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-rw-r--r--src/game/GameObject.cpp559
1 files changed, 367 insertions, 192 deletions
diff --git a/src/game/GameObject.cpp b/src/game/GameObject.cpp
index d50c2698759..106c41f720e 100644
--- a/src/game/GameObject.cpp
+++ b/src/game/GameObject.cpp
@@ -1,7 +1,7 @@
/*
- * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
- * Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
+ * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.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
@@ -22,15 +22,14 @@
#include "QuestDef.h"
#include "GameObject.h"
#include "ObjectMgr.h"
+#include "PoolHandler.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"
@@ -41,12 +40,12 @@
#include "OutdoorPvPMgr.h"
#include "BattleGroundAV.h"
-GameObject::GameObject() : WorldObject()
+GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue)
{
m_objectType |= TYPEMASK_GAMEOBJECT;
m_objectTypeId = TYPEID_GAMEOBJECT;
// 2.3.2 - 0x58
- m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HASPOSITION);
+ m_updateFlag = (UPDATEFLAG_LOWGUID | UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION);
m_valuesCount = GAMEOBJECT_END;
m_respawnTime = 0;
@@ -58,15 +57,16 @@ GameObject::GameObject() : WorldObject()
m_charges = 5;
m_cooldownTime = 0;
m_goInfo = NULL;
+ m_goData = NULL;
m_DBTableGuid = 0;
}
GameObject::~GameObject()
{
- if(m_uint32Values) // field array can be not exist if GameOBject not loaded
+ /*if(m_uint32Values) // field array can be not exist if GameOBject not loaded
{
- // crash possible at access to deleted GO in Unit::m_gameobj
+ // Possible crash at access to deleted GO in Unit::m_gameobj
uint64 owner_guid = GetOwnerGUID();
if(owner_guid)
{
@@ -76,7 +76,7 @@ GameObject::~GameObject()
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()
@@ -84,6 +84,9 @@ void GameObject::AddToWorld()
///- Register the gameobject for guid lookup
if(!IsInWorld())
{
+ if(m_zoneScript)
+ m_zoneScript->OnGameObjectCreate(this, true);
+
ObjectAccessor::Instance().AddObject(this);
WorldObject::AddToWorld();
}
@@ -94,23 +97,33 @@ void GameObject::RemoveFromWorld()
///- Remove the gameobject from the accessor
if(IsInWorld())
{
- if(Map *map = FindMap())
- if(map->IsDungeon() && ((InstanceMap*)map)->GetInstanceData())
- ((InstanceMap*)map)->GetInstanceData()->OnObjectRemove(this);
- ObjectAccessor::Instance().RemoveObject(this);
+ if(m_zoneScript)
+ m_zoneScript->OnGameObjectCreate(this, false);
+
+ // Possible crash at access to deleted GO in Unit::m_gameobj
+ if(uint64 owner_guid = GetOwnerGUID())
+ {
+ 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));
+ }
WorldObject::RemoveFromWorld();
+ ObjectAccessor::Instance().RemoveObject(this);
}
}
-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)
+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());
SetInstanceId(map->GetInstanceId());
+ SetPhaseMask(phaseMask,false);
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);
+ sLog.outError("Gameobject (GUID: %u Entry: %u ) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
return false;
}
@@ -134,19 +147,18 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float
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(GAMEOBJECT_PARENTROTATION+0, rotation0);
+ SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
+
+ UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
SetUInt32Value(GAMEOBJECT_FACTION, goinfo->faction);
SetUInt32Value(GAMEOBJECT_FLAGS, goinfo->flags);
- SetUInt32Value(OBJECT_FIELD_ENTRY, goinfo->id);
+ SetEntry(goinfo->id);
SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId);
@@ -155,20 +167,20 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, float x, float
SetGoAnimProgress(animprogress);
- SetUInt32Value (GAMEOBJECT_ARTKIT, ArtKit);
-
- // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
- if (goinfo->type == GAMEOBJECT_TYPE_SPELLCASTER)
