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Diffstat (limited to 'src/server/game/GameObject.cpp')
-rw-r--r-- | src/server/game/GameObject.cpp | 1698 |
1 files changed, 1698 insertions, 0 deletions
diff --git a/src/server/game/GameObject.cpp b/src/server/game/GameObject.cpp new file mode 100644 index 00000000000..596b156bd35 --- /dev/null +++ b/src/server/game/GameObject.cpp @@ -0,0 +1,1698 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 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 + * 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 "PoolHandler.h" +#include "SpellMgr.h" +#include "Spell.h" +#include "UpdateMask.h" +#include "Opcodes.h" +#include "WorldPacket.h" +#include "World.h" +#include "Database/DatabaseEnv.h" +#include "LootMgr.h" +#include "GridNotifiers.h" +#include "GridNotifiersImpl.h" +#include "CellImpl.h" +#include "InstanceData.h" +#include "BattleGround.h" +#include "Util.h" +#include "OutdoorPvPMgr.h" +#include "BattleGroundAV.h" +#include "ScriptMgr.h" + +GameObject::GameObject() : WorldObject(), m_goValue(new GameObjectValue) +{ + m_objectType |= TYPEMASK_GAMEOBJECT; + m_objectTypeId = TYPEID_GAMEOBJECT; + + m_updateFlag = (UPDATEFLAG_HIGHGUID | UPDATEFLAG_HAS_POSITION | UPDATEFLAG_POSITION | UPDATEFLAG_ROTATION); + + m_valuesCount = GAMEOBJECT_END; + m_respawnTime = 0; + m_respawnDelayTime = 300; + m_lootState = GO_NOT_READY; + m_spawnedByDefault = true; + m_usetimes = 0; + m_spellId = 0; + m_cooldownTime = 0; + m_goInfo = NULL; + m_goData = NULL; + + m_DBTableGuid = 0; + m_rotation = 0; + + m_groupLootTimer = 0; + lootingGroupGUID = 0; + + ResetLootMode(); // restore default loot mode +} + +GameObject::~GameObject() +{ + delete m_goValue; + //if (m_uint32Values) // field array can be not exist if GameOBject not loaded + // CleanupsBeforeDelete(); +} + +void GameObject::CleanupsBeforeDelete(bool /*finalCleanup*/) +{ + if (IsInWorld()) + RemoveFromWorld(); + + if (m_uint32Values) // field array can be not exist if GameOBject not loaded + { + // Possible crash at access to deleted GO in Unit::m_gameobj + if (uint64 owner_guid = GetOwnerGUID()) + { + Unit* owner = NULL; + // Object may be deleted while player is not in world, skip this check for now. + /*if (IS_PLAYER_GUID(owner_guid)) + owner = ObjectAccessor::GetObjectInWorld(owner_guid, (Player*)NULL); + else*/ + owner = ObjectAccessor::GetUnit(*this,owner_guid); + + if (owner) + owner->RemoveGameObject(this,false); + else + { + const char * ownerType = "creature"; + if (IS_PLAYER_GUID(owner_guid)) + ownerType = "player"; + else if (IS_PET_GUID(owner_guid)) + ownerType = "pet"; + + sLog.outError("Delete GameObject (GUID: %u Entry: %u SpellId %u LinkedGO %u) that lost references to owner (GUID %u Type '%s') GO list. Crash possible later.", + GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType); + } + } + } +} + +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(); + } +} + +void GameObject::RemoveFromWorld() +{ + ///- Remove the gameobject from the accessor + if (IsInWorld()) + { + if (m_zoneScript) + m_zoneScript->OnGameObjectCreate(this, false); + + // Possible crash at access to deleted GO in Unit::m_gameobj + if (uint64 owner_guid = GetOwnerGUID()) + { + if (Unit * owner = GetOwner(false)) + 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, 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) +{ + ASSERT(map); + SetMap(map); + + Relocate(x,y,z,ang); + if (!IsPositionValid()) + { + 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; + } + + SetPhaseMask(phaseMask,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_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); + + SetEntry(goinfo->id); + + SetUInt32Value(GAMEOBJECT_DISPLAYID, goinfo->displayId); + + // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3 + SetGoState(go_state); + SetGoType(GameobjectTypes(goinfo->type)); + + SetGoArtKit(0); // unknown what this is + SetByteValue(GAMEOBJECT_BYTES_1, 2, artKit); + + switch(goinfo->type) + { + case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING: + m_goValue->building.health = goinfo->building.intactNumHits + goinfo->building.damagedNumHits; + SetGoAnimProgress(255); + break; + case GAMEOBJECT_TYPE_TRANSPORT: + SetUInt32Value(GAMEOBJECT_LEVEL, goinfo->transport.pause); + if (goinfo->transport.startOpen) + SetGoState(GO_STATE_ACTIVE); + SetGoAnimProgress(animprogress); + break; + case GAMEOBJECT_TYPE_FISHINGNODE: + SetGoAnimProgress(0); + break; + default: + SetGoAnimProgress(animprogress); + break; + } + + SetZoneScript(); + + LastUsedScriptID = GetGOInfo()->ScriptId; + + return true; +} + +void GameObject::Update(uint32 diff) +{ + 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) + GameObjectInfo const* goInfo = GetGOInfo(); + // Bombs + if (goInfo->trap.charges == 2) + m_cooldownTime = time(NULL) + 10; // Hardcoded tooltip value + else if (Unit* owner = GetOwner()) + { + if (owner->isInCombat()) + m_cooldownTime = time(NULL) + goInfo->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(GO_STATE_ACTIVE); + SetUInt32Value(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); + + UpdateData udata; + WorldPacket packet; + BuildValuesUpdateBlockForPlayer(&udata,caster->ToPlayer()); + udata.BuildPacket(&packet); + caster->ToPlayer()->GetSession()->SendPacket(&packet); + + SendCustomAnim(); + } + + m_lootState = GO_READY; // can be successfully 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) + { + caster->FinishSpell(CURRENT_CHANNELED_SPELL); + + WorldPacket data(SMSG_FISH_ESCAPED,0); + caster->ToPlayer()->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() != 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 + { + // can be despawned or destroyed + SetLootState(GO_JUST_DEACTIVATED); + return; + } + // respawn timer + uint16 poolid = GetDBTableGUIDLow() ? poolhandler.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0; + if (poolid) + poolhandler.UpdatePool<GameObject>(poolid, GetDBTableGUIDLow()); + else + GetMap()->Add(this); + break; + } + } + } + + if (isSpawned()) + { + // traps can have time and can not have + GameObjectInfo const* goInfo = GetGOInfo(); + if (goInfo->type == GAMEOBJECT_TYPE_TRAP) + { + if (m_cooldownTime >= time(NULL)) + return; + + // Type 2 - Bomb (will go away after casting it's spell) + if (goInfo->trap.charges == 2) + { + if (goInfo->trap.spellId) + CastSpell(NULL, goInfo->trap.spellId); // FIXME: null target won't work for target type 1 + SetLootState(GO_JUST_DEACTIVATED); + break; + } + // Type 0 and 1 - trap (type 0 will not get removed after casting a spell) + Unit* owner = GetOwner(); + Unit* ok = NULL; // pointer to appropriate target if found any + + 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)/2; // TODO rename radius to diameter (goInfo->trap.radius) should be (goInfo->trap.diameter) + if (!radius) + { + if (goInfo->trap.cooldown != 3) // cast in other case (at some triggering/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; + + if (!radius) + return; + } + } + + // Note: this hack with search required until GO casting not implemented + // search unfriendly creature + if (owner) // hunter trap + { + 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* player = NULL; + Trinity::AnyPlayerInObjectRangeCheck checker(this, radius); + Trinity::PlayerSearcher<Trinity::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); + + m_cooldownTime = time(NULL) + 4; // 4 seconds + + if (owner) // || goInfo->trap.charges == 1) + SetLootState(GO_JUST_DEACTIVATED); + + if (IsBattleGroundTrap && ok->GetTypeId() == TYPEID_PLAYER) + { + //BattleGround gameobjects case + if (ok->ToPlayer()->InBattleGround()) + if (BattleGround *bg = ok->ToPlayer()->GetBattleGround()) + bg->HandleTriggerBuff(GetGUID()); + } + } + } + else if (uint32 max_charges = goInfo->GetCharges()) + { + if (m_usetimes >= max_charges) + { + m_usetimes = 0; + SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed + } + } + } + + break; + } + case GO_ACTIVATED: + { + switch(GetGoType()) + { + case GAMEOBJECT_TYPE_DOOR: + case GAMEOBJECT_TYPE_BUTTON: + if (GetGOInfo()->GetAutoCloseTime() && (m_cooldownTime < time(NULL))) + ResetDoorOrButton(); + break; + case GAMEOBJECT_TYPE_GOOBER: + if (m_cooldownTime < time(NULL)) + { + RemoveFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); + + SetLootState(GO_JUST_DEACTIVATED); + m_cooldownTime = 0; + } + break; + case GAMEOBJECT_TYPE_CHEST: + if (m_groupLootTimer) + { + if (m_groupLootTimer <= diff) + { + Group* group = objmgr.GetGroupByGUID(lootingGroupGUID); + if (group) + group->EndRoll(&loot); + m_groupLootTimer = 0; + lootingGroupGUID = 0; + } + else m_groupLootTimer -= diff; + } + default: + 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>::const_iterator it = m_unique_users.begin(); + std::set<uint32>::const_iterator end = m_unique_users.end(); + for (; it != end; ++it) + { + if (Unit* owner = Unit::GetUnit(*this, uint64(*it))) + owner->CastSpell(owner, spellId, false); + } + + m_unique_users.clear(); + m_usetimes = 0; + } + + SetGoState(GO_STATE_READY); + + //any return here in case battleground traps + } + + if (GetOwnerGUID()) + { + if (Unit* owner = GetOwner(false)) + { + owner->RemoveGameObject(this, false); + SetRespawnTime(0); + Delete(); + } + return; + } + + //burning flags in some battlegrounds, if you find better condition, just add it + if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0) + { + SendObjectDeSpawnAnim(GetGUID()); + //reset flags + SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); + } + + loot.clear(); + SetLootState(GO_READY); + + if (!m_respawnDelayTime) + return; + + if (!m_spawnedByDefault) + { + m_respawnTime = 0; + UpdateObjectVisibility(); + 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_IMMEDIATELY)) + SaveRespawnTime(); + + UpdateObjectVisibility(); + + 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()) + GetMap()->Add(this); +} + +void GameObject::AddUniqueUse(Player* player) +{ + AddUse(); + m_unique_users.insert(player->GetGUIDLow()); +} + +void GameObject::Delete() +{ + SetLootState(GO_NOT_READY); + if (GetOwnerGUID()) + if (Unit * owner = GetOwner(false)) + owner->RemoveGameObject(this, false); + + assert (!GetOwnerGUID()); + SendObjectDeSpawnAnim(GetGUID()); + + SetGoState(GO_STATE_READY); + SetUInt32Value(GAMEOBJECT_FLAGS, GetGOInfo()->flags); + + uint16 poolid = GetDBTableGUIDLow() ? poolhandler.IsPartOfAPool<GameObject>(GetDBTableGUIDLow()) : 0; + if (poolid) + poolhandler.UpdatePool<GameObject>(poolid, GetDBTableGUIDLow()); + else + AddObjectToRemoveList(); +} + +void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner) +{ + fishloot->clear(); + + uint32 zone, subzone; + GetZoneAndAreaId(zone,subzone); + + // if subzone loot exist use it + if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true)) + // else use zone loot (must exist in like case) + fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner,true); +} + +void GameObject::SaveToDB() +{ + // this should only be used when the gameobject has already been loaded + // preferably 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, data->phaseMask); +} + +void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask) +{ + 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.phaseMask = phaseMask; + data.posX = GetPositionX(); + data.posY = GetPositionY(); + data.posZ = GetPositionZ(); + data.orientation = GetOrientation(); + 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 = GetGoArtKit(); + + // updated in DB + std::ostringstream ss; + ss << "INSERT INTO gameobject VALUES (" + << m_DBTableGuid << ", " + << GetEntry() << ", " + << mapid << ", " + << uint32(spawnMask) << "," // cast to prevent save as symbol + << uint16(GetPhaseMask()) << "," // prevent out of range error + << GetPositionX() << ", " + << GetPositionY() << ", " + << GetPositionZ() << ", " + << GetOrientation() << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+1) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+2) << ", " + << GetFloatValue(GAMEOBJECT_PARENTROTATION+3) << ", " + << m_respawnDelayTime << ", " + << uint32(GetGoAnimProgress()) << ", " + << uint32(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("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid); + return false; + } + + uint32 entry = data->id; + //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; + float ang = data->orientation; + + float rotation0 = data->rotation0; + float rotation1 = data->rotation1; + float rotation2 = data->rotation2; + float rotation3 = data->rotation3; + + uint32 animprogress = data->animprogress; + 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, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, artKit)) + return