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"
23 #include "PoolManager.h"
26 #include "UpdateMask.h"
28 #include "WorldPacket.h"
30 #include "Database/DatabaseEnv.h"
32 #include "GridNotifiers.h"
33 #include "GridNotifiersImpl.h"
35 #include "InstanceData.h"
36 #include "BattleGround.h"
37 #include "BattleGroundAV.h"
40 GameObject::GameObject() : WorldObject()
42 m_objectType
|= TYPEMASK_GAMEOBJECT
;
43 m_objectTypeId
= TYPEID_GAMEOBJECT
;
45 m_updateFlag
= (UPDATEFLAG_HIGHGUID
| UPDATEFLAG_HAS_POSITION
| UPDATEFLAG_POSITION
| UPDATEFLAG_ROTATION
);
47 m_valuesCount
= GAMEOBJECT_END
;
49 m_respawnDelayTime
= 25;
50 m_lootState
= GO_NOT_READY
;
51 m_spawnedByDefault
= true;
61 GameObject::~GameObject()
65 void GameObject::AddToWorld()
67 ///- Register the gameobject for guid lookup
69 GetMap()->GetObjectsStore().insert
<GameObject
>(GetGUID(), (GameObject
*)this);
74 void GameObject::RemoveFromWorld()
76 ///- Remove the gameobject from the accessor
79 // Remove GO from owner
80 if(uint64 owner_guid
= GetOwnerGUID())
82 if (Unit
* owner
= ObjectAccessor::GetUnit(*this,owner_guid
))
83 owner
->RemoveGameObject(this,false);
86 const char * ownerType
= "creature";
87 if(IS_PLAYER_GUID(owner_guid
))
89 else if(IS_PET_GUID(owner_guid
))
92 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.",
93 GetGUIDLow(), GetGOInfo()->id
, m_spellId
, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid
), ownerType
);
97 GetMap()->GetObjectsStore().erase
<GameObject
>(GetGUID(), (GameObject
*)NULL
);
100 Object::RemoveFromWorld();
103 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
)
108 SetPhaseMask(phaseMask
,false);
110 if(!IsPositionValid())
112 sLog
.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow
,name_id
,x
,y
);
116 GameObjectInfo
const* goinfo
= ObjectMgr::GetGameObjectInfo(name_id
);
119 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
);
123 Object::_Create(guidlow
, goinfo
->id
, HIGHGUID_GAMEOBJECT
);
127 if (goinfo
->type
>= MAX_GAMEOBJECT_TYPE
)
129 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
);
133 SetFloatValue(GAMEOBJECT_PARENTROTATION
+0, rotation0
);
134 SetFloatValue(GAMEOBJECT_PARENTROTATION
+1, rotation1
);
136 UpdateRotationFields(rotation2
,rotation3
); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
138 SetFloatValue(OBJECT_FIELD_SCALE_X
, goinfo
->size
);
140 SetUInt32Value(GAMEOBJECT_FACTION
, goinfo
->faction
);
141 SetUInt32Value(GAMEOBJECT_FLAGS
, goinfo
->flags
);
143 SetEntry(goinfo
->id
);
145 SetUInt32Value(GAMEOBJECT_DISPLAYID
, goinfo
->displayId
);
147 // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
148 SetGoState(go_state
);
149 SetGoType(GameobjectTypes(goinfo
->type
));
150 SetGoArtKit(0); // unknown what this is
151 SetGoAnimProgress(animprogress
);
153 //Notify the map's instance data.
154 //Only works if you create the object in it, not if it is moves to that map.
155 //Normally non-players do not teleport to other maps.