- m_charges = goinfo->spellcaster.charges;
+ SetByteValue(GAMEOBJECT_BYTES_1, 2, ArtKit);
- //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())
+ switch(goinfo->type)
{
- ((InstanceMap*)map)->GetInstanceData()->OnObjectCreate(this);
+ case GAMEOBJECT_TYPE_SPELLCASTER:
+ m_charges = goinfo->spellcaster.charges;
+ break;
+ case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
+ m_goValue->building.health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits;
+ break;
}
+ SetZoneScript();
+
return true;
}
@@ -190,7 +202,7 @@ void GameObject::Update(uint32 /*p_time*/)
{
// Arming Time for GAMEOBJECT_TYPE_TRAP (6)
Unit* owner = GetOwner();
- if (owner && ((Player*)owner)->isInCombat())
+ if (owner && owner->isInCombat())
m_cooldownTime = time(NULL) + GetGOInfo()->trap.startDelay;
m_lootState = GO_READY;
break;
@@ -204,7 +216,7 @@ 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;
@@ -213,10 +225,7 @@ void GameObject::Update(uint32 /*p_time*/)
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);
+ SendCustomAnim();
}
m_lootState = GO_READY; // can be successfully open with some chance
@@ -262,18 +271,22 @@ 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);
return;
}
// respawn timer
- MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
+ uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
+ if (poolid)
+ poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
+ else
+ GetMap()->Add(this);
break;
}
}
@@ -293,17 +306,13 @@ void GameObject::Update(uint32 /*p_time*/)
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 = 0.0f;
- const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId);
- if(spellEntry)
- radius = GetSpellRadius(sSpellRadiusStore.LookupEntry(spellEntry->EffectRadiusIndex[0]));
- else
- radius = goInfo->trap.radius;
+ float radius = goInfo->trap.radius;
+ if(!radius) // i think this is a hack, spell radius is determined by trap radius (spell itself does not have radius)
+ if(const SpellEntry *spellEntry = sSpellStore.LookupEntry(m_spellId))
+ 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(goInfo->trap.cooldown == 3) // cast in other case (at some triggering/linked go/etc explicit call)
{
if(m_respawnTime > 0)
break;
@@ -311,58 +320,44 @@ void GameObject::Update(uint32 /*p_time*/)
radius = goInfo->trap.cooldown; // battlegrounds gameobjects has data2 == 0 && data5 == 3
IsBattleGroundTrap = true;
}
+ if(!radius)
+ return;
}
- 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
+ if(owner) // hunter trap
{
- Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck u_check(this, owner, radius);
- Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> checker(ok, u_check);
-
- CellLock<GridReadGuard> cell_lock(cell, p);
-
- TypeContainerVisitor<Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck>, 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<Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
- cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
- }
+ Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck checker(this, owner, radius);
+ Trinity::UnitSearcher<Trinity::AnyUnfriendlyNoTotemUnitInObjectRangeCheck> searcher(this, ok, checker);
+ VisitNearbyGridObject(radius, searcher);
+ if(!ok) VisitNearbyWorldObject(radius, searcher);
}
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<Trinity::AnyPlayerInObjectRangeCheck> checker(p_ok, p_check);
-
- CellLock<GridReadGuard> cell_lock(cell, p);
-
- TypeContainerVisitor<Trinity::PlayerSearcher<Trinity::AnyPlayerInObjectRangeCheck>, WorldTypeMapContainer > world_object_checker(checker);
- cell_lock->Visit(cell_lock, world_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
- ok = p_ok;
+ Player* player = NULL;
+ MaNGOS::AnyPlayerInObjectRangeCheck checker(this, radius);
+ MaNGOS::PlayerSearcher<MaNGOS::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
