From 1fc5c0d6d7200048009f99c2cb4d3fd12858ed2f Mon Sep 17 00:00:00 2001 From: Neo2003 Date: Mon, 6 Oct 2008 04:48:59 -0500 Subject: [svn] * Little fix in RandomMovementGenerator * Updated to 6731 and 680 --HG-- branch : trunk rename : 6721-676 => 6731-680 --- src/game/GameObject.cpp | 2500 +++++++++++++++++++++++------------------------ 1 file changed, 1247 insertions(+), 1253 deletions(-) (limited to 'src/game/GameObject.cpp') 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 - * - * 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 checker(ok, u_check); - - CellLock cell_lock(cell, p); - - TypeContainerVisitor, 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, 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 checker(p_ok, p_check); - - CellLock cell_lock(cell, p); - - TypeContainerVisitor, 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::iterator it = m_unique_users.begin(); - std::set::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(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 checker(trapGO,go_check); - - TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); - CellLock 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 checker(ok, u_check); - - CellLock cell_lock(cell, p); - - TypeContainerVisitor, 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; ichair.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 + * + * 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 checker(ok, u_check); + + CellLock cell_lock(cell, p); + + TypeContainerVisitor, 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, 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 checker(p_ok, p_check); + + CellLock cell_lock(cell, p); + + TypeContainerVisitor, 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::iterator it = m_unique_users.begin(); + std::set::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(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 checker(trapGO,go_check); + + TypeContainerVisitor, GridTypeMapContainer > object_checker(checker); + CellLock 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 checker(ok, u_check); + + CellLock cell_lock(cell, p); + + TypeContainerVisitor, 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; ichair.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); +} -- cgit v1.2.3