156 if(map
->IsDungeon() && ((InstanceMap
*)map
)->GetInstanceData())
158 ((InstanceMap
*)map
)->GetInstanceData()->OnObjectCreate(this);
164 void GameObject::Update(uint32
/*p_time*/)
166 if (IS_MO_TRANSPORT(GetGUID()))
168 //((Transport*)this)->Update(p_time);
178 case GAMEOBJECT_TYPE_TRAP
:
180 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
181 Unit
* owner
= GetOwner();
182 if (owner
&& ((Player
*)owner
)->isInCombat())
183 m_cooldownTime
= time(NULL
) + GetGOInfo()->trap
.startDelay
;
184 m_lootState
= GO_READY
;
187 case GAMEOBJECT_TYPE_FISHINGNODE
:
189 // fishing code (bobber ready)
190 if( time(NULL
) > m_respawnTime
- FISHING_BOBBER_READY_TIME
)
192 // splash bobber (bobber ready now)
193 Unit
* caster
= GetOwner();
194 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
196 SetGoState(GO_STATE_ACTIVE
);
197 SetUInt32Value(GAMEOBJECT_FLAGS
, GO_FLAG_NODESPAWN
);
201 BuildValuesUpdateBlockForPlayer(&udata
,((Player
*)caster
));
202 udata
.BuildPacket(&packet
);
203 ((Player
*)caster
)->GetSession()->SendPacket(&packet
);
205 WorldPacket
data(SMSG_GAMEOBJECT_CUSTOM_ANIM
,8+4);
208 ((Player
*)caster
)->SendMessageToSet(&data
,true);
211 m_lootState
= GO_READY
; // can be successfully open with some chance
216 m_lootState
= GO_READY
; // for other GOis same switched without delay to GO_READY
219 // NO BREAK for switch (m_lootState)
223 if (m_respawnTime
> 0) // timer on
225 if (m_respawnTime
<= time(NULL
)) // timer expired
228 m_SkillupList
.clear();
233 case GAMEOBJECT_TYPE_FISHINGNODE
: // can't fish now
235 Unit
* caster
= GetOwner();
236 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
238 caster
->FinishSpell(CURRENT_CHANNELED_SPELL
);
240 WorldPacket
data(SMSG_FISH_NOT_HOOKED
,0);
241 ((Player
*)caster
)->GetSession()->SendPacket(&data
);
244 m_lootState
= GO_JUST_DEACTIVATED
;
247 case GAMEOBJECT_TYPE_DOOR
:
248 case GAMEOBJECT_TYPE_BUTTON
:
249 //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)
250 if (GetGoState() != GO_STATE_READY
)
252 //flags in AB are type_button and we need to add them here so no break!
254 if (!m_spawnedByDefault
) // despawn timer
256 // can be despawned or destroyed
257 SetLootState(GO_JUST_DEACTIVATED
);
261 uint16 poolid
= sPoolMgr
.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT
);
263 sPoolMgr
.UpdatePool(poolid
, GetGUIDLow(), TYPEID_GAMEOBJECT
);
273 // traps can have time and can not have
274 GameObjectInfo
const* goInfo
= GetGOInfo();
275 if(goInfo
->type
== GAMEOBJECT_TYPE_TRAP
)
277 if(m_cooldownTime
>= time(NULL
))
281 Unit
* owner
= GetOwner();
282 Unit
* ok
= NULL
; // pointer to appropriate target if found any
284 bool IsBattleGroundTrap
= false;
285 //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
286 //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
287 float radius
= goInfo
->trap
.radius
;
290 if(goInfo
->trap
.cooldown
!= 3) // cast in other case (at some triggering/linked go/etc explicit call)
294 if(m_respawnTime
> 0)
297 radius
= goInfo
->trap
.cooldown
; // battlegrounds gameobjects has data2 == 0 && data5 == 3
298 IsBattleGroundTrap
= true;
302 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
304 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
306 // Note: this hack with search required until GO casting not implemented
307 // search unfriendly creature
308 if(owner
&& goInfo
->trap
.charges
> 0) // hunter trap
310 MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
u_check(this, owner
, radius
);
311 MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
> checker(this,ok
, u_check
);
313 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
315 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, GridTypeMapContainer
> grid_object_checker(checker
);
316 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap(), *this, radius
);
318 // or unfriendly player/pet
321 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
322 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap(), *this, radius
);
325 else // environmental trap
327 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
329 // affect only players
331 MaNGOS::AnyPlayerInObjectRangeCheck
p_check(this, radius
);