+ VisitNearbyWorldObject(radius, searcher);
+ ok = player;
}
if (ok)
{
+ // some traps do not have spell but should be triggered
+ if(goInfo->trap.spellId)
+ CastSpell(ok, goInfo->trap.spellId);
//Unit *caster = owner ? owner : ok;
+ //caster->CastSpell(ok, goInfo->trap.spellId, true, 0, 0, GetGUID());
- //caster->CastSpell(ok, goInfo->trap.spellId, true);
- CastSpell(ok, goInfo->trap.spellId);
- m_cooldownTime = time(NULL) + 4; // 4 seconds
+ if(goInfo->trap.cooldown)
+ m_cooldownTime = time(NULL) + goInfo->trap.cooldown;
+ else
+ m_cooldownTime = time(NULL) + 4; // 4 seconds
- if(NeedDespawn)
+ if(owner)
SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
if(IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER)
@@ -386,11 +381,8 @@ 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;
@@ -404,11 +396,13 @@ void GameObject::Update(uint32 /*p_time*/)
if(spellId)
{
- std::set<uint32>::iterator it = m_unique_users.begin();
- std::set<uint32>::iterator end = m_unique_users.end();
+ std::set<uint32>::const_iterator it = m_unique_users.begin();
+ std::set<uint32>::const_iterator end = m_unique_users.end();
for (; it != end; it++)
{
Unit* owner = Unit::GetUnit(*this, uint64(*it));
+ // For now we do not support go cast
+ //if (owner) owner->CastSpell(owner, spellId, false, 0, 0, GetGUID());
if (owner) owner->CastSpell(owner, spellId, false);
}
@@ -420,7 +414,10 @@ void GameObject::Update(uint32 /*p_time*/)
if(GetOwnerGUID())
{
- m_respawnTime = 0;
+ if(Unit* owner = GetOwner())
+ owner->RemoveGameObject(this, false);
+
+ SetRespawnTime(0);
Delete();
return;
}
@@ -428,7 +425,7 @@ void GameObject::Update(uint32 /*p_time*/)
//burning flags in some battlegrounds, if you find better condition, just add it
if (GetGoAnimProgress() > 0)
{
- SendObjectDeSpawnAnim(this->GetGUID());
+ SendObjectDeSpawnAnim(GetGUID());
//reset flags
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
}
@@ -465,7 +462,7 @@ void GameObject::Refresh()
return;
if(isSpawned())
- MapManager::Instance().GetMap(GetMapId(), this)->Add(this);
+ GetMap()->Add(this);
}
void GameObject::AddUniqueUse(Player* player)
@@ -478,24 +475,29 @@ void GameObject::Delete()
{
SendObjectDeSpawnAnim(GetGUID());
- SetGoState(1);
+ SetGoState(GO_STATE_READY);
SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags);
- AddObjectToRemoveList();
+ uint16 poolid = poolhandler.IsPartOfAPool(GetGUIDLow(), TYPEID_GAMEOBJECT);
+ if (poolid)
+ poolhandler.UpdatePool(poolid, GetGUIDLow(), TYPEID_GAMEOBJECT);
+ else
+ AddObjectToRemoveList();
}
-void GameObject::getFishLoot(Loot *fishloot)
+void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
{
fishloot->clear();
- uint32 subzone = GetAreaId();
+ uint32 zone, subzone;
+ GetZoneAndAreaId(zone,subzone);
// if subzone loot exist use it
if(LootTemplates_Fishing.HaveLootFor(subzone))
- fishloot->FillLoot(subzone, LootTemplates_Fishing, NULL);
+ fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner,true);
// else use zone loot
else
- fishloot->FillLoot(GetZoneId(), LootTemplates_Fishing, NULL);
+ fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner,true);
}
void GameObject::SaveToDB()
@@ -509,10 +511,10 @@ void GameObject::SaveToDB()
return;
}
- SaveToDB(GetMapId(), data->spawnMask);
+ SaveToDB(GetMapId(), data->spawnMask, data->phaseMask);
}
-void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask)
+void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
{
const GameObjectInfo *goI = GetGOInfo();
@@ -527,38 +529,40 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask)
// data->guid = guid don't must be update at save
data.id = GetEntry();
data.mapid = mapid;
+ data.phaseMask = phaseMask;
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.rotation0 = GetFloatValue(GAMEOBJECT_PARENTROTATION+0);
+ data.rotation1 = GetFloatValue(GAMEOBJECT_PARENTROTATION+1);
