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 "PoolHandler.h"
26 #include "UpdateMask.h"
28 #include "WorldPacket.h"
29 #include "WorldSession.h"
31 #include "Database/DatabaseEnv.h"
32 #include "MapManager.h"
34 #include "GridNotifiers.h"
35 #include "GridNotifiersImpl.h"
37 #include "InstanceData.h"
38 #include "BattleGround.h"
41 GameObject::GameObject() : WorldObject()
43 m_objectType
|= TYPEMASK_GAMEOBJECT
;
44 m_objectTypeId
= TYPEID_GAMEOBJECT
;
46 m_updateFlag
= (UPDATEFLAG_LOWGUID
| UPDATEFLAG_HIGHGUID
| UPDATEFLAG_HAS_POSITION
);
48 m_valuesCount
= GAMEOBJECT_END
;
50 m_respawnDelayTime
= 25;
51 m_lootState
= GO_NOT_READY
;
52 m_spawnedByDefault
= true;
62 GameObject::~GameObject()
64 if(m_uint32Values
) // field array can be not exist if GameOBject not loaded
66 // Possible crash at access to deleted GO in Unit::m_gameobj
67 uint64 owner_guid
= GetOwnerGUID();
70 Unit
* owner
= ObjectAccessor::GetUnit(*this,owner_guid
);
72 owner
->RemoveGameObject(this,false);
73 else if(!IS_PLAYER_GUID(owner_guid
))
74 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
));
79 void GameObject::AddToWorld()
81 ///- Register the gameobject for guid lookup
82 if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
86 void GameObject::RemoveFromWorld()
88 ///- Remove the gameobject from the accessor
89 if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
90 Object::RemoveFromWorld();
93 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
)
96 SetMapId(map
->GetId());
97 SetInstanceId(map
->GetInstanceId());
98 SetPhaseMask(phaseMask
,false);
100 if(!IsPositionValid())
102 sLog
.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow
,name_id
,x
,y
);
106 GameObjectInfo
const* goinfo
= objmgr
.GetGameObjectInfo(name_id
);
109 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
);
113 Object::_Create(guidlow
, goinfo
->id
, HIGHGUID_GAMEOBJECT
);
117 if (goinfo
->type
>= MAX_GAMEOBJECT_TYPE
)
119 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
);
123 SetFloatValue(GAMEOBJECT_POS_X
, x
);
124 SetFloatValue(GAMEOBJECT_POS_Y
, y
);
125 SetFloatValue(GAMEOBJECT_POS_Z
, z
);
126 SetFloatValue(GAMEOBJECT_FACING
, ang
); //this is not facing angle
130 float f_rot1
= sin(ang
/ 2.0f
);
131 int64 i_rot1
= f_rot1
/ atan(pow(2.0f
, -20.0f
));
132 rotation
|= (i_rot1
<< 43 >> 43) & 0x00000000001FFFFF;
134 //float f_rot2 = sin(0.0f / 2.0f);
135 //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f));
136 //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000;
138 //float f_rot3 = sin(0.0f / 2.0f);
139 //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f));
140 //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000;
142 SetUInt64Value(GAMEOBJECT_ROTATION
, rotation
);
144 SetFloatValue(GAMEOBJECT_PARENTROTATION
+0, rotation0
);
145 SetFloatValue(GAMEOBJECT_PARENTROTATION
+1, rotation1
);
146 SetFloatValue(GAMEOBJECT_PARENTROTATION
+2, rotation2
);
147 SetFloatValue(GAMEOBJECT_PARENTROTATION
+3, rotation3
);
149 SetFloatValue(OBJECT_FIELD_SCALE_X
, goinfo
->size
);
151 SetUInt32Value(GAMEOBJECT_FACTION
, goinfo
->faction
);
152 SetUInt32Value(GAMEOBJECT_FLAGS
, goinfo
->flags
);
154 SetEntry(goinfo
->id
);
156 SetUInt32Value(GAMEOBJECT_DISPLAYID
, goinfo
->displayId
);
158 SetGoState(go_state
);
159 SetGoType(GameobjectTypes(goinfo
->type
));
161 SetGoAnimProgress(animprogress
);
163 // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
164 if (goinfo
->type
== GAMEOBJECT_TYPE_SPELLCASTER
)
165 m_charges
= goinfo
->spellcaster
.charges
;
167 //Notify the map's instance data.
168 //Only works if you create the object in it, not if it is moves to that map.
169 //Normally non-players do not teleport to other maps.