332 MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
> checker(this,p_ok
, p_check
);
334 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
336 TypeContainerVisitor
<MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
337 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap(), *this, radius
);
343 Unit
*caster
= owner
? owner
: ok
;
345 caster
->CastSpell(ok
, goInfo
->trap
.spellId
, true, 0, 0, GetGUID());
346 m_cooldownTime
= time(NULL
) + 4; // 4 seconds
349 if(goInfo
->trap
.charges
> 0)
352 if(IsBattleGroundTrap
&& ok
->GetTypeId() == TYPEID_PLAYER
)
354 //BattleGround gameobjects case
355 if(((Player
*)ok
)->InBattleGround())
356 if(BattleGround
*bg
= ((Player
*)ok
)->GetBattleGround())
357 bg
->HandleTriggerBuff(GetGUID());
362 if(uint32 max_charges
= goInfo
->GetCharges())
364 if (m_usetimes
>= max_charges
)
367 SetLootState(GO_JUST_DEACTIVATED
); // can be despawned or destroyed
378 case GAMEOBJECT_TYPE_DOOR
:
379 case GAMEOBJECT_TYPE_BUTTON
:
380 if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime
< time(NULL
)))
387 case GO_JUST_DEACTIVATED
:
389 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
390 if (GetGoType() == GAMEOBJECT_TYPE_GOOBER
)
392 uint32 spellId
= GetGOInfo()->goober
.spellId
;
396 std::set
<uint32
>::const_iterator it
= m_unique_users
.begin();
397 std::set
<uint32
>::const_iterator end
= m_unique_users
.end();
398 for (; it
!= end
; it
++)
400 Unit
* owner
= Unit::GetUnit(*this, uint64(*it
));
401 if (owner
) owner
->CastSpell(owner
, spellId
, false, 0, 0, GetGUID());
404 m_unique_users
.clear();
407 //any return here in case battleground traps
412 if(Unit
* owner
= GetOwner())
413 owner
->RemoveGameObject(this, false);
420 //burning flags in some battlegrounds, if you find better condition, just add it
421 if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
423 SendObjectDeSpawnAnim(GetGUID());
425 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
429 SetLootState(GO_READY
);
431 if(!m_respawnDelayTime
)
434 if(!m_spawnedByDefault
)
440 m_respawnTime
= time(NULL
) + m_respawnDelayTime
;
442 // if option not set then object will be saved at grid unload
443 if(sWorld
.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY
))
446 UpdateObjectVisibility();
453 void GameObject::Refresh()
455 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
456 if(m_respawnTime
> 0 && m_spawnedByDefault
)
463 void GameObject::AddUniqueUse(Player
* player
)
466 m_unique_users
.insert(player
->GetGUIDLow());
469 void GameObject::Delete()
471 SendObjectDeSpawnAnim(GetGUID());
473 SetGoState(GO_STATE_READY
);
474 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
476 uint16 poolid
= sPoolMgr
.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT
);
478 sPoolMgr
.UpdatePool(poolid
, GetGUIDLow(), TYPEID_GAMEOBJECT
);
480 AddObjectToRemoveList();
483 void GameObject::getFishLoot(Loot
*fishloot
, Player
* loot_owner
)
487 uint32 zone
, subzone
;
488 GetZoneAndAreaId(zone
,subzone
);
490 // if subzone loot exist use it
491 if (!fishloot
->FillLoot(subzone
, LootTemplates_Fishing
, loot_owner
, true, true))
492 // else use zone loot (must exist in like case)
493 fishloot
->FillLoot(zone
, LootTemplates_Fishing
, loot_owner
,true);
496 void GameObject::SaveToDB()
498 // this should only be used when the gameobject has already been loaded
499 // preferably after adding to map, because mapid may not be valid otherwise
500 GameObjectData
const *data
= sObjectMgr
.GetGOData(m_DBTableGuid
);
503 sLog
.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
507 SaveToDB(GetMapId(), data
->spawnMask
, data
->phaseMask
);
510 void GameObject::SaveToDB(uint32 mapid
, uint8 spawnMask
, uint32 phaseMask
)
512 const GameObjectInfo
*goI
= GetGOInfo();
518 m_DBTableGuid
= GetGUIDLow();
519 // update in loaded data (changing data only in this place)
520 GameObjectData
& data
= sObjectMgr
.NewGOData(m_DBTableGuid
);
522 // data->guid = guid don't must be update at save
523 data
.id
= GetEntry();
525 data
.phaseMask
= phaseMask
;
526 data
.posX
= GetPositionX();
527 data
.posY
= GetPositionY();
528 data
.posZ
= GetPositionZ();
529 data
.orientation
= GetOrientation();
530 data
.rotation0