false; + + if (data->spawntimesecs >= 0) + { + m_spawnedByDefault = true; + + if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction()) + { + SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_NODESPAWN); + m_respawnDelayTime = 0; + m_respawnTime = 0; + } + else + { + 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; + } + + m_goData = data; + + 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 object.GetMap()->GetGameObject(guid); +} + +/*********************************************************/ +/*** 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; +} + +// is Dynamic transport = non-stop Transport +bool GameObject::IsDynTransport() 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_MO_TRANSPORT || (gInfo->type == GAMEOBJECT_TYPE_TRANSPORT && !gInfo->transport.pause); +} + + +Unit* GameObject::GetOwner(bool inWorld) const +{ + if (inWorld) + return ObjectAccessor::GetUnit(*this, GetOwnerGUID()); + return ObjectAccessor::GetUnitInOrOutOfWorld(*this, GetOwnerGUID()); +} + +void GameObject::SaveRespawnTime() +{ + if (m_goData && m_goData->dbData && 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 + if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRAP && GetGOInfo()->trap.stealthed) + { + Unit *owner = GetOwner(); + if (owner && u->IsHostileTo(owner) && !canDetectTrap(u, GetDistance(u))) + return false; + } + } + + // check distance + return IsWithinDistInMap(u->m_seer,World::GetMaxVisibleDistanceForObject() + + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false); +} + +bool GameObject::canDetectTrap(Player const* u, float distance) const +{ + if (u->hasUnitState(UNIT_STAT_STUNNED)) + return false; + if (distance < GetGOInfo()->size) //collision + return true; + if (!u->HasInArc(M_PI, this)) //behind + return false; + if (u->HasAuraType(SPELL_AURA_DETECT_STEALTH)) + return true; + + //Visible distance is modified by -Level Diff (every level diff = 0.25f in visible distance) + float visibleDistance = (int32(u->getLevel()) - int32(GetOwner()->getLevel()))* 0.25f; + //GetModifier for trap (miscvalue 1) + //35y for aura 2836 + //WARNING: these values are guessed, may be not blizzlike + visibleDistance += u->GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_DETECT, 1)* 0.5f; + + return distance < visibleDistance; +} + +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(GetGOInfo()->GetLootId(), pTarget)) + { + //TODO: fix this hack + //look for battlegroundAV for some objects which are only activated after mine gots captured by own team + if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S) + if (BattleGround *bg = pTarget->GetBattleGround()) + if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam()))) + return false; + return true; + } + break; + } + case GAMEOBJECT_TYPE_GOOBER: + { + if (pTarget->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE || GetGOInfo()->goober.questId == -1) + 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; + SpellRangeEntry const * srentry = sSpellRangeStore.LookupEntry(trapSpell->rangeIndex); + //get owner to check hostility of GameObject + if (GetSpellMaxRangeForHostile(srentry) == GetSpellMaxRangeForHostile(srentry)) + range = GetSpellMaxRangeForHostile(srentry); + else + { + if (Unit *owner = GetOwner()) + 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; + { + // using original GO distance + CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY())); + Cell cell(p); + cell.data.Part.reserved = ALL_DISTRICT; + + Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range); + Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check); + + TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker); + cell.Visit(p, object_checker, *GetMap(), *target, range); + } + + // found correct GO + if (trapGO) + trapGO->CastSpell(target, trapInfo->trap.spellId); +} + +GameObject* GameObject::LookupFishingHoleAround(float range) +{ + GameObject* ok = NULL; + + 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(this, ok, u_check); + + TypeContainerVisitor<Trinity::GameObjectSearcher<Trinity::NearestGameObjectFishingHole>, GridTypeMapContainer > grid_object_checker(checker); + cell.Visit(p, grid_object_checker, *GetMap(), *this, range); + + return