170 if(map
->IsDungeon() && ((InstanceMap
*)map
)->GetInstanceData())
172 ((InstanceMap
*)map
)->GetInstanceData()->OnObjectCreate(this);
178 void GameObject::Update(uint32
/*p_time*/)
180 if (IS_MO_TRANSPORT(GetGUID()))
182 //((Transport*)this)->Update(p_time);
192 case GAMEOBJECT_TYPE_TRAP
:
194 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
195 Unit
* owner
= GetOwner();
196 if (owner
&& ((Player
*)owner
)->isInCombat())
197 m_cooldownTime
= time(NULL
) + GetGOInfo()->trap
.startDelay
;
198 m_lootState
= GO_READY
;
201 case GAMEOBJECT_TYPE_FISHINGNODE
:
203 // fishing code (bobber ready)
204 if( time(NULL
) > m_respawnTime
- FISHING_BOBBER_READY_TIME
)
206 // splash bobber (bobber ready now)
207 Unit
* caster
= GetOwner();
208 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
211 SetUInt32Value(GAMEOBJECT_FLAGS
, GO_FLAG_NODESPAWN
);
215 BuildValuesUpdateBlockForPlayer(&udata
,((Player
*)caster
));
216 udata
.BuildPacket(&packet
);
217 ((Player
*)caster
)->GetSession()->SendPacket(&packet
);
219 WorldPacket
data(SMSG_GAMEOBJECT_CUSTOM_ANIM
,8+4);
222 ((Player
*)caster
)->SendMessageToSet(&data
,true);
225 m_lootState
= GO_READY
; // can be successfully open with some chance
230 m_lootState
= GO_READY
; // for other GOis same switched without delay to GO_READY
233 // NO BREAK for switch (m_lootState)
237 if (m_respawnTime
> 0) // timer on
239 if (m_respawnTime
<= time(NULL
)) // timer expired
242 m_SkillupList
.clear();
247 case GAMEOBJECT_TYPE_FISHINGNODE
: // can't fish now
249 Unit
* caster
= GetOwner();
250 if(caster
&& caster
->GetTypeId()==TYPEID_PLAYER
)
252 if(caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
254 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
255 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish(false);
258 WorldPacket
data(SMSG_FISH_NOT_HOOKED
,0);
259 ((Player
*)caster
)->GetSession()->SendPacket(&data
);
262 m_lootState
= GO_JUST_DEACTIVATED
;
265 case GAMEOBJECT_TYPE_DOOR
:
266 case GAMEOBJECT_TYPE_BUTTON
:
267 //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)
269 SwitchDoorOrButton(false);
270 //flags in AB are type_button and we need to add them here so no break!
272 if(!m_spawnedByDefault
) // despawn timer
274 // can be despawned or destroyed
275 SetLootState(GO_JUST_DEACTIVATED
);
279 uint16 poolid
= poolhandler
.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT
);
281 poolhandler
.UpdatePool(poolid
, GetGUIDLow(), TYPEID_GAMEOBJECT
);
289 // traps can have time and can not have
290 GameObjectInfo
const* goInfo
= GetGOInfo();
291 if(goInfo
->type
== GAMEOBJECT_TYPE_TRAP
)
294 Unit
* owner
= GetOwner();
295 Unit
* ok
= NULL
; // pointer to appropriate target if found any
297 if(m_cooldownTime
>= time(NULL
))
300 bool IsBattleGroundTrap
= false;
301 //FIXME: this is activation radius (in different casting radius that must be selected from spell data)
302 //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state
303 float radius
= goInfo
->trap
.radius
;
306 if(goInfo
->trap
.cooldown
!= 3) // cast in other case (at some triggering/linked go/etc explicit call)
310 if(m_respawnTime
> 0)
313 radius
= goInfo
->trap
.cooldown
; // battlegrounds gameobjects has data2 == 0 && data5 == 3
314 IsBattleGroundTrap
= true;
318 bool NeedDespawn
= (goInfo
->trap
.charges
!= 0);
320 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
322 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
324 // Note: this hack with search required until GO casting not implemented
325 // search unfriendly creature
326 if(owner
&& NeedDespawn
) // hunter trap
328 MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
u_check(this, owner
, radius
);
329 MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
> checker(this,ok
, u_check
);
331 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