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+0);
531 data
.rotation1
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+1);
532 data
.rotation2
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+2);
533 data
.rotation3
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+3);
534 data
.spawntimesecs
= m_spawnedByDefault
? m_respawnDelayTime
: -(int32
)m_respawnDelayTime
;
535 data
.animprogress
= GetGoAnimProgress();
536 data
.go_state
= GetGoState();
537 data
.spawnMask
= spawnMask
;
540 std::ostringstream ss
;
541 ss
<< "INSERT INTO gameobject VALUES ( "
542 << m_DBTableGuid
<< ", "
543 << GetEntry() << ", "
545 << uint32(spawnMask
) << "," // cast to prevent save as symbol
546 << uint16(GetPhaseMask()) << "," // prevent out of range error
547 << GetPositionX() << ", "
548 << GetPositionY() << ", "
549 << GetPositionZ() << ", "
550 << GetOrientation() << ", "
551 << GetFloatValue(GAMEOBJECT_PARENTROTATION
) << ", "
552 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+1) << ", "
553 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+2) << ", "
554 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+3) << ", "
555 << m_respawnDelayTime
<< ", "
556 << uint32(GetGoAnimProgress()) << ", "
557 << uint32(GetGoState()) << ")";
559 WorldDatabase
.BeginTransaction();
560 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
561 WorldDatabase
.PExecuteLog( ss
.str( ).c_str( ) );
562 WorldDatabase
.CommitTransaction();
565 bool GameObject::LoadFromDB(uint32 guid
, Map
*map
)
567 GameObjectData
const* data
= sObjectMgr
.GetGOData(guid
);
571 sLog
.outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid
);
575 uint32 entry
= data
->id
;
576 //uint32 map_id = data->mapid; // already used before call
577 uint32 phaseMask
= data
->phaseMask
;
578 float x
= data
->posX
;
579 float y
= data
->posY
;
580 float z
= data
->posZ
;
581 float ang
= data
->orientation
;
583 float rotation0
= data
->rotation0
;
584 float rotation1
= data
->rotation1
;
585 float rotation2
= data
->rotation2
;
586 float rotation3
= data
->rotation3
;
588 uint32 animprogress
= data
->animprogress
;
589 GOState go_state
= data
->go_state
;
591 m_DBTableGuid
= guid
;
592 if (map
->GetInstanceId() != 0) guid
= sObjectMgr
.GenerateLowGuid(HIGHGUID_GAMEOBJECT
);
594 if (!Create(guid
,entry
, map
, phaseMask
, x
, y
, z
, ang
, rotation0
, rotation1
, rotation2
, rotation3
, animprogress
, go_state
) )
597 if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction() && data
->spawntimesecs
>= 0)
599 SetFlag(GAMEOBJECT_FLAGS
, GO_FLAG_NODESPAWN
);
600 m_spawnedByDefault
= true;
601 m_respawnDelayTime
= 0;
606 if(data
->spawntimesecs
>= 0)
608 m_spawnedByDefault
= true;
609 m_respawnDelayTime
= data
->spawntimesecs
;
610 m_respawnTime
= sObjectMgr
.GetGORespawnTime(m_DBTableGuid
, map
->GetInstanceId());
613 if(m_respawnTime
&& m_respawnTime
<= time(NULL
))
616 sObjectMgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
621 m_spawnedByDefault
= false;
622 m_respawnDelayTime
= -data
->spawntimesecs
;
630 void GameObject::DeleteFromDB()
632 sObjectMgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
633 sObjectMgr
.DeleteGOData(m_DBTableGuid
);
634 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
635 WorldDatabase
.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid
);
636 WorldDatabase
.PExecuteLog("DELETE FROM gameobject_battleground WHERE guid = '%u'", m_DBTableGuid
);
639 GameObjectInfo
const *GameObject::GetGOInfo() const
644 /*********************************************************/
645 /*** QUEST SYSTEM ***/
646 /*********************************************************/
647 bool GameObject::hasQuest(uint32 quest_id
) const
649 QuestRelations
const& qr
= sObjectMgr
.mGOQuestRelations
;
650 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
652 if(itr
->second
==quest_id
)
658 bool GameObject::hasInvolvedQuest(uint32 quest_id
) const
660 QuestRelations
const& qr
= sObjectMgr
.mGOQuestInvolvedRelations
;
661 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
663 if(itr
->second
==quest_id
)
669 bool GameObject::IsTransport() const
671 // If something is marked as a transport, don't transmit an out of range packet for it.
