/* * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information * * 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, see . */ /* ScriptData Name: gobject_commandscript %Complete: 100 Comment: All gobject related commands Category: commandscripts EndScriptData */ #include "ScriptMgr.h" #include "Chat.h" #include "ChatCommand.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "GameEventMgr.h" #include "GameObject.h" #include "GameObjectAI.h" #include "GameTime.h" #include "Language.h" #include "Log.h" #include "Map.h" #include "MapManager.h" #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "PhasingHandler.h" #include "Player.h" #include "PoolMgr.h" #include "RBAC.h" #include "WorldSession.h" #include using namespace Trinity::ChatCommands; using GameObjectSpawnId = Variant, ObjectGuid::LowType>; using GameObjectEntry = Variant, uint32>; // definitions are over in cs_npc.cpp bool HandleNpcSpawnGroup(ChatHandler* handler, std::vector> const& opts); bool HandleNpcDespawnGroup(ChatHandler* handler, std::vector> const& opts); class gobject_commandscript : public CommandScript { public: gobject_commandscript() : CommandScript("gobject_commandscript") { } ChatCommandTable GetCommands() const override { static ChatCommandTable gobjectCommandTable = { { "activate", HandleGameObjectActivateCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_ACTIVATE, Console::No }, { "delete", HandleGameObjectDeleteCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_DELETE, Console::No }, { "info", HandleGameObjectInfoCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_INFO, Console::No }, { "move", HandleGameObjectMoveCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_MOVE, Console::No }, { "near", HandleGameObjectNearCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_NEAR, Console::No }, { "target", HandleGameObjectTargetCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_TARGET, Console::No }, { "turn", HandleGameObjectTurnCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_TURN, Console::No }, { "spawngroup", HandleNpcSpawnGroup, rbac::RBAC_PERM_COMMAND_GOBJECT_SPAWNGROUP, Console::No }, { "despawngroup", HandleNpcDespawnGroup, rbac::RBAC_PERM_COMMAND_GOBJECT_DESPAWNGROUP, Console::No }, { "add temp", HandleGameObjectAddTempCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_ADD_TEMP, Console::No }, { "add", HandleGameObjectAddCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_ADD, Console::No }, { "set phase", HandleGameObjectSetPhaseCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_SET_PHASE, Console::No }, { "set state", HandleGameObjectSetStateCommand, rbac::RBAC_PERM_COMMAND_GOBJECT_SET_STATE, Console::No }, }; static ChatCommandTable commandTable = { { "gobject", gobjectCommandTable }, }; return commandTable; } static bool HandleGameObjectActivateCommand(ChatHandler* handler, GameObjectSpawnId guidLow) { GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow); if (!object) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*guidLow).c_str()); handler->SetSentErrorMessage(true); return false; } uint32_t const autoCloseTime = object->GetGOInfo()->GetAutoCloseTime() ? 10000u : 0u; // Activate object->SetLootState(GO_READY); object->UseDoorOrButton(autoCloseTime, false, handler->GetSession()->GetPlayer()); handler->PSendSysMessage("Object activated!"); return true; } //spawn go static bool HandleGameObjectAddCommand(ChatHandler* handler, GameObjectEntry objectId, Optional spawnTimeSecs) { if (!objectId) return false; GameObjectTemplate const* objectInfo = sObjectMgr->GetGameObjectTemplate(objectId); if (!objectInfo) { handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, *objectId); handler->SetSentErrorMessage(true); return false; } if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId)) { // report to DB errors log as in loading case TC_LOG_ERROR("sql.sql", "Gameobject (Entry {} GoType: {}) have invalid displayId ({}), not spawned.", *objectId, objectInfo->type, objectInfo->displayId); handler->PSendSysMessage(LANG_GAMEOBJECT_HAVE_INVALID_DATA, *objectId); handler->SetSentErrorMessage(true); return false; } Player* player = handler->GetSession()->GetPlayer(); Map* map = player->GetMap(); GameObject* object = GameObject::CreateGameObject(objectInfo->entry, map, *player, QuaternionData::fromEulerAnglesZYX(player->GetOrientation(), 0.0f, 0.0f), 255, GO_STATE_READY); if (!object) return false; PhasingHandler::InheritPhaseShift(object, player); if (spawnTimeSecs) object->SetRespawnTime(*spawnTimeSecs); // fill the gameobject data and save to the db object->SaveToDB(map->GetId(), { map->GetDifficultyID() }); ObjectGuid::LowType spawnId = object->GetSpawnId(); // delete the old object and do a clean load from DB with a fresh new GameObject instance. // this is required to avoid weird behavior and memory leaks delete object; // this will generate a new guid if the object is in an instance object = GameObject::CreateGameObjectFromDB(spawnId, map); if (!object) return false; /// @todo is it really necessary to add both the real and DB table guid here ? sObjectMgr->AddGameobjectToGrid(ASSERT_NOTNULL(sObjectMgr->GetGameObjectData(spawnId))); handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, *objectId, objectInfo->name.c_str(), std::to_string(spawnId).c_str(), player->GetPositionX(), player->GetPositionY(), player->GetPositionZ()); return true; } // add go, temp only static bool HandleGameObjectAddTempCommand(ChatHandler* handler, GameObjectEntry objectId, Optional spawntime) { Player* player = handler->GetSession()->GetPlayer(); Seconds spawntm(spawntime.value_or(300)); if (!sObjectMgr->GetGameObjectTemplate(objectId)) { handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, *objectId); handler->SetSentErrorMessage(true); return false; } player->SummonGameObject(objectId, *player, QuaternionData::fromEulerAnglesZYX(player->GetOrientation(), 0.0f, 0.0f), spawntm); return true; } static bool HandleGameObjectTargetCommand(ChatHandler* handler, Optional> objectId) { Player* player = handler->GetSession()->GetPlayer(); QueryResult result; GameEventMgr::ActiveEvents const& activeEventsList = sGameEventMgr->GetActiveEventList(); if (objectId) { if (objectId->holds_alternative()) { result = WorldDatabase.PQuery("SELECT guid, id, position_x, position_y, position_z, orientation, map, PhaseId, PhaseGroup, (POW(position_x - '{}', 2) + POW(position_y - '{}', 2) + POW(position_z - '{}', 2)) AS order_ FROM gameobject WHERE map = '{}' AND id = '{}' ORDER BY order_ ASC LIMIT 1", player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), static_cast(objectId->get())); } else { std::string name = std::string(objectId->get()); WorldDatabase.EscapeString(name); result = WorldDatabase.PQuery( "SELECT guid, id, position_x, position_y, position_z, orientation, map, PhaseId, PhaseGroup, (POW(position_x - {}, 2) + POW(position_y - {}, 2) + POW(position_z - {}, 2)) AS order_ " "FROM gameobject LEFT JOIN gameobject_template ON gameobject_template.entry = gameobject.id WHERE map = {} AND name LIKE '%{}%' ORDER BY order_ ASC LIMIT 1", player->GetPositionX(), player->GetPositionY(), player->GetPositionZ(), player->GetMapId(), name); } } else { std::ostringstream eventFilter; eventFilter << " AND (eventEntry IS NULL "; bool initString = true; for (GameEventMgr::ActiveEvents::const_iterator itr = activeEventsList.begin(); itr != activeEventsList.end(); ++itr) { if (initString) { eventFilter << "OR eventEntry IN (" << *itr; initString = false; } else eventFilter << ',' << *itr; } if (!initString) eventFilter << "))"; else eventFilter << ')'; result = WorldDatabase.PQuery("SELECT gameobject.guid, id, position_x, position_y, position_z, orientation, map, PhaseId, PhaseGroup, " "(POW(position_x - {}, 2) + POW(position_y - {}, 2) + POW(position_z - {}, 2)) AS order_ FROM gameobject " "LEFT OUTER JOIN game_event_gameobject on gameobject.guid = game_event_gameobject.guid WHERE map = '{}' {} ORDER BY order_ ASC LIMIT 10", handler->GetSession()->GetPlayer()->GetPositionX(), handler->GetSession()->GetPlayer()->GetPositionY(), handler->GetSession()->GetPlayer()->GetPositionZ(), handler->GetSession()->GetPlayer()->GetMapId(), eventFilter.view()); } if (!result) { handler->SendSysMessage(LANG_COMMAND_TARGETOBJNOTFOUND); return true; } bool found = false; float x, y, z, o; ObjectGuid::LowType guidLow; uint32 id, phaseId, phaseGroup; uint16 mapId; uint32 poolId; do { Field* fields = result->Fetch(); guidLow = fields[0].GetUInt64(); id = fields[1].GetUInt32(); x = fields[2].GetFloat(); y = fields[3].GetFloat(); z = fields[4].GetFloat(); o = fields[5].GetFloat(); mapId = fields[6].GetUInt16(); phaseId = fields[7].GetUInt32(); phaseGroup = fields[8].GetUInt32(); poolId = sPoolMgr->IsPartOfAPool(guidLow); if (!poolId || sPoolMgr->IsSpawnedObject(player->GetMap()->GetPoolData(), guidLow)) found = true; } while (result->NextRow() && !found); if (!found) { handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id); return false; } GameObjectTemplate const* objectInfo = sObjectMgr->GetGameObjectTemplate(id); if (!objectInfo) { handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, id); return false; } GameObject* target = handler->GetObjectFromPlayerMapByDbGuid(guidLow); handler->PSendSysMessage(LANG_GAMEOBJECT_DETAIL, std::to_string(guidLow).c_str(), objectInfo->name.c_str(), std::to_string(guidLow).c_str(), id, x, y, z, mapId, o, phaseId, phaseGroup); if (target) { int32 curRespawnDelay = int32(target->GetRespawnTimeEx() - GameTime::GetGameTime()); if (curRespawnDelay < 0) curRespawnDelay = 0; std::string curRespawnDelayStr = secsToTimeString(curRespawnDelay, TimeFormat::ShortText); std::string defRespawnDelayStr = secsToTimeString(target->GetRespawnDelay(), TimeFormat::ShortText); handler->PSendSysMessage(LANG_COMMAND_RAWPAWNTIMES, defRespawnDelayStr.c_str(), curRespawnDelayStr.c_str()); } return true; } //delete object by selection or guid static bool HandleGameObjectDeleteCommand(ChatHandler* handler, GameObjectSpawnId spawnId) { if (GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(spawnId)) { Player const* const player = handler->GetSession()->GetPlayer(); ObjectGuid ownerGuid = object->GetOwnerGUID(); if (!ownerGuid.IsEmpty()) { Unit* owner = ObjectAccessor::GetUnit(*player, ownerGuid); if (!owner || !ownerGuid.IsPlayer()) { handler->PSendSysMessage(LANG_COMMAND_DELOBJREFERCREATURE, std::to_string(*spawnId).c_str(), ownerGuid.ToString().c_str()); handler->SetSentErrorMessage(true); return false; } owner->RemoveGameObject(object, false); } } if (GameObject::DeleteFromDB(spawnId)) { handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, std::to_string(*spawnId).c_str()); return true; } else { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*spawnId).c_str()); handler->SetSentErrorMessage(true); return false; } } //turn selected object static bool HandleGameObjectTurnCommand(ChatHandler* handler, GameObjectSpawnId guidLow, Optional oz, Optional oy, Optional ox) { if (!guidLow) return false; GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow); if (!object) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*guidLow).c_str()); handler->SetSentErrorMessage(true); return false; } if (!oz) oz = handler->GetSession()->GetPlayer()->GetOrientation(); Map* map = object->GetMap(); object->Relocate(object->GetPositionX(), object->GetPositionY(), object->GetPositionZ(), *oz); object->SetLocalRotationAngles(*oz, oy.value_or(0.0f), ox.value_or(0.0f)); object->SaveToDB(); // Generate a completely new spawn with new guid // 3.3.5a client caches recently deleted objects and brings them back to life // when CreateObject block for this guid is received again // however it entirely skips parsing that block and only uses already known location object->Delete(); object = GameObject::CreateGameObjectFromDB(guidLow, map); if (!object) return false; handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, std::to_string(object->GetSpawnId()).c_str(), object->GetGOInfo()->name.c_str(), object->GetGUID().ToString().c_str(), object->GetOrientation()); return true; } //move selected object static bool HandleGameObjectMoveCommand(ChatHandler* handler, GameObjectSpawnId guidLow, Optional> xyz) { if (!guidLow) return false; GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow); if (!object) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*guidLow).c_str()); handler->SetSentErrorMessage(true); return false; } Position pos; if (xyz) { pos = { (*xyz)[0], (*xyz)[1], (*xyz)[2] }; if (!MapManager::IsValidMapCoord(object->GetMapId(), pos)) { handler->PSendSysMessage(LANG_INVALID_TARGET_COORD, pos.GetPositionX(), pos.GetPositionY(), object->GetMapId()); handler->SetSentErrorMessage(true); return