+ data.rotation2 = GetFloatValue(GAMEOBJECT_PARENTROTATION+2);
+ data.rotation3 = GetFloatValue(GAMEOBJECT_PARENTROTATION+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);
+ data.ArtKit = GetGoArtKit();
// updated in DB
std::ostringstream ss;
ss << "INSERT INTO gameobject VALUES ( "
<< m_DBTableGuid << ", "
- << GetUInt32Value (OBJECT_FIELD_ENTRY) << ", "
+ << GetEntry() << ", "
<< mapid << ", "
- << (uint32)spawnMask << ", "
+ << uint32(spawnMask) << "," // cast to prevent save as symbol
+ << uint16(GetPhaseMask()) << "," // prevent out of range error
<< 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) << ", "
+ << GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", "
+ << GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", "
+ << GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", "
+ << GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", "
<< m_respawnDelayTime << ", "
- << GetGoAnimProgress() << ", "
- << GetGoState() << ")";
+ << uint32(GetGoAnimProgress()) << ", "
+ << uint32(GetGoState()) << ")";
WorldDatabase.BeginTransaction();
WorldDatabase.PExecuteLog("DELETE FROM gameobject WHERE guid = '%u'", m_DBTableGuid);
@@ -572,12 +576,13 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
if( !data )
{
- sLog.outErrorDb("ERROR: Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
+ sLog.outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
return false;
}
uint32 entry = data->id;
- uint32 map_id = data->mapid;
+ //uint32 map_id = data->mapid; // already used before call
+ uint32 phaseMask = data->phaseMask;
float x = data->posX;
float y = data->posY;
float z = data->posZ;
@@ -589,48 +594,47 @@ 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;
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) )
+ if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, ArtKit) )
return false;
- switch(GetGOInfo()->type)
+ if(!GetDespawnPossibility())
{
- 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);
+ SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN);
+ m_spawnedByDefault = true;
+ m_respawnDelayTime = 0;
+ m_respawnTime = 0;
+ }
+ else
+ {
+ if(data->spawntimesecs >= 0)
+ {
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());
+ 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
+ // ready to respawn
+ if(m_respawnTime && m_respawnTime <= time(NULL))
{
- m_spawnedByDefault = false;
- m_respawnDelayTime = -data->spawntimesecs;
m_respawnTime = 0;
+ objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),0);
}
- break;
+ }
+ else
+ {
+ m_spawnedByDefault = false;
+ m_respawnDelayTime = -data->spawntimesecs;
+ m_respawnTime = 0;
+ }
}
+ m_goData = data;
+
return true;
}
@@ -644,12 +648,7 @@ void GameObject::DeleteFromDB()
GameObject* GameObject::GetGameObject(WorldObject& object, uint64 guid)
{
- return ObjectAccessor::GetGameObject(object,guid);
-}
-
-GameObjectInfo const *GameObject::GetGOInfo() const
-{
- return m_goInfo;
+ return object.GetMap()->GetGameObject(guid);
}
uint32 GameObject::GetLootId(GameObjectInfo const* ginfo)
@@ -710,7 +709,7 @@ Unit* GameObject::GetOwner() const
void GameObject::SaveRespawnTime()
{
- if(m_respawnTime > time(NULL) && m_spawnedByDefault)
+ if(m_goData && m_goData->dbData && m_respawnTime > time(NULL) && m_spawnedByDefault)
objmgr.SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
}
@@ -738,14 +737,10 @@ bool GameObject::isVisibleForInState(Player const* u, bool inVisibleList) const
if(owner && u->IsHostileTo(owner) && !canDetectTrap(u, GetDistance(u)))
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() +
+ return IsWithinDistInMap(u->m_seer,World::GetMaxVisibleDistanceForObject() +
(inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
}
@@ -824,7 +819,20 @@ void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
if(!trapSpell) // checked at load already
return;