672 GameObjectInfo
const * gInfo
= GetGOInfo();
673 if(!gInfo
) return false;
674 return gInfo
->type
== GAMEOBJECT_TYPE_TRANSPORT
|| gInfo
->type
== GAMEOBJECT_TYPE_MO_TRANSPORT
;
677 Unit
* GameObject::GetOwner() const
679 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
682 void GameObject::SaveRespawnTime()
684 if(m_respawnTime
> time(NULL
) && m_spawnedByDefault
)
685 sObjectMgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),m_respawnTime
);
688 bool GameObject::isVisibleForInState(Player
const* u
, WorldObject
const* viewPoint
, bool inVisibleList
) const
691 if(!IsInWorld() || !u
->IsInWorld())
694 // invisible at client always
695 if(!GetGOInfo()->displayId
)
698 // Transport always visible at this step implementation
699 if(IsTransport() && IsInMap(u
))
702 // quick check visibility false cases for non-GM-mode
703 if(!u
->isGameMaster())
705 // despawned and then not visible for non-GM in GM-mode
709 // special invisibility cases
710 /* TODO: implement trap stealth, take look at spell 2836
711 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
719 return IsWithinDistInMap(viewPoint
,World::GetMaxVisibleDistanceForObject() +
720 (inVisibleList
? World::GetVisibleObjectGreyDistance() : 0.0f
), false);
723 void GameObject::Respawn()
725 if(m_spawnedByDefault
&& m_respawnTime
> 0)
727 m_respawnTime
= time(NULL
);
728 sObjectMgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
732 bool GameObject::ActivateToQuest( Player
*pTarget
)const
734 if(!sObjectMgr
.IsGameObjectForQuests(GetEntry()))
739 // scan GO chest with loot including quest items
740 case GAMEOBJECT_TYPE_CHEST
:
742 if(LootTemplates_Gameobject
.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget
))
744 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
745 if (GetEntry() == BG_AV_OBJECTID_MINE_N
|| GetEntry() == BG_AV_OBJECTID_MINE_S
)
746 if (BattleGround
*bg
= pTarget
->GetBattleGround())
747 if (bg
->GetTypeID() == BATTLEGROUND_AV
&& !(((BattleGroundAV
*)bg
)->PlayerCanDoMineQuest(GetEntry(),pTarget
->GetTeam())))
753 case GAMEOBJECT_TYPE_GOOBER
:
755 if(pTarget
->GetQuestStatus(GetGOInfo()->goober
.questId
) == QUEST_STATUS_INCOMPLETE
)
766 void GameObject::TriggeringLinkedGameObject( uint32 trapEntry
, Unit
* target
)
768 GameObjectInfo
const* trapInfo
= sGOStorage
.LookupEntry
<GameObjectInfo
>(trapEntry
);
769 if(!trapInfo
|| trapInfo
->type
!=GAMEOBJECT_TYPE_TRAP
)
772 SpellEntry
const* trapSpell
= sSpellStore
.LookupEntry(trapInfo
->trap
.spellId
);
773 if(!trapSpell
) // checked at load already
776 float range
= GetSpellMaxRange(sSpellRangeStore
.LookupEntry(trapSpell
->rangeIndex
));
778 // search nearest linked GO
779 GameObject
* trapGO
= NULL
;
781 // using original GO distance
782 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
784 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
786 MaNGOS::NearestGameObjectEntryInObjectRangeCheck
go_check(*target
,trapEntry
,range
);
787 MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
> checker(this, trapGO
,go_check
);
789 TypeContainerVisitor
<MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
>, GridTypeMapContainer
> object_checker(checker
);
790 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
791 cell_lock
->Visit(cell_lock
, object_checker
, *GetMap(), *target
, range
);
795 // FIXME: when GO casting will be implemented trap must cast spell to target
797 target
->CastSpell(target
,trapSpell
,true, 0, 0, GetGUID());
800 GameObject
* GameObject::LookupFishingHoleAround(float range
)
802 GameObject
* ok
= NULL
;
804 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
806 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
807 MaNGOS::NearestGameObjectFishingHole
u_check(*this, range
);
808 MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
> checker(this, ok
