[8183] Some gameobject despanw related fixes Author: VladimirMangos

* Implement use `consumable` field in gameobject template for gameobject required explcit despawn at use.
    * Move gameobject template fields cech function from Gameobject to gameobject template class, and update callers.
    * Cast spells at gameobject use with gameobject guid as original caster guid, as already used in some other cases. (skipped)

--HG--
branch : trunk
This commit is contained in:
megamage
2009-07-16 12:06:07 +08:00
parent 208087ff6e
commit e152ff8ec5
7 changed files with 115 additions and 90 deletions

View File

@@ -94,7 +94,7 @@ void GameObject::CleanupsBeforeDelete()
ownerType = "pet";
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.",
GetGUIDLow(), GetGOInfo()->id, m_spellId, GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
}
}
}
@@ -398,7 +398,7 @@ void GameObject::Update(uint32 /*p_time*/)
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
if (GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
ResetDoorOrButton();
break;
}
@@ -441,7 +441,7 @@ void GameObject::Update(uint32 /*p_time*/)
}
//burning flags in some battlegrounds, if you find better condition, just add it
if (GetGoAnimProgress() > 0)
if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
{
SendObjectDeSpawnAnim(GetGUID());
//reset flags
@@ -622,7 +622,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) )
return false;
if(!GetDespawnPossibility())
if(!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
{
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
m_spawnedByDefault = true;
@@ -670,22 +670,6 @@ GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid)
return object.GetMap()->GetGameObject(guid);
}
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;
default:
return 0;
}
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
@@ -801,7 +785,7 @@ bool GameObject::ActivateToQuest( Player *pTarget)const
// scan GO chest with loot including quest items
case GAMEOBJECT_TYPE_CHEST:
{
if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetLootId(), pTarget))
if(LootTemplates_Gameobject.HaveQuestLootForPlayer(GetGOInfo()->GetLootId(), pTarget))
{
//TODO: fix this hack
//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
@@ -907,7 +891,7 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
return;
if(!time_to_restore)
time_to_restore = GetAutoCloseTime();
time_to_restore = GetGOInfo()->GetAutoCloseTime();
SwitchDoorOrButton(true,alternative);
SetLootState(GO_ACTIVATED);
@@ -1382,6 +1366,7 @@ void GameObject::Use(Unit* user)
}
Spell *spell = new Spell(spellCaster, spellInfo, triggered);
//Spell *spell = new Spell(spellCaster, spellInfo, triggered,GetGUID());
// spell target is user of GO
SpellCastTargets targets;