- float range = GetSpellMaxRange(sSpellRangeStore.LookupEntry(trapSpell->rangeIndex));
+ float range;
+ SpellRangeEntry const * srentry = sSpellRangeStore.LookupEntry(trapSpell->rangeIndex);
+ //get owner to check hostility of GameObject
+ if (GetSpellMaxRangeForHostile(srentry) == GetSpellMaxRangeForHostile(srentry))
+ range = GetSpellMaxRangeForHostile(srentry);
+ else
+ {
+ Unit * owner=GetOwner();
+ if (owner)
+ range = owner->GetSpellMaxRangeForTarget(target, srentry);
+ else
+ //if no owner assume that object is hostile to target
+ range = GetSpellMaxRangeForHostile(srentry);
+ }
// search nearest linked GO
GameObject* trapGO = NULL;
@@ -834,18 +842,18 @@ void GameObject::TriggeringLinkedGameObject( uint32 trapEntry, Unit* target)
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
- Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
- Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(trapGO,go_check);
+ MaNGOS::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
+ MaNGOS::GameObjectLastSearcher<MaNGOS::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
CellLock<GridReadGuard> cell_lock(cell, p);
- cell_lock->Visit(cell_lock, object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
+ cell_lock->Visit(cell_lock, object_checker, *GetMap());
}
// found correct GO
// FIXME: when GO casting will be implemented trap must cast spell to target
if(trapGO)
- target->CastSpell(target,trapSpell,true);
+ target->CastSpell(target,trapSpell,true, 0, 0, GetGUID());
}
GameObject* GameObject::LookupFishingHoleAround(float range)
@@ -855,18 +863,28 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
- Trinity::NearestGameObjectFishingHole u_check(*this, range);
- Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole> checker(ok, u_check);
+ MaNGOS::NearestGameObjectFishingHole u_check(*this, range);
+ MaNGOS::GameObjectSearcher<MaNGOS::NearestGameObjectFishingHole> checker(this, ok, u_check);
CellLock<GridReadGuard> cell_lock(cell, p);
TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker);
- cell_lock->Visit(cell_lock, grid_object_checker, *MapManager::Instance().GetMap(GetMapId(), this));
+ cell_lock->Visit(cell_lock, grid_object_checker, *GetMap());
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;
@@ -874,32 +892,31 @@ 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(uint32 kit)
+void GameObject::SetGoArtKit(uint8 kit)
{
- SetUInt32Value(GAMEOBJECT_ARTKIT, kit);
+ SetByteValue(GAMEOBJECT_BYTES_1, 2, kit);
GameObjectData *data = const_cast<GameObjectData*>(objmgr.GetGOData(m_DBTableGuid));
if(data)
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)
@@ -907,6 +924,7 @@ void GameObject::Use(Unit* user)
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
+ bool triggered = false;
switch(GetGoType())
{
@@ -956,7 +974,7 @@ void GameObject::Use(Unit* user)
// 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++)
+ 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);
@@ -988,7 +1006,7 @@ void GameObject::Use(Unit* user)
// 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);
+ player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
return;
}
//big gun, its a spell/aura
@@ -1010,6 +1028,9 @@ void GameObject::Use(Unit* user)
// possible quest objective for active quests
player->CastedCreatureOrGO(info->id, GetGUID(), 0);
+
+ if (info->goober.eventId)
+ sWorld.ScriptsStart(sEventScripts, info->goober.eventId, player, this);
}
// cast this spell later if provided
@@ -1028,12 +1049,12 @@ void GameObject::Use(Unit* user)
Player* player = (Player*)user;
- if(info->camera.cinematicId)
- {
- WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
- data << info->camera.cinematicId;
- player->GetSession()->SendPacket(&data);
- }
+ if (info->camera.cinematicId)
+ player->SendCinematicStart(info->camera.cinematicId);
+
+ if (info->camera.eventID)
+ sWorld.ScriptsStart(sEventScripts, info->camera.eventID, player, this);