, u_check
);
810 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
812 TypeContainerVisitor
<MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
>, GridTypeMapContainer
> grid_object_checker(checker
);
813 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap(), *this, range
);
818 void GameObject::ResetDoorOrButton()
820 if (m_lootState
== GO_READY
|| m_lootState
== GO_JUST_DEACTIVATED
)
823 SwitchDoorOrButton(false);
824 SetLootState(GO_JUST_DEACTIVATED
);
828 void GameObject::UseDoorOrButton(uint32 time_to_restore
, bool alternative
/* = false */)
830 if(m_lootState
!= GO_READY
)
834 time_to_restore
= GetGOInfo()->GetAutoCloseTime();
836 SwitchDoorOrButton(true,alternative
);
837 SetLootState(GO_ACTIVATED
);
839 m_cooldownTime
= time(NULL
) + time_to_restore
;
842 void GameObject::SwitchDoorOrButton(bool activate
, bool alternative
/* = false */)
845 SetFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
847 RemoveFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
849 if(GetGoState() == GO_STATE_READY
) //if closed -> open
850 SetGoState(alternative
? GO_STATE_ACTIVE_ALTERNATIVE
: GO_STATE_ACTIVE
);
851 else //if open -> close
852 SetGoState(GO_STATE_READY
);
855 void GameObject::Use(Unit
* user
)
857 // by default spell caster is user
858 Unit
* spellCaster
= user
;
860 bool triggered
= false;
864 case GAMEOBJECT_TYPE_DOOR
: //0
865 case GAMEOBJECT_TYPE_BUTTON
: //1
866 //doors/buttons never really despawn, only reset to default state/flags
870 GetMap()->ScriptsStart(sGameObjectScripts
, GetDBTableGUIDLow(), spellCaster
, this);
873 case GAMEOBJECT_TYPE_QUESTGIVER
: //2
875 if (user
->GetTypeId() != TYPEID_PLAYER
)
878 Player
* player
= (Player
*)user
;
880 player
->PrepareGossipMenu(this, GetGOInfo()->questgiver
.gossipID
);
881 player
->SendPreparedGossip(this);
884 //Sitting: Wooden bench, chairs enzz
885 case GAMEOBJECT_TYPE_CHAIR
: //7
887 GameObjectInfo
const* info
= GetGOInfo();
891 if(user
->GetTypeId()!=TYPEID_PLAYER
)
894 Player
* player
= (Player
*)user
;
896 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
898 // check if the db is sane
899 if(info
->chair
.slots
> 0)
901 float lowestDist
= DEFAULT_VISIBILITY_DISTANCE
;
903 float x_lowest
= GetPositionX();
904 float y_lowest
= GetPositionY();
906 // the object orientation + 1/2 pi
907 // every slot will be on that straight line
908 float orthogonalOrientation
= GetOrientation()+M_PI
*0.5f
;
910 for(uint32 i
=0; i
<info
->chair
.slots
; ++i
)
912 // the distance between this slot and the center of the go - imagine a 1D space
913 float relativeDistance
= (info
->size
*i
)-(info
->size
*(info
->chair
.slots
-1)/2.0f
);
915 float x_i
= GetPositionX() + relativeDistance
* cos(orthogonalOrientation
);
916 float y_i
= GetPositionY() + relativeDistance
* sin(orthogonalOrientation
);
918 // calculate the distance between the player and this slot
919 float thisDistance
= player
->GetDistance2d(x_i
, y_i
);
921 /* debug code. It will spawn a npc on each slot to visualize them.
922 Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
923 std::ostringstream output;
924 output << i << ": thisDist: " << thisDistance;
925 helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
928 if(thisDistance
<= lowestDist
)
930 lowestDist
= thisDistance
;
935 player
->TeleportTo(GetMapId(), x_lowest
, y_lowest
, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
939 // fallback, will always work
940 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
942 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->chair
.height
);
945 //big gun, its a spell/aura
946 case GAMEOBJECT_TYPE_GOOBER
: //10
948 GameObjectInfo
const* info
= GetGOInfo();
950 if(user
->GetTypeId()==TYPEID_PLAYER
)
952 Player
* player
= (Player
*)user
;
954 if (info
->goober
.pageId
) // show page...