333 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, GridTypeMapContainer
> grid_object_checker(checker
);
334 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap());
336 // or unfriendly player/pet
339 TypeContainerVisitor
<MaNGOS::UnitSearcher
<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
340 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap());
343 else // environmental trap
345 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
347 // affect only players
349 MaNGOS::AnyPlayerInObjectRangeCheck
p_check(this, radius
);
350 MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
> checker(this,p_ok
, p_check
);
352 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
354 TypeContainerVisitor
<MaNGOS::PlayerSearcher
<MaNGOS::AnyPlayerInObjectRangeCheck
>, WorldTypeMapContainer
> world_object_checker(checker
);
355 cell_lock
->Visit(cell_lock
, world_object_checker
, *GetMap());
361 Unit
*caster
= owner
? owner
: ok
;
363 caster
->CastSpell(ok
, goInfo
->trap
.spellId
, true, 0, 0, GetGUID());
364 m_cooldownTime
= time(NULL
) + 4; // 4 seconds
367 SetLootState(GO_JUST_DEACTIVATED
); // can be despawned or destroyed
369 if(IsBattleGroundTrap
&& ok
->GetTypeId() == TYPEID_PLAYER
)
371 //BattleGround gameobjects case
372 if(((Player
*)ok
)->InBattleGround())
373 if(BattleGround
*bg
= ((Player
*)ok
)->GetBattleGround())
374 bg
->HandleTriggerBuff(GetGUID());
379 if (m_charges
&& m_usetimes
>= m_charges
)
380 SetLootState(GO_JUST_DEACTIVATED
); // can be despawned or destroyed
388 case GAMEOBJECT_TYPE_DOOR
:
389 case GAMEOBJECT_TYPE_BUTTON
:
390 if(GetAutoCloseTime() && (m_cooldownTime
< time(NULL
)))
392 SwitchDoorOrButton(false);
393 SetLootState(GO_JUST_DEACTIVATED
);
399 case GO_JUST_DEACTIVATED
:
401 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
402 if (GetGoType() == GAMEOBJECT_TYPE_GOOBER
)
404 uint32 spellId
= GetGOInfo()->goober
.spellId
;
408 std::set
<uint32
>::iterator it
= m_unique_users
.begin();
409 std::set
<uint32
>::iterator end
= m_unique_users
.end();
410 for (; it
!= end
; it
++)
412 Unit
* owner
= Unit::GetUnit(*this, uint64(*it
));
413 if (owner
) owner
->CastSpell(owner
, spellId
, false, 0, 0, GetGUID());
416 m_unique_users
.clear();
419 //any return here in case battleground traps
429 //burning flags in some battlegrounds, if you find better condition, just add it
430 if (GetGoAnimProgress() > 0)
432 SendObjectDeSpawnAnim(GetGUID());
434 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
438 SetLootState(GO_READY
);
440 if(!m_respawnDelayTime
)
443 if(!m_spawnedByDefault
)
449 m_respawnTime
= time(NULL
) + m_respawnDelayTime
;
451 // if option not set then object will be saved at grid unload
452 if(sWorld
.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATLY
))
455 ObjectAccessor::UpdateObjectVisibility(this);
462 void GameObject::Refresh()
464 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
465 if(m_respawnTime
> 0 && m_spawnedByDefault
)
472 void GameObject::AddUniqueUse(Player
* player
)
475 m_unique_users
.insert(player
->GetGUIDLow());
478 void GameObject::Delete()
480 SendObjectDeSpawnAnim(GetGUID());
483 SetUInt32Value(GAMEOBJECT_FLAGS
, GetGOInfo()->flags
);
485 uint16 poolid
= poolhandler
.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT
);
487 poolhandler
.UpdatePool(poolid
, GetGUIDLow(), TYPEID_GAMEOBJECT
);
489 AddObjectToRemoveList();
492 void GameObject::getFishLoot(Loot
*fishloot
, Player
* loot_owner
)
496 uint32 subzone
= GetAreaId();
498 // if subzone loot exist use it
499 if(LootTemplates_Fishing
.HaveLootFor(subzone
))
500 fishloot
->FillLoot(subzone
, LootTemplates_Fishing
, loot_owner
,true);
501 // else use zone loot
503 fishloot
->FillLoot(GetZoneId(), LootTemplates_Fishing
, loot_owner
,true);
506 void GameObject::SaveToDB()
508 // this should only be used when the gameobject has already been loaded