+
return;
}
//fishing bobber
@@ -1055,11 +1076,12 @@ void GameObject::Use(Unit* user)
// 2) if skill == base_zone_skill => 5% chance
// 3) chance is linear dependence from (base_zone_skill-skill)
- uint32 subzone = GetAreaId();
+ uint32 zone, subzone;
+ GetZoneAndAreaId(zone,subzone);
int32 zone_skill = objmgr.GetFishingBaseSkillLevel( subzone );
if(!zone_skill)
- zone_skill = objmgr.GetFishingBaseSkillLevel( GetZoneId() );
+ zone_skill = objmgr.GetFishingBaseSkillLevel( zone );
//provide error, no fishable zone or area should be 0
if(!zone_skill)
@@ -1067,7 +1089,7 @@ void GameObject::Use(Unit* user)
int32 skill = player->GetSkillValue(SKILL_FISHING);
int32 chance = skill - zone_skill + 5;
- int32 roll = GetMap()->irand(1,100);
+ int32 roll = irand(1,100);
DEBUG_LOG("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
@@ -1084,6 +1106,7 @@ void GameObject::Use(Unit* user)
if (ok)
{
player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE);
+ player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, ok->GetGOInfo()->id);
SetLootState(GO_JUST_DEACTIVATED);
}
else
@@ -1150,6 +1173,13 @@ void GameObject::Use(Unit* user)
return;
spellId = info->summoningRitual.spellId;
+ if(spellId==62330) // GO store not existed spell, replace by expected
+ {
+ // spell have reagent and mana cost but it not expected use its
+ // it triggered spell in fact casted at currently channeled GO
+ spellId = 61993;
+ triggered = true;
+ }
// finish spell
caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->SendChannelUpdate(0);
@@ -1207,7 +1237,10 @@ void GameObject::Use(Unit* user)
if (level < info->meetingstone.minLevel || level > info->meetingstone.maxLevel)
return;
- spellId = 23598;
+ if(info->id==194097)
+ spellId = 61994; // Ritual of Summoning
+ else
+ spellId = 59782; // Summoning Stone Effect
break;
}
@@ -1219,7 +1252,7 @@ void GameObject::Use(Unit* user)
Player* player = (Player*)user;
- if( player->isAllowUseBattleGroundObject() )
+ if( player->CanUseBattleGroundObject() )
{
// in battleground check
BattleGround *bg = player->GetBattleGround();
@@ -1244,7 +1277,7 @@ void GameObject::Use(Unit* user)
Player* player = (Player*)user;
- if( player->isAllowUseBattleGroundObject() )
+ if( player->CanUseBattleGroundObject() )
{
// in battleground check
BattleGround *bg = player->GetBattleGround();
@@ -1282,6 +1315,26 @@ void GameObject::Use(Unit* user)
}
break;
}
+ case GAMEOBJECT_TYPE_BARBER_CHAIR: //32
+ {
+ GameObjectInfo const* info = GetGOInfo();
+ if(!info)
+ return;
+
+ if(user->GetTypeId()!=TYPEID_PLAYER)
+ return;
+
+ Player* player = (Player*)user;
+
+ // 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);
+
+ WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
+ player->GetSession()->SendPacket(&data);
+
+ player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->barberChair.chairheight);
+ return;
+ }
default:
sLog.outDebug("Unknown Object Type %u", GetGoType());
break;
@@ -1300,7 +1353,7 @@ void GameObject::Use(Unit* user)
return;
}
- Spell *spell = new Spell(spellCaster, spellInfo, false);
+ Spell *spell = new Spell(spellCaster, spellInfo, triggered);
// spell target is user of GO
SpellCastTargets targets;
@@ -1309,8 +1362,29 @@ void GameObject::Use(Unit* user)
spell->prepare(&targets);
}
-void GameObject::CastSpell(Unit* target, uint32 spell)
+void GameObject::CastSpell(Unit* target, uint32 spellId)
{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if(!spellInfo)
+ return;
+
+ bool self = false;
+ for(int i = 0; i < 3; ++i)
+ {
+ if(spellInfo->EffectImplicitTargetA[i] == TARGET_UNIT_CASTER)
+ {
+ self = true;
+ break;
+ }
+ }
+
+ if(self)
+ {
+ if(target)
+ target->CastSpell(target, spellInfo, true);
+ return;
+ }
+
//summon world trigger
Creature *trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, 1);
if(!trigger) return;