956 WorldPacket
data(SMSG_GAMEOBJECT_PAGETEXT
, 8);
958 player
->GetSession()->SendPacket(&data
);
960 else if (info
->goober
.gossipID
) // ...or gossip, if page does not exist
962 player
->PrepareGossipMenu(this, info
->goober
.gossipID
);
963 player
->SendPreparedGossip(this);
966 // possible quest objective for active quests
967 player
->CastedCreatureOrGO(info
->id
, GetGUID(), 0);
969 if (info
->goober
.eventId
)
970 GetMap()->ScriptsStart(sEventScripts
, info
->goober
.eventId
, player
, this);
973 // cast this spell later if provided
974 spellId
= info
->goober
.spellId
;
978 case GAMEOBJECT_TYPE_CAMERA
: //13
980 GameObjectInfo
const* info
= GetGOInfo();
984 if(user
->GetTypeId()!=TYPEID_PLAYER
)
987 Player
* player
= (Player
*)user
;
989 if (info
->camera
.cinematicId
)
990 player
->SendCinematicStart(info
->camera
.cinematicId
);
992 if (info
->camera
.eventID
)
993 GetMap()->ScriptsStart(sEventScripts
, info
->camera
.eventID
, player
, this);
998 case GAMEOBJECT_TYPE_FISHINGNODE
: //17
1000 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1003 Player
* player
= (Player
*)user
;
1005 if(player
->GetGUID() != GetOwnerGUID())
1008 switch(getLootState())
1010 case GO_READY
: // ready for loot
1012 // 1) skill must be >= base_zone_skill
1013 // 2) if skill == base_zone_skill => 5% chance
1014 // 3) chance is linear dependence from (base_zone_skill-skill)
1016 uint32 zone
, subzone
;
1017 GetZoneAndAreaId(zone
,subzone
);
1019 int32 zone_skill
= sObjectMgr
.GetFishingBaseSkillLevel( subzone
);
1021 zone_skill
= sObjectMgr
.GetFishingBaseSkillLevel( zone
);
1023 //provide error, no fishable zone or area should be 0
1025 sLog
.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone
);
1027 int32 skill
= player
->GetSkillValue(SKILL_FISHING
);
1028 int32 chance
= skill
- zone_skill
+ 5;
1029 int32 roll
= irand(1,100);
1031 DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill
,zone_skill
,chance
,roll
);
1033 if(skill
>= zone_skill
&& chance
>= roll
)
1035 // prevent removing GO at spell cancel
1036 player
->RemoveGameObject(this,false);
1037 SetOwnerGUID(player
->GetGUID());
1040 player
->UpdateFishingSkill();
1042 //TODO: find reasonable value for fishing hole search
1043 GameObject
* ok
= LookupFishingHoleAround(20.0f
+ CONTACT_DISTANCE
);
1046 player
->SendLoot(ok
->GetGUID(),LOOT_FISHINGHOLE
);
1047 player
->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT
, ok
->GetGOInfo()->id
);
1048 SetLootState(GO_JUST_DEACTIVATED
);
1051 player
->SendLoot(GetGUID(),LOOT_FISHING
);
1055 // fish escaped, can be deleted now
1056 SetLootState(GO_JUST_DEACTIVATED
);
1058 WorldPacket
data(SMSG_FISH_ESCAPED
, 0);
1059 player
->GetSession()->SendPacket(&data
);
1063 case GO_JUST_DEACTIVATED
: // nothing to do, will be deleted at next update
1067 SetLootState(GO_JUST_DEACTIVATED
);
1069 WorldPacket
data(SMSG_FISH_NOT_HOOKED
, 0);
1070 player
->GetSession()->SendPacket(&data
);
1075 player
->FinishSpell(CURRENT_CHANNELED_SPELL
);
1079 case GAMEOBJECT_TYPE_SUMMONING_RITUAL
: //18
1081 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1084 Player
* player
= (Player
*)user
;
1086 Unit
* caster
= GetOwner();
1088 GameObjectInfo
const* info
= GetGOInfo();
1090 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1093 // accept only use by player from same group for caster except caster itself
1094 if(((Player
*)caster
)==player
|| !((Player
*)caster
)->IsInSameRaidWith(player
))
1097 AddUniqueUse(player
);
1099 // full amount unique participants including original summoner
1100 if(GetUniqueUseCount() < info
->summoningRitual
.reqParticipants
)
1103 // in case summoning ritual caster is GO creator
1104 spellCaster
= caster
;
1106 if(!caster
->GetCurrentSpell(CURRENT_CHANNELED_SPELL
))
1109 spellId
= info
->summoningRitual
.spellId
;
1110 if(spellId
==62330) // GO store not existed spell, replace by expected
1112 // spell have reagent and mana cost but it not expected use its
1113 // it triggered spell in fact casted at currently channeled GO
1119 player
->FinishSpell(CURRENT_CHANNELED_SPELL
);
1121 // can be deleted now
1122 SetLootState(GO_JUST_DEACTIVATED
);
1124 // go to end function to spell casting
1127 case GAMEOBJECT_TYPE_SPELLCASTER
: //22
1129 SetUInt32Value(GAMEOBJECT_FLAGS
,2);
1131 GameObjectInfo
const* info
= GetGOInfo();
1135 if(info
->spellcaster
.partyOnly
)
1137 Unit
* caster
= GetOwner();
1138 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1141 if(user
->GetTypeId()!=TYPEID_PLAYER
|| !((Player
*)user
)->IsInSameRaidWith((Player
*)caster
))
1145 spellId
= info
->spellcaster
.spellId
;
1150 case GAMEOBJECT_TYPE_MEETINGSTONE
: //23
1152 GameObjectInfo
const* info
= GetGOInfo();
1154 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1157 Player
* player
= (Player
*)user
;
1159 Player
* targetPlayer
= ObjectAccessor::FindPlayer(player
->GetSelection());
1161 // accept only use by player from same group for caster except caster itself
1162 if(!targetPlayer
|| targetPlayer
== player
|| !targetPlayer
->IsInSameGroupWith(player
))
1165 //required lvl checks!