ok; +} + +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; + + if (!time_to_restore) + time_to_restore = GetGOInfo()->GetAutoCloseTime(); + + SwitchDoorOrButton(true,alternative); + SetLootState(GO_ACTIVATED); + + m_cooldownTime = time(NULL) + time_to_restore; +} + +void GameObject::SetGoArtKit(uint8 kit) +{ + SetByteValue(GAMEOBJECT_BYTES_1, 2, kit); + GameObjectData *data = const_cast<GameObjectData*>(objmgr.GetGOData(m_DBTableGuid)); + if (data) + data->artKit = kit; +} + +void GameObject::SetGoArtKit(uint8 artkit, GameObject *go, uint32 lowguid) +{ + const GameObjectData *data = NULL; + if (go) + { + go->SetGoArtKit(artkit); + data = go->GetGOData(); + } + else if (lowguid) + data = objmgr.GetGOData(lowguid); + + if (data) + const_cast<GameObjectData*>(data)->artKit = artkit; +} + +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() == GO_STATE_READY) //if closed -> open + SetGoState(alternative ? GO_STATE_ACTIVE_ALTERNATIVE : GO_STATE_ACTIVE); + else //if open -> close + SetGoState(GO_STATE_READY); +} + +void GameObject::Use(Unit* user) +{ + // by default spell caster is user + Unit* spellCaster = user; + uint32 spellId = 0; + bool triggered = false; + + 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 + GetMap()->ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this); + return; + + case GAMEOBJECT_TYPE_QUESTGIVER: //2 + { + if (user->GetTypeId() != TYPEID_PLAYER) + return; + + Player* player = (Player*)user; + + player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID); + player->SendPreparedGossip(this); + return; + } + //Sitting: Wooden bench, chairs enzz + case GAMEOBJECT_TYPE_CHAIR: //7 + { + GameObjectInfo const* info = GetGOInfo(); + if (!info) + return; + + if (user->GetTypeId() != TYPEID_PLAYER) + return; + + if (!ChairListSlots.size()) // this is called once at first chair use to make list of available slots + if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots + for (uint32 i = 0; i < info->chair.slots; ++i) + ChairListSlots[i] = 0; // Last user of current slot set to 0 (none sit here yet) + else + ChairListSlots[0] = 0; // error in DB, make one default slot + + Player* player = (Player*)user; + + // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one + + float lowestDist = DEFAULT_VISIBILITY_DISTANCE; + + uint32 nearest_slot = 0; + 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 + bool found_free_slot = false; + for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr) + { + // the distance between this slot and the center of the go - imagine a 1D space + float relativeDistance = (info->size*itr->first)-(info->size*(info->chair.slots-1)/2.0f); + + float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation); + float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation); + + if (itr->second) + if (Player* ChairUser = objmgr.GetPlayer(itr->second)) + if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f) + continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required. + else + itr->second = 0; // This seat is unoccupied. + else + itr->second = 0; // The seat may of had an occupant, but they're offline. + + found_free_slot = true; + + // 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) + { + nearest_slot = itr->first; + lowestDist = thisDistance; + x_lowest = x_i; + y_lowest = y_i; + } + } + + if (found_free_slot) + { + ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot); + if (itr != ChairListSlots.end()) + { + itr->second = player->GetGUID(); //this slot in now used by player + player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET); + player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height); + return; + } + } + //else + //player->GetSession()->SendNotification("There's nowhere left for you to sit."); + + 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; + + if (info->goober.pageId) // show page... + { + WorldPacket data(SMSG_GAMEOBJECT_PAGETEXT, 8); + data << GetGUID(); + player->GetSession()->SendPacket(&data); + } + else if (info->goober.gossipID) + { + player->PrepareGossipMenu(this, info->goober.gossipID); + player->SendPreparedGossip(this); + } + + if (info->goober.eventId) + { + sLog.outDebug("Goober ScriptStart id %u for GO entry %u (GUID %u).", info->goober.eventId, GetEntry(), GetDBTableGUIDLow()); + GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this); + EventInform(info->goober.eventId); + } + + // possible quest objective for active quests + if (info->goober.questId && objmgr.GetQuestTemplate(info->goober.questId)) + { + //Quest require to be active for GO using + if (player->GetQuestStatus(info->goober.questId) != QUEST_STATUS_INCOMPLETE) + break; + } + + if (BattleGround* bg = player->GetBattleGround()) + bg->EventPlayerUsedGO(player, this); + + player->CastedCreatureOrGO(info->id, GetGUID(), 0); + } + + if (uint32 trapEntry = info->goober.linkedTrapId) + TriggeringLinkedGameObject(trapEntry, user); + + SetFlag(GAMEOBJECT_FLAGS, GO_FLAG_IN_USE); + SetLootState(GO_ACTIVATED); + + uint32 time_to_restore = info->GetAutoCloseTime(); + + // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389) + if (time_to_restore && info->goober.customAnim) + SendCustomAnim(); + else + SetGoState(GO_STATE_ACTIVE); + + m_cooldownTime = time(NULL) + time_to_restore; + + // cast this spell later if provided + spellId = info->goober.spellId; + spellCaster = NULL; + + 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) + player->SendCinematicStart(info->camera.cinematicId); + + if (info->camera.eventID) + GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this); + + 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 + { + uint32 zone, subzone; + GetZoneAndAreaId(zone,subzone); + + int32 zone_skill = objmgr.GetFishingBaseSkillLevel(subzone); + if (!zone_skill) + zone_skill = objmgr.GetFishingBaseSkillLevel(zone); + + //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; + if (skill < zone_skill) + { + chance = pow((double)skill/zone_skill,2) * 100; + if (chance < 1) + chance = 1; + } + else + chance = 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); + + // but you will likely cause junk in areas that require a high fishing skill (not yet implemented) + if (chance >= roll) + { + player->UpdateFishingSkill(); + + // prevent removing GO at spell cancel + player->RemoveGameObject(this,false); + SetOwnerGUID(player->GetGUID()); + + //TODO: find reasonable value for fishing hole search + GameObject* ok = LookupFishingHoleAround(20.0f + CONTACT_DISTANCE); + if (ok) + { + player->SendLoot(ok->GetGUID(),LOOT_FISHINGHOLE); + player->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, ok->GetGOInfo()->id); + SetLootState(GO_JUST_DEACTIVATED); + } + else + player->SendLoot(GetGUID(),LOOT_FISHING); + } + // TODO: else: junk + + 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; + } + } + + player->FinishSpell(CURRENT_CHANNELED_SPELL); + 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 (caster->ToPlayer() == player || !caster->ToPlayer()->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->GetCurrentSpell(CURRENT_CHANNELED_SPELL)) + 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 + player->FinishSpell(CURRENT_CHANNELED_SPELL); + + // 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 || !user->ToPlayer()->IsInSameRaidWith(caster->ToPlayer())) + 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) + return; + level = targetPlayer->getLevel(); + if (level < info->meetingstone.minLevel) + return; + + if (info->id == 194097) + spellId = 61994; // Ritual of Summoning + else + spellId = 59782; // Summoning Stone Effect + + break; + } + + case GAMEOBJECT_TYPE_FLAGSTAND: // 24 + { + if (user->GetTypeId() != TYPEID_PLAYER) + return; + + Player* player = (Player*)user; + + if (player->CanUseBattleGroundObject()) + { + // in battleground check + BattleGround *bg = player->GetBattleGround(); + if (!bg) + return; + if (player->GetVehicle()) + 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->CanUseBattleGroundObject()) + { + // in battleground check + BattleGround *bg = player->GetBattleGround(); + if (!bg) + return; + if( player->GetVehicle()) + 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(true) == BATTLEGROUND_WS) + bg->EventPlayerClickedOnFlag(player, this); + break; + case 179786: // Warsong Flag + if (bg->GetTypeID(true) == BATTLEGROUND_WS) + bg->EventPlayerClickedOnFlag(player, this); + break; + case 184142: // Netherstorm Flag + if (bg->GetTypeID(true) == BATTLEGROUND_EY) + bg->EventPlayerClickedOnFlag(player, this); + break; + } + } + //this cause to call return, all flags must be deleted here!! + spellId = 0; + Delete(); + } + 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; + } + + if (!spellId) + return; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); + if (!spellInfo) + { + if (user->GetTypeId() != TYPEID_PLAYER || !sOutdoorPvPMgr.HandleCustomSpell((Player*)user,spellId,this)) + sLog.outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u)", spellId,GetEntry(),GetGoType()); + else + sLog.outDebug("WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId); + return; + } + + if (spellCaster) + spellCaster->CastSpell(user, spellInfo, triggered); + else + CastSpell(user, spellId); +} + +void GameObject::CastSpell(Unit* target, uint32 spellId) +{ + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); + if (!spellInfo) + return; + + bool self = false; + for (uint8 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; + + trigger->SetVisibility(VISIBILITY_OFF); //should this be true? + if (Unit *owner = GetOwner()) + { + trigger->setFaction(owner->getFaction()); + trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID()); + } + else + { + trigger->setFaction(14); + // Set owner guid for target if no owner avalible - needed by trigger auras + // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell()) + trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : 0); + } + //trigger->setDeathState(JUST_DIED); + //trigger->RemoveCorpse(); +} + +void GameObject::SendCustomAnim() +{ + WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4); + data << GetGUID(); + data << uint32(GetGoAnimProgress()); + 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, Unit *who) +{ + if (!m_goValue->building.health) + return; + + Player* pwho = NULL; + if (who) + { + if (who->GetTypeId() == TYPEID_PLAYER) + pwho = who->ToPlayer(); + else if (who->IsVehicle() && who->GetCharmerOrOwner()) + pwho = who->GetCharmerOrOwner()->ToPlayer(); + } + + 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 + { + uint8 hitType = BG_OBJECT_DMG_HIT_TYPE_HIGH_DAMAGED; + 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.destroyedEvent); + if (pwho) + if (BattleGround* bg = pwho->GetBattleGround()) + bg->DestroyGate(pwho, this, m_goInfo->building.destroyedEvent); + hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_DESTROYED; + sScriptMgr.GODestroyed(pwho, this, m_goInfo->building.destroyedEvent); + } + if (pwho) + if (BattleGround* bg = pwho->GetBattleGround()) + bg->EventPlayerDamagedGO(pwho, this, hitType, m_goInfo->building.destroyedEvent); + } + else // from intact to damaged + { + uint8 hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_DAMAGED; + if (m_goValue->building.health + damage < m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits) + hitType = BG_OBJECT_DMG_HIT_TYPE_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.damagedEvent); + hitType = BG_OBJECT_DMG_HIT_TYPE_JUST_HIGH_DAMAGED; + } + if (pwho) + if (BattleGround* bg = pwho->GetBattleGround()) + bg->EventPlayerDamagedGO(pwho, this, hitType, m_goInfo->building.destroyedEvent); + } + SetGoAnimProgress(m_goValue->building.health*255/(m_goInfo->building.intactNumHits + m_goInfo->building.damagedNumHits)); +} + +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; + EventInform(m_goInfo->building.rebuildingEvent); +} + +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 +{ + if (loc_idx >= 0) + if (GameObjectLocale const *cl = objmgr.GetGameObjectLocale(GetEntry())) + if (cl->Name.size() > loc_idx && !cl->Name[loc_idx].empty()) + return cl->Name[loc_idx].c_str(); + + return GetName(); +} + +void GameObject::UpdateRotationFields(float rotation2 /*=0.0f*/, float rotation3 /*=0.0f*/) +{ + static double const atan_pow = atan(pow(2.0f, -20.0f)); + + 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; + + //float f_rot2 = sin(0.0f / 2.0f); + //int64 i_rot2 = f_rot2 / atan(pow(2.0f, -20.0f)); + //rotation |= (((i_rot2 << 22) >> 32) >> 11) & 0x000003FFFFE00000; + + //float f_rot3 = sin(0.0f / 2.0f); + //int64 i_rot3 = f_rot3 / atan(pow(2.0f, -21.0f)); + //rotation |= (i_rot3 >> 42) & 0x7FFFFC0000000000; + + m_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); +} |