509 // preferably after adding to map, because mapid may not be valid otherwise
510 GameObjectData
const *data
= objmgr
.GetGOData(m_DBTableGuid
);
513 sLog
.outError("GameObject::SaveToDB failed, cannot get gameobject data!");
517 SaveToDB(GetMapId(), data
->spawnMask
, data
->phaseMask
);
520 void GameObject::SaveToDB(uint32 mapid
, uint8 spawnMask
, uint32 phaseMask
)
522 const GameObjectInfo
*goI
= GetGOInfo();
528 m_DBTableGuid
= GetGUIDLow();
529 // update in loaded data (changing data only in this place)
530 GameObjectData
& data
= objmgr
.NewGOData(m_DBTableGuid
);
532 // data->guid = guid don't must be update at save
533 data
.id
= GetEntry();
535 data
.phaseMask
= phaseMask
;
536 data
.posX
= GetFloatValue(GAMEOBJECT_POS_X
);
537 data
.posY
= GetFloatValue(GAMEOBJECT_POS_Y
);
538 data
.posZ
= GetFloatValue(GAMEOBJECT_POS_Z
);
539 data
.orientation
= GetFloatValue(GAMEOBJECT_FACING
);
540 data
.rotation0
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+0);
541 data
.rotation1
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+1);
542 data
.rotation2
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+2);
543 data
.rotation3
= GetFloatValue(GAMEOBJECT_PARENTROTATION
+3);
544 data
.spawntimesecs
= m_spawnedByDefault
? m_respawnDelayTime
: -(int32
)m_respawnDelayTime
;
545 data
.animprogress
= GetGoAnimProgress();
546 data
.go_state
= GetGoState();
547 data
.spawnMask
= spawnMask
;
550 std::ostringstream ss
;
551 ss
<< "INSERT INTO gameobject VALUES ( "
552 << m_DBTableGuid
<< ", "
553 << GetEntry() << ", "
555 << (uint32
)spawnMask
<< ", "
556 << (uint32
)GetPhaseMask() << ","
557 << GetFloatValue(GAMEOBJECT_POS_X
) << ", "
558 << GetFloatValue(GAMEOBJECT_POS_Y
) << ", "
559 << GetFloatValue(GAMEOBJECT_POS_Z
) << ", "
560 << GetFloatValue(GAMEOBJECT_FACING
) << ", "
561 << GetFloatValue(GAMEOBJECT_PARENTROTATION
) << ", "
562 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+1) << ", "
563 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+2) << ", "
564 << GetFloatValue(GAMEOBJECT_PARENTROTATION
+3) << ", "
565 << m_respawnDelayTime
<< ", "
566 << (uint32
)GetGoAnimProgress() << ", "
567 << (uint32
)GetGoState() << ")";
569 WorldDatabase
.BeginTransaction();
570 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
571 WorldDatabase
.PExecuteLog( ss
.str( ).c_str( ) );
572 WorldDatabase
.CommitTransaction();
575 bool GameObject::LoadFromDB(uint32 guid
, Map
*map
)
577 GameObjectData
const* data
= objmgr
.GetGOData(guid
);
581 sLog
.outErrorDb("ERROR: Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid
);
585 uint32 entry
= data
->id
;
586 //uint32 map_id = data->mapid; // already used before call
587 uint32 phaseMask
= data
->phaseMask
;
588 float x
= data
->posX
;
589 float y
= data
->posY
;
590 float z
= data
->posZ
;
591 float ang
= data
->orientation
;
593 float rotation0
= data
->rotation0
;
594 float rotation1
= data
->rotation1
;
595 float rotation2
= data
->rotation2
;
596 float rotation3
= data
->rotation3
;
598 uint32 animprogress
= data
->animprogress
;
599 uint32 go_state
= data
->go_state
;
601 m_DBTableGuid
= guid
;
602 if (map
->GetInstanceId() != 0) guid
= objmgr
.GenerateLowGuid(HIGHGUID_GAMEOBJECT
);
604 if (!Create(guid
,entry
, map
, phaseMask
, x
, y
, z
, ang
, rotation0
, rotation1
, rotation2
, rotation3
, animprogress
, go_state
) )
607 switch(GetGOInfo()->type
)
609 case GAMEOBJECT_TYPE_DOOR
:
610 case GAMEOBJECT_TYPE_BUTTON
:
611 /* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove
612 SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
613 m_spawnedByDefault = true;
614 m_respawnDelayTime = 0;
618 if(data
->spawntimesecs
>= 0)
620 m_spawnedByDefault
= true;
621 m_respawnDelayTime
= data
->spawntimesecs
;
622 m_respawnTime
= objmgr
.GetGORespawnTime(m_DBTableGuid
