Entities/GO: GameObjects now support (delayed) despawning in a reasonable manner. Closes #21406.

(cherry picked from commit f071fa9e93)
This commit is contained in:
Treeston
2018-02-13 22:08:49 +01:00
committed by Shauren
parent bd158f6c29
commit bccd81e12a
3 changed files with 28 additions and 2 deletions

View File

@@ -1058,7 +1058,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
creature->DespawnOrUnsummon(respawnDelay);
}
else if (GameObject* goTarget = target->ToGameObject())
goTarget->SetRespawnTime(respawnDelay);
goTarget->DespawnOrUnsummon(Milliseconds(respawnDelay));
}
break;
}

View File

@@ -117,6 +117,7 @@ GameObject::GameObject() : WorldObject(false), MapObject(),
m_respawnTime = 0;
m_respawnDelayTime = 300;
m_despawnDelay = 0;
m_lootState = GO_NOT_READY;
m_spawnedByDefault = true;
m_usetimes = 0;
@@ -518,6 +519,14 @@ void GameObject::Update(uint32 diff)
else if (!AIM_Initialize())
TC_LOG_ERROR("misc", "Could not initialize GameObjectAI");
if (m_despawnDelay)
{
if (m_despawnDelay > diff)
m_despawnDelay -= diff;
else
DespawnOrUnsummon();
}
switch (m_lootState)
{
case GO_NOT_READY:
@@ -945,6 +954,21 @@ void GameObject::AddUniqueUse(Player* player)
m_unique_users.insert(player->GetGUID());
}
void GameObject::DespawnOrUnsummon(Milliseconds const& delay)
{
if (delay > Milliseconds::zero())
{
if (!m_despawnDelay || m_despawnDelay > delay.count())
m_despawnDelay = delay.count();
}
else
{
if (m_goData && m_respawnDelayTime)
SaveRespawnTime(m_respawnDelayTime);
Delete();
}
}
void GameObject::Delete()
{
SetLootState(GO_NOT_READY);
@@ -1266,7 +1290,7 @@ Unit* GameObject::GetOwner() const
void GameObject::SaveRespawnTime(uint32 forceDelay, bool savetodb)
{
if (m_goData && m_respawnTime > GameTime::GetGameTime() && m_spawnedByDefault)
if (m_goData && (forceDelay || m_respawnTime > GameTime::GetGameTime()) && m_spawnedByDefault)
{
if (m_respawnCompatibilityMode)
{

View File

@@ -164,6 +164,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void DespawnOrUnsummon(Milliseconds const& delay = 0ms);
void Delete();
void SendGameObjectDespawn();
void getFishLoot(Loot* loot, Player* loot_owner);
@@ -316,6 +317,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
uint32 m_spellId;
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
uint32 m_despawnDelay;
LootState m_lootState;
ObjectGuid m_lootStateUnitGUID; // GUID of the unit passed with SetLootState(LootState, Unit*)
bool m_spawnedByDefault;