@@ -1319,17 +1393,96 @@ void GameObject::CastSpell(Unit* target, uint32 spell)
if(Unit *owner = GetOwner())
{
trigger->setFaction(owner->getFaction());
- trigger->CastSpell(target, spell, true, 0, 0, owner->GetGUID());
+ trigger->CastSpell(target, spellInfo, true, 0, 0, owner->GetGUID());
}
else
{
trigger->setFaction(14);
- trigger->CastSpell(target, spell, true, 0, 0, target->GetGUID());
+ trigger->CastSpell(target, spellInfo, true);
}
//trigger->setDeathState(JUST_DIED);
//trigger->RemoveCorpse();
}
+void GameObject::SendCustomAnim()
+{
+ WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4);
+ data << GetGUID();
+ data << (uint32)0;
+ SendMessageToSet(&data, true);
+}
+
+bool GameObject::IsInRange(float x, float y, float z, float radius) const
+{
+ GameObjectDisplayInfoEntry const * info = sGameObjectDisplayInfoStore.LookupEntry(GetUInt32Value(GAMEOBJECT_DISPLAYID));
+ if(!info)
+ return IsWithinDist3d(x, y, z, radius);
+
+ float sinA = sin(GetOrientation());
+ float cosA = cos(GetOrientation());
+ float dx = x - GetPositionX();
+ float dy = y - GetPositionY();
+ float dz = z - GetPositionZ();
+ float dist = sqrt(dx*dx + dy*dy);
+ float sinB = dx / dist;
+ float cosB = dy / dist;
+ dx = dist * (cosA * cosB + sinA * sinB);
+ dy = dist * (cosA * sinB - sinA * cosB);
+ return dx < info->maxX + radius && dx > info->minX - radius
+ && dy < info->maxY + radius && dy > info->minY - radius
+ && dz < info->maxZ + radius && dz > info->minZ - radius;
+}
+
+void GameObject::TakenDamage(uint32 damage)
+{
+ if(!m_goValue->building.health)
+ return;
+
+ if(m_goValue->building.health > damage)
+ m_goValue->building.health -= damage;
+ else
+ m_goValue->building.health = 0;
+
+ if(HasFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED)) // from damaged to destroyed
+ {
+ if(!m_goValue->building.health)
+ {
+ RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
+
+ SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DESTROYED);
+ SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->building.destroyedDisplayId);
+ EventInform(m_goInfo->building.damagedEvent);
+ }
+ }
+ else // from intact to damaged
+ {
+ if(m_goValue->building.health <= m_goInfo->building.damagedNumHits)
+ {
+ if(!m_goInfo->building.destroyedDisplayId)
+ m_goValue->building.health = 0;
+ else if(!m_goValue->building.health)
+ m_goValue->building.health = 1;
+
+ SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED);
+ SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->building.damagedDisplayId);
+ EventInform(m_goInfo->building.intactEvent);
+ }
+ }
+}
+
+void GameObject::Rebuild()
+{
+ RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_DAMAGED + GO_FLAG_DESTROYED);
+ SetUInt32Value(GAMEOBJECT_DISPLAYID, m_goInfo->displayId);
+ m_goValue->building.health = m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits;
+}
+
+void GameObject::EventInform(uint32 eventId)
+{
+ if(eventId && m_zoneScript)
+ m_zoneScript->ProcessEvent(this, eventId);
+}
+
// overwrite WorldObject function for proper name localization
const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
{
@@ -1346,3 +1499,25 @@ const char* GameObject::GetNameForLocaleIdx(int32 loc_idx) const
return GetName();
}
+void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/)
+{
+ static double const atan_pow = atan(pow(2.0f, -20.0f));
+
+ SetFloatValue(GAMEOBJECT_FACING, GetOrientation());
+
+ double f_rot1 = sin(GetOrientation() / 2.0f);
+ double f_rot2 = cos(GetOrientation() / 2.0f);
+
+ int64 i_rot1 = int64(f_rot1 / atan_pow *(f_rot2 >= 0 ? 1.0f : -1.0f));
+ int64 rotation = (i_rot1 << 43 >> 43) & 0x00000000001FFFFF;
+ SetUInt64Value(GAMEOBJECT_ROTATION, rotation);
+
+ if(rotation2==0.0f && rotation3==0.0f)
+ {
+ rotation2 = f_rot1;
+ rotation3 = f_rot2;
+ }
+
+ SetFloatValue(GAMEOBJECT_PARENTROTATION+2, rotation2);
+ SetFloatValue(GAMEOBJECT_PARENTROTATION+3, rotation3);
+}