, map
->GetInstanceId());
625 if(m_respawnTime
&& m_respawnTime
<= time(NULL
))
628 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
633 m_spawnedByDefault
= false;
634 m_respawnDelayTime
= -data
->spawntimesecs
;
643 void GameObject::DeleteFromDB()
645 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
646 objmgr
.DeleteGOData(m_DBTableGuid
);
647 WorldDatabase
.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid
);
648 WorldDatabase
.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid
);
651 GameObject
* GameObject::GetGameObject(WorldObject
& object
, uint64 guid
)
653 return ObjectAccessor::GetGameObject(object
,guid
);
656 GameObjectInfo
const *GameObject::GetGOInfo() const
661 uint32
GameObject::GetLootId(GameObjectInfo
const* ginfo
)
668 case GAMEOBJECT_TYPE_CHEST
:
669 return ginfo
->chest
.lootId
;
670 case GAMEOBJECT_TYPE_FISHINGHOLE
:
671 return ginfo
->fishinghole
.lootId
;
672 case GAMEOBJECT_TYPE_FISHINGNODE
:
673 return ginfo
->fishnode
.lootId
;
679 /*********************************************************/
680 /*** QUEST SYSTEM ***/
681 /*********************************************************/
682 bool GameObject::hasQuest(uint32 quest_id
) const
684 QuestRelations
const& qr
= objmgr
.mGOQuestRelations
;
685 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
687 if(itr
->second
==quest_id
)
693 bool GameObject::hasInvolvedQuest(uint32 quest_id
) const
695 QuestRelations
const& qr
= objmgr
.mGOQuestInvolvedRelations
;
696 for(QuestRelations::const_iterator itr
= qr
.lower_bound(GetEntry()); itr
!= qr
.upper_bound(GetEntry()); ++itr
)
698 if(itr
->second
==quest_id
)
704 bool GameObject::IsTransport() const
706 // If something is marked as a transport, don't transmit an out of range packet for it.
707 GameObjectInfo
const * gInfo
= GetGOInfo();
708 if(!gInfo
) return false;
709 return gInfo
->type
== GAMEOBJECT_TYPE_TRANSPORT
|| gInfo
->type
== GAMEOBJECT_TYPE_MO_TRANSPORT
;
712 Unit
* GameObject::GetOwner() const
714 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
717 void GameObject::SaveRespawnTime()
719 if(m_respawnTime
> time(NULL
) && m_spawnedByDefault
)
720 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),m_respawnTime
);
723 bool GameObject::isVisibleForInState(Player
const* u
, bool inVisibleList
) const
726 if(!IsInWorld() || !u
->IsInWorld())
729 // Transport always visible at this step implementation
730 if(IsTransport() && IsInMap(u
))
733 // quick check visibility false cases for non-GM-mode
734 if(!u
->isGameMaster())
736 // despawned and then not visible for non-GM in GM-mode
740 // special invisibility cases
741 /* TODO: implement trap stealth, take look at spell 2836
742 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner()))
750 return IsWithinDistInMap(u
,World::GetMaxVisibleDistanceForObject() +
751 (inVisibleList
? World::GetVisibleObjectGreyDistance() : 0.0f
), false);
754 void GameObject::Respawn()
756 if(m_spawnedByDefault
&& m_respawnTime
> 0)
758 m_respawnTime
= time(NULL
);
759 objmgr
.SaveGORespawnTime(m_DBTableGuid
,GetInstanceId(),0);
763 bool GameObject::ActivateToQuest( Player
*pTarget
)const
765 if(!objmgr
.IsGameObjectForQuests(GetEntry()))
770 // scan GO chest with loot including quest items
771 case GAMEOBJECT_TYPE_CHEST
:
773 if(LootTemplates_Gameobject
.HaveQuestLootForPlayer(GetLootId(), pTarget
))
777 case GAMEOBJECT_TYPE_GOOBER
:
779 if(pTarget
->GetQuestStatus(GetGOInfo()->goober
.questId
) == QUEST_STATUS_INCOMPLETE
)
790 void GameObject::TriggeringLinkedGameObject( uint32 trapEntry
, Unit
* target
)
792 GameObjectInfo
const* trapInfo
= sGOStorage
.LookupEntry
<GameObjectInfo
>(trapEntry
);
793 if(!trapInfo
|| trapInfo
->type
!=GAMEOBJECT_TYPE_TRAP
)
796 SpellEntry
const* trapSpell
= sSpellStore
.LookupEntry(trapInfo
->trap
.spellId
);
797 if(!trapSpell