1166 uint8 level
= player
->getLevel();
1167 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1169 level
= targetPlayer
->getLevel();
1170 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1173 if(info
->id
==194097)
1174 spellId
= 61994; // Ritual of Summoning
1176 spellId
= 59782; // Summoning Stone Effect
1181 case GAMEOBJECT_TYPE_FLAGSTAND
: // 24
1183 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1186 Player
* player
= (Player
*)user
;
1188 if( player
->CanUseBattleGroundObject() )
1190 // in battleground check
1191 BattleGround
*bg
= player
->GetBattleGround();
1201 bg
->EventPlayerClickedOnFlag(player
, this);
1202 return; //we don;t need to delete flag ... it is despawned!
1206 case GAMEOBJECT_TYPE_FLAGDROP
: // 26
1208 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1211 Player
* player
= (Player
*)user
;
1213 if( player
->CanUseBattleGroundObject() )
1215 // in battleground check
1216 BattleGround
*bg
= player
->GetBattleGround();
1221 // 179785 - Silverwing Flag
1222 // 179786 - Warsong Flag
1224 // 184142 - Netherstorm Flag
1225 GameObjectInfo
const* info
= GetGOInfo();
1230 case 179785: // Silverwing Flag
1231 // check if it's correct bg
1232 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1233 bg
->EventPlayerClickedOnFlag(player
, this);
1235 case 179786: // Warsong Flag
1236 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1237 bg
->EventPlayerClickedOnFlag(player
, this);
1239 case 184142: // Netherstorm Flag
1240 if(bg
->GetTypeID() == BATTLEGROUND_EY
)
1241 bg
->EventPlayerClickedOnFlag(player
, this);
1245 //this cause to call return, all flags must be deleted here!!
1251 case GAMEOBJECT_TYPE_BARBER_CHAIR
: //32
1253 GameObjectInfo
const* info
= GetGOInfo();
1257 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1260 Player
* player
= (Player
*)user
;
1262 // fallback, will always work
1263 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
1265 WorldPacket
data(SMSG_ENABLE_BARBER_SHOP
, 0);
1266 player
->GetSession()->SendPacket(&data
);
1268 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->barberChair
.chairheight
);
1272 sLog
.outDebug("Unknown Object Type %u", GetGoType());
1279 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry( spellId
);
1282 sLog
.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId
,GetEntry(),GetGoType());
1286 Spell
*spell
= new Spell(spellCaster
, spellInfo
, triggered
,GetGUID());
1288 // spell target is user of GO
1289 SpellCastTargets targets
;
1290 targets
.setUnitTarget( user
);
1292 spell
->prepare(&targets
);
1295 // overwrite WorldObject function for proper name localization
1296 const char* GameObject::GetNameForLocaleIdx(int32 loc_idx
) const
1300 GameObjectLocale
const *cl
= sObjectMgr
.GetGameObjectLocale(GetEntry());
1303 if (cl
->Name
.size() > (size_t)loc_idx
&& !cl
->Name
[loc_idx
].empty())
1304 return cl
->Name
[loc_idx
].c_str();
1311 void GameObject::UpdateRotationFields(float rotation2
/*=0.0f*/, float rotation3
/*=0.0f*/)
1313 static double const atan_pow
= atan(pow(2.0f
, -20.0f
));
1315 double f_rot1
= sin(GetOrientation() / 2.0f
);
1316 double f_rot2
= cos(GetOrientation() / 2.0f
);
1318 int64 i_rot1
= int64(f_rot1
/ atan_pow
*(f_rot2
>= 0 ? 1.0f
: -1.0f
));
1319 int64 rotation
= (i_rot1
<< 43 >> 43) & 0x00000000001FFFFF;
1321 //float f_rot2 = sin(0.0f / 2.0f);
1322 //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
1323 //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
1325 //float f_rot3 = sin(0.0f / 2.0f);
1326 //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
1327 //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
1329 m_rotation
= rotation
;
1331 if(rotation2
==0.0f
&& rotation3
==0.0f
)
1337 SetFloatValue(GAMEOBJECT_PARENTROTATION
+2, rotation2
);
1338 SetFloatValue(GAMEOBJECT_PARENTROTATION
+3, rotation3
);