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authorNeo2003 <none@none>2008-10-06 04:48:59 -0500
committerNeo2003 <none@none>2008-10-06 04:48:59 -0500
commit1fc5c0d6d7200048009f99c2cb4d3fd12858ed2f (patch)
tree58895d02973f2387143bc3d1c1e5ecf8a28984fc /src/game/GameObject.cpp
parent010ed993e1a00246dd15df97a3ba6893410d2d3f (diff)
[svn] * Little fix in RandomMovementGenerator
* Updated to 6731 and 680 --HG-- branch : trunk rename : 6721-676 => 6731-680
Diffstat (limited to 'src/game/GameObject.cpp')
-rw-r--r--src/game/GameObject.cpp2500
1 files changed, 1247 insertions, 1253 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index c3b8cf3d6e4..dc69b830760 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -1,1253 +1,1247 @@
-/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
- *
- * 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 "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;
-}
-
-GameObject::~GameObject()
-{
- if(m_uint32Values) // field array can be not exist if GameOBject not loaded
- {
- // crash possable 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 possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
- }
- }
-}
-
-void GameObject::AddToWorld()
-{
- ///- Register the gameobject for guid lookup
- if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
- Object::AddToWorld();
-}
-
-void GameObject::RemoveFromWorld()
-{
- ///- Remove the gameobject from the accessor
- if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
- Object::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)
-{
- 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_DBTableGuid = guidlow;
- 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);
-
- // 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 succesfully 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 triggring/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(MaNGOS::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
- {
- MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius);
- MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check);
-
- CellLock<GridReadGuard> cell_lock(cell, p);
-
- TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, 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<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, 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;
- MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius);
- MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> checker(p_ok, p_check);
-
- CellLock<GridReadGuard> cell_lock(cell, p);
-
- TypeContainerVisitor<MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck>, 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);
- 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<uint32>::iterator it = m_unique_users.begin();
- std::set<uint32>::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_IMMEDIATLY))
- 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 creature has already been loaded
- // perferably 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;
-
- // 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;
-
- // 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 stored_guid = 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) )
- return false;
-
- m_DBTableGuid = stored_guid;
-
- 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(stored_guid, 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<GameObjectInfo>(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(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
- Cell cell(p);
- cell.data.Part.reserved = ALL_DISTRICT;
-
- MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
- MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO,go_check);
-
- TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
- CellLock<GridReadGuard> 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(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
- Cell cell(p);
- cell.data.Part.reserved = ALL_DISTRICT;
- MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
- MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(ok, u_check);
-
- CellLock<GridReadGuard> cell_lock(cell, p);
-
- TypeContainerVisitor<MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole>, 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::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; i<info->chair.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->InBattleGround() && // in battleground
- !player->IsMounted() && // not mounted
- !player->HasStealthAura() && // not stealthed
- !player->HasInvisibilityAura() && // not invisible
- player->isAlive()) // live player
- {
- 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->InBattleGround() && // in battleground
- !player->IsMounted() && // not mounted
- !player->HasStealthAura() && // not stealthed
- !player->HasInvisibilityAura() && // not invisible
- !player->HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
- player->isAlive()) // live player
- {
- 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)
- {
- sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
- return;
- }
-
- Spell *spell = new Spell(spellCaster, spellInfo, false);
-
- // spell target is user of GO
- SpellCastTargets targets;
- targets.setUnitTarget( user );
-
- spell->prepare(&targets);
-}
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * 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 "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 possable 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 possable later.",GetGUIDLow(),GetGOInfo()->id,GUID_LOPART(owner_guid));
+ }
+ }
+}
+
+void GameObject::AddToWorld()
+{
+ ///- Register the gameobject for guid lookup
+ if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
+ Object::AddToWorld();
+}
+
+void GameObject::RemoveFromWorld()
+{
+ ///- Remove the gameobject from the accessor
+ if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
+ Object::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)
+{
+ 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);
+
+ // 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 succesfully 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 triggring/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(MaNGOS::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
+ {
+ MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck u_check(this, owner, radius);
+ MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck> checker(ok, u_check);
+
+ CellLock<GridReadGuard> cell_lock(cell, p);
+
+ TypeContainerVisitor<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, 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<MaNGOS::UnitSearcher<MaNGOS::AnyUnfriendlyUnitInObjectRangeCheck>, 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;
+ MaNGOS::AnyPlayerInObjectRangeCheck p_check(this, radius);
+ MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> checker(p_ok, p_check);
+
+ CellLock<GridReadGuard> cell_lock(cell, p);
+
+ TypeContainerVisitor<MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck>, 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);
+ 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<uint32>::iterator it = m_unique_users.begin();
+ std::set<uint32>::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_IMMEDIATLY))
+ 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
+ // perferably 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;
+
+ // 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;
+
+ 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) )
+ 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<GameObjectInfo>(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(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+
+ MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
+ MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO,go_check);
+
+ TypeContainerVisitor<MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
+ CellLock<GridReadGuard> 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(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
+ MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(ok, u_check);
+
+ CellLock<GridReadGuard> cell_lock(cell, p);
+
+ TypeContainerVisitor<MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole>, 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::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; i<info->chair.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)
+ {
+ sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u )", spellId,GetEntry(),GetGoType());
+ return;
+ }
+
+ Spell *spell = new Spell(spellCaster, spellInfo, false);
+
+ // spell target is user of GO
+ SpellCastTargets targets;
+ targets.setUnitTarget( user );
+
+ spell->prepare(&targets);
+}