) // checked at load already
800 float range
= GetSpellMaxRange(sSpellRangeStore
.LookupEntry(trapSpell
->rangeIndex
));
802 // search nearest linked GO
803 GameObject
* trapGO
= NULL
;
805 // using original GO distance
806 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
808 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
810 MaNGOS::NearestGameObjectEntryInObjectRangeCheck
go_check(*target
,trapEntry
,range
);
811 MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
> checker(this, trapGO
,go_check
);
813 TypeContainerVisitor
<MaNGOS::GameObjectLastSearcher
<MaNGOS::NearestGameObjectEntryInObjectRangeCheck
>, GridTypeMapContainer
> object_checker(checker
);
814 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
815 cell_lock
->Visit(cell_lock
, object_checker
, *GetMap());
819 // FIXME: when GO casting will be implemented trap must cast spell to target
821 target
->CastSpell(target
,trapSpell
,true, 0, 0, GetGUID());
824 GameObject
* GameObject::LookupFishingHoleAround(float range
)
826 GameObject
* ok
= NULL
;
828 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
830 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
831 MaNGOS::NearestGameObjectFishingHole
u_check(*this, range
);
832 MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
> checker(this, ok
, u_check
);
834 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
836 TypeContainerVisitor
<MaNGOS::GameObjectSearcher
<MaNGOS::NearestGameObjectFishingHole
>, GridTypeMapContainer
> grid_object_checker(checker
);
837 cell_lock
->Visit(cell_lock
, grid_object_checker
, *GetMap());
842 void GameObject::UseDoorOrButton(uint32 time_to_restore
)
844 if(m_lootState
!= GO_READY
)
848 time_to_restore
= GetAutoCloseTime();
850 SwitchDoorOrButton(true);
851 SetLootState(GO_ACTIVATED
);
853 m_cooldownTime
= time(NULL
) + time_to_restore
;
857 void GameObject::SwitchDoorOrButton(bool activate
)
860 SetFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
862 RemoveFlag(GAMEOBJECT_FLAGS
, GO_FLAG_IN_USE
);
864 if(GetGoState()) //if closed -> open
866 else //if open -> close
870 void GameObject::Use(Unit
* user
)
872 // by default spell caster is user
873 Unit
* spellCaster
= user
;
878 case GAMEOBJECT_TYPE_DOOR
: //0
879 case GAMEOBJECT_TYPE_BUTTON
: //1
880 //doors/buttons never really despawn, only reset to default state/flags
884 sWorld
.ScriptsStart(sGameObjectScripts
, GetDBTableGUIDLow(), spellCaster
, this);
887 case GAMEOBJECT_TYPE_QUESTGIVER
: //2
889 if(user
->GetTypeId()!=TYPEID_PLAYER
)
892 Player
* player
= (Player
*)user
;
894 player
->PrepareQuestMenu( GetGUID() );
895 player
->SendPreparedQuest( GetGUID() );
898 //Sitting: Wooden bench, chairs enzz
899 case GAMEOBJECT_TYPE_CHAIR
: //7
901 GameObjectInfo
const* info
= GetGOInfo();
905 if(user
->GetTypeId()!=TYPEID_PLAYER
)
908 Player
* player
= (Player
*)user
;
910 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
912 // check if the db is sane
913 if(info
->chair
.slots
> 0)
915 float lowestDist
= DEFAULT_VISIBILITY_DISTANCE
;
917 float x_lowest
= GetPositionX();
918 float y_lowest
= GetPositionY();
920 // the object orientation + 1/2 pi
921 // every slot will be on that straight line
922 float orthogonalOrientation
= GetOrientation()+M_PI
*0.5f
;
924 for(uint32 i
=0; i
<info
->chair
.slots
; i
++)
926 // the distance between this slot and the center of the go - imagine a 1D space
927 float relativeDistance
= (info
->size
*i
)-(info
->size
*(info
->chair
.slots
-1)/2.0f
);
929 float x_i
= GetPositionX() + relativeDistance
* cos(orthogonalOrientation
);
930 float y_i
= GetPositionY() + relativeDistance
* sin(orthogonalOrientation
);
932 // calculate the distance between the player and this slot
933 float thisDistance
= player
->GetDistance2d(x_i
, y_i
);
935 /* debug code. It will spawn a npc on each slot to visualize them.
