfo();
1220 case 179785: // Silverwing Flag
1221 // check if it's correct bg
1222 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1223 bg
->EventPlayerClickedOnFlag(player
, this);
1225 case 179786: // Warsong Flag
1226 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1227 bg
->EventPlayerClickedOnFlag(player
, this);
1229 case 184142: // Netherstorm Flag
1230 if(bg
->GetTypeID() == BATTLEGROUND_EY
)
1231 bg
->EventPlayerClickedOnFlag(player
, this);
1235 //this cause to call return, all flags must be deleted here!!
1241 case GAMEOBJECT_TYPE_BARBER_CHAIR
: //32
1243 GameObjectInfo
const* info
= GetGOInfo();
1247 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1250 Player
* player
= (Player
*)user
;
1252 // fallback, will always work
1253 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
1255 WorldPacket
data(SMSG_ENABLE_BARBER_SHOP
, 0);
1256 player
->GetSession()->SendPacket(&data
);
1258 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->barberChair
.chairheight
);
1262 sLog
.outDebug("Unknown Object Type %u", GetGoType());
1269 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry( spellId
);
1272 sLog
.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId
,GetEntry(),GetGoType());
1276 Spell
*spell
= new Spell(spellCaster
, spellInfo
, false);
1278 // spell target is user of GO
1279 SpellCastTargets targets
;
1280 targets
.setUnitTarget( user
);
1282 spell
->prepare(&targets
);
1285 // overwrite WorldObject function for proper name localization
1286 const char* GameObject::GetNameForLocaleIdx(int32 loc_idx
) const
1290 GameObjectLocale
const *cl
= objmgr
.GetGameObjectLocale(GetEntry());
1293 if (cl
->Name
.size() > loc_idx
&& !cl
->Name
[loc_idx
].empty())
1294 return cl
->Name
[loc_idx
].c_str();