/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "Common.h" #include "QuestDef.h" #include "GameObject.h" #include "ObjectMgr.h" #include "SpellMgr.h" #include "Spell.h" #include "UpdateMask.h" #include "Opcodes.h" #include "WorldPacket.h" #include "WorldSession.h" #include "World.h" #include "Database/DatabaseEnv.h" #include "MapManager.h" #include "LootMgr.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "InstanceData.h" #include "BattleGround.h" #include "OutdoorPvPMgr.h" #include "Util.h" GameObject::GameObject() : WorldObject() { m_objectType |= TYPEMASK_GAMEOBJECT; m_objectTypeId = TYPEID_GAMEOBJECT; // 2.3.2 - 0x58 m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HASPOSITION); m_valuesCount = GAMEOBJECT_END; m_respawnTime = 0; m_respawnDelayTime = 25; m_lootState = GO_NOT_READY; m_spawnedByDefault = true; m_usetimes = 0; m_spellId = 0; m_charges = 5; m_cooldownTime = 0; m_goInfo = NULL; m_DBTableGuid = 0; } GameObject::~GameObject() { if(m_uint32Values) // field array can be not exist if GameOBject not loaded { // crash possible at access to deleted GO in Unit::m_gameobj uint64 owner_guid = GetOwnerGUID(); if(owner_guid) { Unit* owner = ObjectAccessor::GetUnit(*this,owner_guid); if(owner) owner->RemoveGameObject(this,false); else if(!IS_PLAYER_GUID(owner_guid)) 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)); } } } void GameObject::AddToWorld() { ///- Register the gameobject for guid lookup if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this); WorldObject::AddToWorld(); } void GameObject::RemoveFromWorld() { ///- Remove the gameobject from the accessor if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this); WorldObject::RemoveFromWorld(); } bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state, uint32 ArtKit) { Relocate(x,y,z,ang); SetMapId(map->GetId()); SetInstanceId(map->GetInstanceId()); if(!IsPositionValid()) { sLog.outError("ERROR: Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y); return false; } GameObjectInfo const* goinfo = objmgr.GetGameObjectInfo(name_id); if (!goinfo) { 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); return false; } Object::_Create(guidlow, goinfo->id, HIGHGUID_GAMEOBJECT); m_goInfo = goinfo; if (goinfo->type >= MAX_GAMEOBJECT_TYPE) { 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); return false; } SetFloatValue(GAMEOBJECT_POS_X, x); SetFloatValue(GAMEOBJECT_POS_Y, y); SetFloatValue(GAMEOBJECT_POS_Z, z); SetFloatValue(GAMEOBJECT_FACING, ang); //this is not facing angle SetFloatValue (GAMEOBJECT_ROTATION, rotation0); SetFloatValue (GAMEOBJECT_ROTATION+1, rotation1); SetFloatValue (GAMEOBJECT_ROTATION+2, rotation2); SetFloatValue (GAMEOBJECT_ROTATION+3, rotation3); SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size); SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction); SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags); SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id); SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId); SetGoState(go_state); SetGoType(GameobjectTypes(goinfo->type)); SetGoAnimProgress(animprogress); SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit); // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22) if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER) m_charges = goinfo->spellcaster.charges; //Notify the map's instance data. //Only works if you create the object in it, not if it is moves to that map. //Normally non-players do not teleport to other maps. if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData()) { ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this); } return true; } void GameObject::Update(uint32 /*p_time*/) { if (IS_MO_TRANSPORT(GetGUID())) { //((Transport*)this)->Update(p_time); return; } switch (m_lootState) { case GO_NOT_READY: { switch(GetGoType()) { case GAMEOBJECT_TYPE_TRAP: { // Arming Time for GAMEOBJECT_TYPE_TRAP (6) Unit* owner = GetOwner(); if (owner && ((Player*)owner)->isInCombat()) m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay; m_lootState = GO_READY; break; } case GAMEOBJECT_TYPE_FISHINGNODE: { // fishing code (bobber ready) if( time(NULL) > m_respawnTime - FISHING_BOBBER_READY_TIME ) { // splash bobber (bobber ready now) Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { SetGoState(0); SetUInt32Value(GAMEOBJECT_FLAGS, 32); UpdateData udata; WorldPacket packet; BuildValuesUpdateBlockForPlayer(&udata,((Player*)caster)); udata.BuildPacket(&packet); ((Player*)caster)->GetSession()->SendPacket(&packet); WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4); data << GetGUID(); data << (uint32)(0); ((Player*)caster)->SendMessageToSet(&data,true); } m_lootState = GO_READY; // can be successfully open with some chance } return; } default: m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY break; } // NO BREAK for switch (m_lootState) } case GO_READY: { if (m_respawnTime > 0) // timer on { if (m_respawnTime <= time(NULL)) // timer expired { m_respawnTime = 0; m_SkillupList.clear(); m_usetimes = 0; switch (GetGoType()) { case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now { Unit* caster = GetOwner(); if(caster && caster->GetTypeId()==TYPEID_PLAYER) { if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) { caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(false); } WorldPacket data(SMSG_FISH_NOT_HOOKED,0); ((Player*)caster)->GetSession()->SendPacket(&data); } // can be delete m_lootState = GO_JUST_DEACTIVATED; return; } case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: //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) if( !GetGoState() ) SwitchDoorOrButton(false); //flags in AB are type_button and we need to add them here so no break! default: if(!m_spawnedByDefault) // despawn timer { // can be despawned or destroyed SetLootState(GO_JUST_DEACTIVATED); return; } // respawn timer MapManager::Instance().GetMap(GetMapId(), this)->Add(this); break; } } } // traps can have time and can not have GameObjectInfo const* goInfo = GetGOInfo(); if(goInfo->type == GAMEOBJECT_TYPE_TRAP) { // traps Unit* owner = GetOwner(); Unit* ok = NULL; // pointer to appropriate target if found any if(m_cooldownTime >= time(NULL)) return; bool IsBattleGroundTrap = false; //FIXME: this is activation radius (in different casting radius that must be selected from spell data) //TODO: move activated state code (cast itself) to GO_ACTIVATED, in this place only check activating and set state float radius = goInfo->trap.radius; if(!radius) { if(goInfo->trap.cooldown != 3) // cast in other case (at some triggering/linked go/etc explicit call) return; else { if(m_respawnTime > 0) break; radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3 IsBattleGroundTrap = true; } } bool NeedDespawn = (goInfo->trap.charges != 0); CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; // Note: this hack with search required until GO casting not implemented // search unfriendly creature if(owner && NeedDespawn) // hunter trap { Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius); Trinity::UnitSearcher checker(ok, u_check); CellLock cell_lock(cell, p); TypeContainerVisitor, GridTypeMapContainer > grid_object_checker(checker); cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); // or unfriendly player/pet if(!ok) { TypeContainerVisitor, WorldTypeMapContainer > world_object_checker(checker); cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); } } else // environmental trap { // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support // affect only players Player* p_ok = NULL; Trinity::AnyPlayerInObjectRangeCheck p_check(this, radius); Trinity::PlayerSearcher checker(p_ok, p_check); CellLock cell_lock(cell, p); TypeContainerVisitor, WorldTypeMapContainer > world_object_checker(checker); cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); ok = p_ok; } if (ok) { //Unit *caster = owner ? owner : ok; //caster->CastSpell(ok, goInfo->trap.spellId, true); CastSpell(ok, goInfo->trap.spellId); m_cooldownTime = time(NULL) + 4; // 4 seconds if(NeedDespawn) SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER) { //BattleGround gameobjects case if(((Player*)ok)->InBattleGround()) if(BattleGround *bg = ((Player*)ok)->GetBattleGround()) bg->HandleTriggerBuff(GetGUID()); } } } if (m_charges && m_usetimes >= m_charges) SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed break; } case GO_ACTIVATED: { switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: if(GetAutoCloseTime() && (m_cooldownTime < time(NULL))) { SwitchDoorOrButton(false); SetLootState(GO_JUST_DEACTIVATED); } break; } break; } case GO_JUST_DEACTIVATED: { //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed if (GetGoType() == GAMEOBJECT_TYPE_GOOBER) { uint32 spellId = GetGOInfo()->goober.spellId; if(spellId) { std::set::iterator it = m_unique_users.begin(); std::set::iterator end = m_unique_users.end(); for (; it != end; it++) { Unit* owner = Unit::GetUnit(*this, uint64(*it)); if (owner) owner->CastSpell(owner, spellId, false); } m_unique_users.clear(); m_usetimes = 0; } //any return here in case battleground traps } if(GetOwnerGUID()) { m_respawnTime = 0; Delete(); return; } //burning flags in some battlegrounds, if you find better condition, just add it if (GetGoAnimProgress() > 0) { SendObjectDeSpawnAnim(this->GetGUID()); //reset flags SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); } loot.clear(); SetLootState(GO_READY); if(!m_respawnDelayTime) return; if(!m_spawnedByDefault) { m_respawnTime = 0; return; } m_respawnTime = time(NULL) + m_respawnDelayTime; // if option not set then object will be saved at grid unload if(sWorld.getConfig(CONFIG_SAVE_RESPAWN_TIME_IMMEDIATELY)) SaveRespawnTime(); ObjectAccessor::UpdateObjectVisibility(this); break; } } } void GameObject::Refresh() { // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway) if(m_respawnTime > 0 && m_spawnedByDefault) return; if(isSpawned()) MapManager::Instance().GetMap(GetMapId(), this)->Add(this); } void GameObject::AddUniqueUse(Player* player) { AddUse(); m_unique_users.insert(player->GetGUIDLow()); } void GameObject::Delete() { SendObjectDeSpawnAnim(GetGUID()); SetGoState(1); SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); AddObjectToRemoveList(); } void GameObject::getFishLoot(Loot *fishloot) { fishloot->clear(); uint32 subzone = GetAreaId(); // if subzone loot exist use it if(LootTemplates_Fishing.HaveLootFor(subzone)) fishloot->FillLoot(subzone, LootTemplates_Fishing, NULL); // else use zone loot else fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, NULL); } void GameObject::SaveToDB() { // this should only be used when the gameobject has already been loaded // preferably after adding to map, because mapid may not be valid otherwise GameObjectData const *data = objmgr.GetGOData(m_DBTableGuid); if(!data) { sLog.outError("GameObject::SaveToDB failed, cannot get gameobject data!"); return; } SaveToDB(GetMapId(), data->spawnMask); } void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask) { const GameObjectInfo *goI = GetGOInfo(); if (!goI) return; if (!m_DBTableGuid) m_DBTableGuid = GetGUIDLow(); // update in loaded data (changing data only in this place) GameObjectData& data = objmgr.NewGOData(m_DBTableGuid); // data->guid = guid don't must be update at save data.id = GetEntry(); data.mapid = mapid; data.posX = GetFloatValue(GAMEOBJECT_POS_X); data.posY = GetFloatValue(GAMEOBJECT_POS_Y); data.posZ = GetFloatValue(GAMEOBJECT_POS_Z); data.orientation = GetFloatValue(GAMEOBJECT_FACING); data.rotation0 = GetFloatValue(GAMEOBJECT_ROTATION+0); data.rotation1 = GetFloatValue(GAMEOBJECT_ROTATION+1); data.rotation2 = GetFloatValue(GAMEOBJECT_ROTATION+2); data.rotation3 = GetFloatValue(GAMEOBJECT_ROTATION+3); data.spawntimesecs = m_spawnedByDefault ? m_respawnDelayTime : -(int32)m_respawnDelayTime; data.animprogress = GetGoAnimProgress(); data.go_state = GetGoState(); data.spawnMask = spawnMask; data.ArtKit = GetUInt32Value (GAMEOBJECT_ARTKIT); // updated in DB std::ostringstream ss; ss << "INSERT INTO gameobject VALUES ( " << m_DBTableGuid << ", " << GetUInt32Value (OBJECT_FIELD_ENTRY) << ", " << mapid << ", " << (uint32)spawnMask << ", " << GetFloatValue(GAMEOBJECT_POS_X) << ", " << GetFloatValue(GAMEOBJECT_POS_Y) << ", " << GetFloatValue(GAMEOBJECT_POS_Z) << ", " << GetFloatValue(GAMEOBJECT_FACING) << ", " << GetFloatValue(GAMEOBJECT_ROTATION) << ", " << GetFloatValue(GAMEOBJECT_ROTATION+1) << ", " << GetFloatValue(GAMEOBJECT_ROTATION+2) << ", " << GetFloatValue(GAMEOBJECT_ROTATION+3) << ", " << m_respawnDelayTime << ", " << GetGoAnimProgress() << ", " << GetGoState() << ")"; WorldDatabase.BeginTransaction(); WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog( ss.str( ).c_str( ) ); WorldDatabase.CommitTransaction(); } bool GameObject::LoadFromDB(uint32 guid, Map *map) { GameObjectData const* data = objmgr.GetGOData(guid); if( !data ) { sLog.outErrorDb("ERROR: Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid); return false; } uint32 entry = data->id; uint32 map_id = data->mapid; float x = data->posX; float y = data->posY; float z = data->posZ; float ang = data->orientation; float rotation0 = data->rotation0; float rotation1 = data->rotation1; float rotation2 = data->rotation2; float rotation3 = data->rotation3; uint32 animprogress = data->animprogress; uint32 go_state = data->go_state; uint32 ArtKit = data->ArtKit; m_DBTableGuid = guid; if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_GAMEOBJECT); if (!Create(guid,entry, map, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) ) return false; switch(GetGOInfo()->type) { case GAMEOBJECT_TYPE_DOOR: case GAMEOBJECT_TYPE_BUTTON: /* this code (in comment) isn't correct because in battlegrounds we need despawnable doors and buttons, pls remove SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); m_spawnedByDefault = true; m_respawnDelayTime = 0; m_respawnTime = 0; break;*/ default: if(data->spawntimesecs >= 0) { m_spawnedByDefault = true; m_respawnDelayTime = data->spawntimesecs; m_respawnTime = objmgr.GetGORespawnTime(m_DBTableGuid, map->GetInstanceId()); // ready to respawn if(m_respawnTime && m_respawnTime <= time(NULL)) { m_respawnTime = 0; objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); } } else { m_spawnedByDefault = false; m_respawnDelayTime = -data->spawntimesecs; m_respawnTime = 0; } break; } return true; } void GameObject::DeleteFromDB() { objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); objmgr.DeleteGOData(m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid); WorldDatabase.PExecuteLog("DELETE FROM game_event_gameobject WHERE guid = '%u'", m_DBTableGuid); } GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid) { return ObjectAccessor::GetGameObject(object,guid); } GameObjectInfo const *GameObject::GetGOInfo() const { return m_goInfo; } uint32 GameObject::GetLootId(GameObjectInfo const* ginfo) { if (!ginfo) return 0; switch(ginfo->type) { case GAMEOBJECT_TYPE_CHEST: return ginfo->chest.lootId; case GAMEOBJECT_TYPE_FISHINGHOLE: return ginfo->fishinghole.lootId; case GAMEOBJECT_TYPE_FISHINGNODE: return ginfo->fishnode.lootId; default: return 0; } } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ bool GameObject::hasQuest(uint32 quest_id) const { QuestRelations const& qr = objmgr.mGOQuestRelations; for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr) { if(itr->second==quest_id) return true; } return false; } bool GameObject::hasInvolvedQuest(uint32 quest_id) const { QuestRelations const& qr = objmgr.mGOQuestInvolvedRelations; for(QuestRelations::const_iterator itr = qr.lower_bound(GetEntry()); itr != qr.upper_bound(GetEntry()); ++itr) { if(itr->second==quest_id) return true; } return false; } bool GameObject::IsTransport() const { // If something is marked as a transport, don't transmit an out of range packet for it. GameObjectInfo const * gInfo = GetGOInfo(); if(!gInfo) return false; return gInfo->type == GAMEOBJECT_TYPE_TRANSPORT || gInfo->type == GAMEOBJECT_TYPE_MO_TRANSPORT; } Unit* GameObject::GetOwner() const { return ObjectAccessor::GetUnit(*this, GetOwnerGUID()); } void GameObject::SaveRespawnTime() { if(m_respawnTime > time(NULL) && m_spawnedByDefault) objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime); } bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const { // Not in world if(!IsInWorld() || !u->IsInWorld()) return false; // Transport always visible at this step implementation if(IsTransport() && IsInMap(u)) return true; // quick check visibility false cases for non-GM-mode if(!u->isGameMaster()) { // despawned and then not visible for non-GM in GM-mode