936 Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
937 std::ostringstream output;
938 output << i << ": thisDist: " << thisDistance;
939 helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
942 if(thisDistance
<= lowestDist
)
944 lowestDist
= thisDistance
;
949 player
->TeleportTo(GetMapId(), x_lowest
, y_lowest
, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
953 // fallback, will always work
954 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
956 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->chair
.height
);
959 //big gun, its a spell/aura
960 case GAMEOBJECT_TYPE_GOOBER
: //10
962 GameObjectInfo
const* info
= GetGOInfo();
964 if(user
->GetTypeId()==TYPEID_PLAYER
)
966 Player
* player
= (Player
*)user
;
969 if(info
->goober
.pageId
)
971 WorldPacket
data(SMSG_GAMEOBJECT_PAGETEXT
, 8);
973 player
->GetSession()->SendPacket(&data
);
976 // possible quest objective for active quests
977 player
->CastedCreatureOrGO(info
->id
, GetGUID(), 0);
980 // cast this spell later if provided
981 spellId
= info
->goober
.spellId
;
985 case GAMEOBJECT_TYPE_CAMERA
: //13
987 GameObjectInfo
const* info
= GetGOInfo();
991 if(user
->GetTypeId()!=TYPEID_PLAYER
)
994 Player
* player
= (Player
*)user
;
996 if(info
->camera
.cinematicId
)
998 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
999 data
<< info
->camera
.cinematicId
;
1000 player
->GetSession()->SendPacket(&data
);
1005 case GAMEOBJECT_TYPE_FISHINGNODE
: //17
1007 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1010 Player
* player
= (Player
*)user
;
1012 if(player
->GetGUID() != GetOwnerGUID())
1015 switch(getLootState())
1017 case GO_READY
: // ready for loot
1019 // 1) skill must be >= base_zone_skill
1020 // 2) if skill == base_zone_skill => 5% chance
1021 // 3) chance is linear dependence from (base_zone_skill-skill)
1023 uint32 subzone
= GetAreaId();
1025 int32 zone_skill
= objmgr
.GetFishingBaseSkillLevel( subzone
);
1027 zone_skill
= objmgr
.GetFishingBaseSkillLevel( GetZoneId() );
1029 //provide error, no fishable zone or area should be 0
1031 sLog
.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone
);
1033 int32 skill
= player
->GetSkillValue(SKILL_FISHING
);
1034 int32 chance
= skill
- zone_skill
+ 5;
1035 int32 roll
= irand(1,100);
1037 DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill
,zone_skill
,chance
,roll
);
1039 if(skill
>= zone_skill
&& chance
>= roll
)
1041 // prevent removing GO at spell cancel
1042 player
->RemoveGameObject(this,false);
1043 SetOwnerGUID(player
->GetGUID());
1046 player
->UpdateFishingSkill();
1048 GameObject
* ok
= LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE
);
1051 player
->SendLoot(ok
->GetGUID(),LOOT_FISHINGHOLE
);
1052 SetLootState(GO_JUST_DEACTIVATED
);
1055 player
->SendLoot(GetGUID(),LOOT_FISHING
);
1059 // fish escaped, can be deleted now
1060 SetLootState(GO_JUST_DEACTIVATED
);
1062 WorldPacket
data(SMSG_FISH_ESCAPED
, 0);
1063 player
->GetSession()->SendPacket(&data
);
1067 case GO_JUST_DEACTIVATED
: // nothing to do, will be deleted at next update
1071 SetLootState(GO_JUST_DEACTIVATED
);
1073 WorldPacket
data(SMSG_FISH_NOT_HOOKED
, 0);
1074 player
->GetSession()->SendPacket(&data
);
1079 if(player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
1081 player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
1082 player
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish();
1087 case GAMEOBJECT_TYPE_SUMMONING_RITUAL
: //18
1089 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1092 Player
* player
= (Player
*)user
;
1094 Unit
* caster
= GetOwner();
1096 GameObjectInfo
const* info
= GetGOInfo();
1098 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1101 // accept only use by player from same group for caster except caster itself
1102 if(((Player
*)caster
)==player
|| !((Player
*)caster
)->IsInSameRaidWith(player
))
1105 AddUniqueUse(player
);
1107 // full amount unique participants including original summoner
1108 if(GetUniqueUseCount() < info
->summoningRitual
.reqParticipants
)
1111 // in case summoning ritual caster is GO creator
1112 spellCaster
= caster
;
1114 if(!caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
])
1117 spellId
= info
->summoningRitual
.spellId
;
1120 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->SendChannelUpdate(0);
1121 caster
->m_currentSpells
[CURRENT_CHANNELED_SPELL
]->finish();
1123 // can be deleted now
1124 SetLootState(GO_JUST_DEACTIVATED
);
1126 // go to end function to spell casting
1129 case GAMEOBJECT_TYPE_SPELLCASTER
: //22
1131 SetUInt32Value(GAMEOBJECT_FLAGS
,2);
1133 GameObjectInfo
const* info
= GetGOInfo();
1137 if(info
->spellcaster
.partyOnly
)
1139 Unit
* caster
= GetOwner();
1140 if( !caster
|| caster
->GetTypeId()!=TYPEID_PLAYER
)
1143 if(user
->GetTypeId()!=TYPEID_PLAYER
|| !((Player
*)user
)->IsInSameRaidWith((Player
*)caster
))
1147 spellId
= info
->spellcaster
.spellId
;
1152 case GAMEOBJECT_TYPE_MEETINGSTONE
: //23
1154 GameObjectInfo
const* info
= GetGOInfo();
1156 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1159 Player
* player
= (Player
*)user
;
1161 Player
* targetPlayer
= ObjectAccessor::FindPlayer(player
->GetSelection());
1163 // accept only use by player from same group for caster except caster itself
1164 if(!targetPlayer
|| targetPlayer
== player
|| !targetPlayer
->IsInSameGroupWith(player
))
1167 //required lvl checks!
