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-rw-r--r--src/game/GameObject.cpp48
1 files changed, 27 insertions, 21 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index a3107cface7..3fcf8a02722 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -107,7 +107,7 @@ void GameObject::RemoveFromWorld()
}
}
-bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, uint32 go_state, uint32 ArtKit)
+bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 animprogress, GOState go_state, uint32 ArtKit)
{
Relocate(x,y,z,ang);
SetMapId(map->GetId());
@@ -209,7 +209,7 @@ void GameObject::Update(uint32 /*p_time*/)
Unit* caster = GetOwner();
if(caster && caster->GetTypeId()==TYPEID_PLAYER)
{
- SetGoState(0);
+ SetGoState(GO_STATE_ACTIVE);
SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
UpdateData udata;
@@ -267,11 +267,11 @@ void GameObject::Update(uint32 /*p_time*/)
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);
+ if (GetGoState() != GO_STATE_READY)
+ ResetDoorOrButton();
//flags in AB are type_button and we need to add them here so no break!
default:
- if(!m_spawnedByDefault) // despawn timer
+ if (!m_spawnedByDefault) // despawn timer
{
// can be despawned or destroyed
SetLootState(GO_JUST_DEACTIVATED);
@@ -371,11 +371,8 @@ void GameObject::Update(uint32 /*p_time*/)
{
case GAMEOBJECT_TYPE_DOOR:
case GAMEOBJECT_TYPE_BUTTON:
- if(GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
- {
- SwitchDoorOrButton(false);
- SetLootState(GO_JUST_DEACTIVATED);
- }
+ if (GetAutoCloseTime() && (m_cooldownTime < time(NULL)))
+ ResetDoorOrButton();
break;
}
break;
@@ -463,7 +460,7 @@ void GameObject::Delete()
{
SendObjectDeSpawnAnim(GetGUID());
- SetGoState(1);
+ SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
@@ -549,8 +546,8 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
<< GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
<< GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
<< m_respawnDelayTime << ", "
- << (uint32)GetGoAnimProgress() << ", "
- << (uint32)GetGoState() << ")";
+ << uint32(GetGoAnimProgress()) << ", "
+ << uint32(GetGoState()) << ")";
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
@@ -582,7 +579,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
float rotation3 = data->rotation3;
uint32 animprogress = data->animprogress;
- uint32 go_state = data->go_state;
+ GOState go_state = data->go_state;
uint32 ArtKit = data->ArtKit;
m_DBTableGuid = guid;
@@ -865,7 +862,17 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
return ok;
}
-void GameObject::UseDoorOrButton(uint32 time_to_restore)
+void GameObject::ResetDoorOrButton()
+{
+ if (m_lootState == GO_READY || m_lootState == GO_JUST_DEACTIVATED)
+ return;
+
+ SwitchDoorOrButton(false);
+ SetLootState(GO_JUST_DEACTIVATED);
+ m_cooldownTime = 0;
+}
+
+void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = false */)
{
if(m_lootState != GO_READY)
return;
@@ -873,11 +880,10 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore)
if(!time_to_restore)
time_to_restore = GetAutoCloseTime();
- SwitchDoorOrButton(true);
+ SwitchDoorOrButton(true,alternative);
SetLootState(GO_ACTIVATED);
m_cooldownTime = time(NULL) + time_to_restore;
-
}
void GameObject::SetGoArtKit(uint8 kit)
@@ -888,17 +894,17 @@ void GameObject::SetGoArtKit(uint8 kit)
data->ArtKit = kit;
}
-void GameObject::SwitchDoorOrButton(bool activate)
+void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false */)
{
if(activate)
SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
else
RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE);
- if(GetGoState()) //if closed -> open
- SetGoState(0);
+ if(GetGoState() == GO_STATE_READY) //if closed -> open
+ SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE);
else //if open -> close
- SetGoState(1);
+ SetGoState(GO_STATE_READY);
}
void GameObject::Use(Unit* user)