if(!isSpawned()) return false; // special invisibility cases /* TODO: implement trap stealth, take look at spell 2836 if(GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed && u->IsHostileTo(GetOwner())) { if(check stuff here) return false; }*/ // Smuggled Mana Cell required 10 invisibility type detection/state if(GetEntry()==187039 && ((u->m_detectInvisibilityMask | u->m_invisibilityMask) & (1<<10))==0) return false; } // check distance return IsWithinDistInMap(u,World::GetMaxVisibleDistanceForObject() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f) ); } void GameObject::Respawn() { if(m_spawnedByDefault && m_respawnTime > 0) { m_respawnTime = time(NULL); objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0); } } bool GameObject::ActivateToQuest( Player *pTarget)const { if(!objmgr.IsGameObjectForQuests(GetEntry())) return false; switch(GetGoType()) { // scan GO chest with loot including quest items case GAMEOBJECT_TYPE_CHEST: { if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetLootId(), pTarget)) return true; break; } case GAMEOBJECT_TYPE_GOOBER: { if(pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE) return true; break; } default: break; } return false; } void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target) { GameObjectInfo const* trapInfo = sGOStorage.LookupEntry(trapEntry); if(!trapInfo || trapInfo->type!=GAMEOBJECT_TYPE_TRAP) return; SpellEntry const* trapSpell = sSpellStore.LookupEntry(trapInfo->trap.spellId); if(!trapSpell) // checked at load already return; float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex)); // search nearest linked GO GameObject* trapGO = NULL; { // using original GO distance CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range); Trinity::GameObjectLastSearcher checker(trapGO,go_check); TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); CellLock cell_lock(cell, p); cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); } // found correct GO // FIXME: when GO casting will be implemented trap must cast spell to target if(trapGO) target->CastSpell(target,trapSpell,true); } GameObject* GameObject::LookupFishingHoleAround(float range) { GameObject* ok = NULL; CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY())); Cell cell(p); cell.data.Part.reserved = ALL_DISTRICT; Trinity::NearestGameObjectFishingHole u_check(*this, range); Trinity::GameObjectSearcher checker(ok, u_check); CellLock cell_lock(cell, p); TypeContainerVisitor, GridTypeMapContainer > grid_object_checker(checker); cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this)); return ok; } void GameObject::UseDoorOrButton(uint32 time_to_restore) { if(m_lootState != GO_READY) return; if(!time_to_restore) time_to_restore = GetAutoCloseTime(); SwitchDoorOrButton(true); SetLootState(GO_ACTIVATED); m_cooldownTime = time(NULL) + time_to_restore; } void GameObject::SetGoArtKit(uint32 kit) { SetUInt32Value(GAMEOBJECT_ARTKIT, kit); GameObjectData *data = const_cast(objmgr.GetGOData(m_DBTableGuid)); if(data) data->ArtKit = kit; } void GameObject::SwitchDoorOrButton(bool activate) { if(activate) SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); else RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); if(GetGoState()) //if closed -> open SetGoState(0); else //if open -> close SetGoState(1); } void GameObject::Use(Unit* user) { // by default spell caster is user Unit* spellCaster = user; uint32 spellId = 0; switch(GetGoType()) { case GAMEOBJECT_TYPE_DOOR: //0 case GAMEOBJECT_TYPE_BUTTON: //1 //doors/buttons never really despawn, only reset to default state/flags UseDoorOrButton(); // activate script sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); return; case GAMEOBJECT_TYPE_QUESTGIVER: //2 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; player->PrepareQuestMenu( GetGUID() ); player->SendPreparedQuest( GetGUID() ); return; } //Sitting: Wooden bench, chairs enzz case GAMEOBJECT_TYPE_CHAIR: //7 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one // check if the db is sane if(info->chair.slots > 0) { float lowestDist = DEFAULT_VISIBILITY_DISTANCE; float x_lowest = GetPositionX(); float y_lowest = GetPositionY(); // the object orientation + 1/2 pi // every slot will be on that straight line float orthogonalOrientation = GetOrientation()+M_PI*0.5f; // find nearest slot for(uint32 i=0; ichair.slots; i++) { // the distance between this slot and the center of the go - imagine a 1D space float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f); float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); // calculate the distance between the player and this slot float thisDistance = player->GetDistance2d(x_i, y_i); /* debug code. It will spawn a npc on each slot to visualize them. Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000); std::ostringstream output; output << i << ": thisDist: " << thisDistance; helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0); */ if(thisDistance <= lowestDist) { lowestDist = thisDistance; x_lowest = x_i; y_lowest = y_i; } } player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } else { // fallback, will always work player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); } player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height); return; } //big gun, its a spell/aura case GAMEOBJECT_TYPE_GOOBER: //10 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()==TYPEID_PLAYER) { Player* player = (Player*)user; // show page if(info->goober.pageId) { WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8); data << GetGUID(); player->GetSession()->SendPacket(&data); } // possible quest objective for active quests player->CastedCreatureOrGO(info->id, GetGUID(), 0); } // cast this spell later if provided spellId = info->goober.spellId; break; } case GAMEOBJECT_TYPE_CAMERA: //13 { GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(info->camera.cinematicId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << info->camera.cinematicId; player->GetSession()->SendPacket(&data); } return; } //fishing bobber case GAMEOBJECT_TYPE_FISHINGNODE: //17 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if(player->GetGUID() != GetOwnerGUID()) return; switch(getLootState()) { case GO_READY: // ready for loot { // 1) skill must be >= base_zone_skill // 2) if skill == base_zone_skill => 5% chance // 3) chance is linear dependence from (base_zone_skill-skill) uint32 subzone = GetAreaId(); int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone ); if(!zone_skill) zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() ); //provide error, no fishable zone or area should be 0 if(!zone_skill) sLog.outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone); int32 skill = player->GetSkillValue(SKILL_FISHING); int32 chance = skill - zone_skill + 5; int32 roll = irand(1,100); DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll); if(skill >= zone_skill && chance >= roll) { // prevent removing GO at spell cancel player->RemoveGameObject(this,false); SetOwnerGUID(player->GetGUID()); //fish catched player->UpdateFishingSkill(); GameObject* ok = LookupFishingHoleAround(DEFAULT_VISIBILITY_DISTANCE); if (ok) { player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE); SetLootState(GO_JUST_DEACTIVATED); } else player->SendLoot(GetGUID(),LOOT_FISHING); } else { // fish escaped, can be deleted now SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_ESCAPED, 0); player->GetSession()->SendPacket(&data); } break; } case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update break; default: { SetLootState(GO_JUST_DEACTIVATED); WorldPacket data(SMSG_FISH_NOT_HOOKED, 0); player->GetSession()->SendPacket(&data); break; } } if(player->m_currentSpells[CURRENT_CHANNELED_SPELL]) { player->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); player->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); } return; } case GAMEOBJECT_TYPE_SUMMONING_RITUAL: //18 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Unit* caster = GetOwner(); GameObjectInfo const* info = GetGOInfo(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; // accept only use by player from same group for caster except caster itself if(((Player*)caster)==player || !