1168 uint8 level
= player
->getLevel();
1169 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1171 level
= targetPlayer
->getLevel();
1172 if (level
< info
->meetingstone
.minLevel
|| level
> info
->meetingstone
.maxLevel
)
1180 case GAMEOBJECT_TYPE_FLAGSTAND
: // 24
1182 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1185 Player
* player
= (Player
*)user
;
1187 if( player
->isAllowUseBattleGroundObject() )
1189 // in battleground check
1190 BattleGround
*bg
= player
->GetBattleGround();
1200 bg
->EventPlayerClickedOnFlag(player
, this);
1201 return; //we don;t need to delete flag ... it is despawned!
1205 case GAMEOBJECT_TYPE_FLAGDROP
: // 26
1207 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1210 Player
* player
= (Player
*)user
;
1212 if( player
->isAllowUseBattleGroundObject() )
1214 // in battleground check
1215 BattleGround
*bg
= player
->GetBattleGround();
1220 // 179785 - Silverwing Flag
1221 // 179786 - Warsong Flag
1223 // 184142 - Netherstorm Flag
1224 GameObjectInfo
const* info
= GetGOInfo();
1229 case 179785: // Silverwing Flag
1230 // check if it's correct bg
1231 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1232 bg
->EventPlayerClickedOnFlag(player
, this);
1234 case 179786: // Warsong Flag
1235 if(bg
->GetTypeID() == BATTLEGROUND_WS
)
1236 bg
->EventPlayerClickedOnFlag(player
, this);
1238 case 184142: // Netherstorm Flag
1239 if(bg
->GetTypeID() == BATTLEGROUND_EY
)
1240 bg
->EventPlayerClickedOnFlag(player
, this);
1244 //this cause to call return, all flags must be deleted here!!
1250 case GAMEOBJECT_TYPE_BARBER_CHAIR
: //32
1252 GameObjectInfo
const* info
= GetGOInfo();
1256 if(user
->GetTypeId()!=TYPEID_PLAYER
)
1259 Player
* player
= (Player
*)user
;
1261 // fallback, will always work
1262 player
->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT
| TELE_TO_NOT_LEAVE_COMBAT
| TELE_TO_NOT_UNSUMMON_PET
);
1264 WorldPacket
data(SMSG_ENABLE_BARBER_SHOP
, 0);
1265 player
->GetSession()->SendPacket(&data
);
1267 player
->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR
+info
->barberChair
.chairheight
);
1271 sLog
.outDebug("Unknown Object Type %u", GetGoType());
1278 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry( spellId
);
1281 sLog
.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId
,GetEntry(),GetGoType());
1285 Spell
*spell
= new Spell(spellCaster
, spellInfo
, false);
1287 // spell target is user of GO
1288 SpellCastTargets targets
;
1289 targets
.setUnitTarget( user
);
1291 spell
->prepare(&targets
);
1294 // overwrite WorldObject function for proper name localization
1295 const char* GameObject::GetNameForLocaleIdx(int32 loc_idx
) const
1299 GameObjectLocale
const *cl
= objmgr
.GetGameObjectLocale(GetEntry());
1302 if (cl
->Name
.size() > loc_idx
&& !cl
->Name
[loc_idx
].empty())
1303 return cl
->Name
[loc_idx
].c_str();