((Player*)caster)->IsInSameRaidWith(player)) return; AddUniqueUse(player); // full amount unique participants including original summoner if(GetUniqueUseCount() < info->summoningRitual.reqParticipants) return; // in case summoning ritual caster is GO creator spellCaster = caster; if(!caster->m_currentSpells[CURRENT_CHANNELED_SPELL]) return; spellId = info->summoningRitual.spellId; // finish spell caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0); caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->finish(); // can be deleted now SetLootState(GO_JUST_DEACTIVATED); // go to end function to spell casting break; } case GAMEOBJECT_TYPE_SPELLCASTER: //22 { SetUInt32Value(GAMEOBJECT_FLAGS,2); GameObjectInfo const* info = GetGOInfo(); if(!info) return; if(info->spellcaster.partyOnly) { Unit* caster = GetOwner(); if( !caster || caster->GetTypeId()!=TYPEID_PLAYER ) return; if(user->GetTypeId()!=TYPEID_PLAYER || !((Player*)user)->IsInSameRaidWith((Player*)caster)) return; } spellId = info->spellcaster.spellId; AddUse(); break; } case GAMEOBJECT_TYPE_MEETINGSTONE: //23 { GameObjectInfo const* info = GetGOInfo(); if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetSelection()); // accept only use by player from same group for caster except caster itself if(!targetPlayer || targetPlayer == player || !targetPlayer->IsInSameGroupWith(player)) return; //required lvl checks! uint8 level = player->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; level = targetPlayer->getLevel(); if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel) return; spellId = 23598; break; } case GAMEOBJECT_TYPE_FLAGSTAND: // 24 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag click // AB: // 15001 // 15002 // 15003 // 15004 // 15005 bg->EventPlayerClickedOnFlag(player, this); return; //we don;t need to delete flag ... it is despawned! } break; } case GAMEOBJECT_TYPE_FLAGDROP: // 26 { if(user->GetTypeId()!=TYPEID_PLAYER) return; Player* player = (Player*)user; if( player->isAllowUseBattleGroundObject() ) { // in battleground check BattleGround *bg = player->GetBattleGround(); if(!bg) return; // BG flag dropped // WS: // 179785 - Silverwing Flag // 179786 - Warsong Flag // EotS: // 184142 - Netherstorm Flag GameObjectInfo const* info = GetGOInfo(); if(info) { switch(info->id) { case 179785: // Silverwing Flag // check if it's correct bg if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 179786: // Warsong Flag if(bg->GetTypeID() == BATTLEGROUND_WS) bg->EventPlayerClickedOnFlag(player, this); break; case 184142: // Netherstorm Flag if(bg->GetTypeID() == BATTLEGROUND_EY) bg->EventPlayerClickedOnFlag(player, this); break; } } //this cause to call return, all flags must be deleted here!! spellId = 0; Delete(); } break; } default: sLog.outDebug("Unknown Object Type %u", GetGoType()); break; } if(!spellId) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry( spellId ); if(!spellInfo) { if(user->GetTypeId()!=TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this)) sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType()); else sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId); return; } Spell *spell = new Spell(spellCaster, spellInfo, false); // spell target is user of GO SpellCastTargets targets; targets.setUnitTarget( user ); spell->prepare(&targets); } void GameObject::CastSpell(Unit* target, uint32 spell) { //summon world trigger Creature *trigger = SummonCreature(12999, GetPositionX(), GetPositionY(), GetPositionZ(), 0, TEMPSUMMON_TIMED_DESPAWN, 1); if(!trigger) return; trigger->SetVisibility(VISIBILITY_OFF); //should this be true? if(Unit *owner = GetOwner()) { trigger->setFaction(owner->getFaction()); trigger->CastSpell(target, spell, true, 0, 0, owner->GetGUID()); } else { trigger->setFaction(14); trigger->CastSpell(target, spell, true, 0, 0, target->GetGUID()); } //trigger->setDeathState(JUST_DIED); //trigger->RemoveCorpse(); } // overwrite WorldObject function for proper name localization const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const { if (loc_idx >= 0) { GameObjectLocale const *cl = objmgr.GetGameObjectLocale(GetEntry()); if (cl) { if (cl->Name.size() > loc_idx && !cl->Name[loc_idx].empty()) return cl->Name[loc_idx].c_str(); } } return GetName(); }