false; } } else { pos = handler->GetSession()->GetPlayer()->GetPosition(); } Map* map = object->GetMap(); pos.SetOrientation(object->GetOrientation()); object->Relocate(pos); // update which cell has this gameobject registered for loading sObjectMgr->RemoveGameobjectFromGrid(object->GetGameObjectData()); object->SaveToDB(); sObjectMgr->AddGameobjectToGrid(object->GetGameObjectData()); // Generate a completely new spawn with new guid // 3.3.5a client caches recently deleted objects and brings them back to life // when CreateObject block for this guid is received again // however it entirely skips parsing that block and only uses already known location object->Delete(); object = GameObject::CreateGameObjectFromDB(guidLow, map); if (!object) return false; handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, std::to_string(object->GetSpawnId()).c_str(), object->GetGOInfo()->name.c_str(), object->GetGUID().ToString().c_str()); return true; } //set phasemask for selected object static bool HandleGameObjectSetPhaseCommand(ChatHandler* handler, GameObjectSpawnId guidLow, uint32 phaseId) { if (!guidLow) return false; GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow); if (!object) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*guidLow).c_str()); handler->SetSentErrorMessage(true); return false; } if (!phaseId) { handler->SendSysMessage(LANG_BAD_VALUE); handler->SetSentErrorMessage(true); return false; } PhasingHandler::AddPhase(object, phaseId, true); object->SaveToDB(); return true; } static bool HandleGameObjectNearCommand(ChatHandler* handler, Optional dist) { float distance = dist.value_or(10.0f); uint32 count = 0; Player* player = handler->GetSession()->GetPlayer(); WorldDatabasePreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_GAMEOBJECT_NEAREST); stmt->setFloat(0, player->GetPositionX()); stmt->setFloat(1, player->GetPositionY()); stmt->setFloat(2, player->GetPositionZ()); stmt->setUInt32(3, player->GetMapId()); stmt->setFloat(4, player->GetPositionX()); stmt->setFloat(5, player->GetPositionY()); stmt->setFloat(6, player->GetPositionZ()); stmt->setFloat(7, distance * distance); PreparedQueryResult result = WorldDatabase.Query(stmt); if (result) { do { Field* fields = result->Fetch(); ObjectGuid::LowType guid = fields[0].GetUInt64(); uint32 entry = fields[1].GetUInt32(); float x = fields[2].GetFloat(); float y = fields[3].GetFloat(); float z = fields[4].GetFloat(); uint16 mapId = fields[5].GetUInt16(); GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry); if (!gameObjectInfo) continue; handler->PSendSysMessage(LANG_GO_LIST_CHAT, std::to_string(guid).c_str(), entry, std::to_string(guid).c_str(), gameObjectInfo->name.c_str(), x, y, z, mapId, "", ""); ++count; } while (result->NextRow()); } handler->PSendSysMessage(LANG_COMMAND_NEAROBJMESSAGE, distance, count); return true; } //show info of gameobject static bool HandleGameObjectInfoCommand(ChatHandler* handler, Optional isGuid, Variant, Hyperlink, uint32> data) { uint32 entry = 0; uint32 type = 0; uint32 displayId = 0; std::string name; uint32 lootId = 0; GameObject* thisGO = nullptr; GameObjectData const* spawnData = nullptr; ObjectGuid::LowType spawnId = 0; if (isGuid || data.holds_alternative>()) { spawnId = *data; spawnData = sObjectMgr->GetGameObjectData(spawnId); if (!spawnData) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, spawnId); handler->SetSentErrorMessage(true); return false; } entry = spawnData->id; thisGO = handler->GetObjectFromPlayerMapByDbGuid(spawnId); } else { entry = *data; } GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry); if (!gameObjectInfo) { handler->PSendSysMessage(LANG_GAMEOBJECT_NOT_EXIST, entry); handler->SetSentErrorMessage(true); return false; } type = gameObjectInfo->type; displayId = gameObjectInfo->displayId; name = gameObjectInfo->name; lootId = gameObjectInfo->GetLootId(); if (type == GAMEOBJECT_TYPE_CHEST && !lootId) lootId = gameObjectInfo->chest.chestPersonalLoot; // If we have a real object, send some info about it if (thisGO) { handler->PSendSysMessage(LANG_SPAWNINFO_GUIDINFO, thisGO->GetGUID().ToString().c_str()); handler->PSendSysMessage(LANG_SPAWNINFO_COMPATIBILITY_MODE, thisGO->GetRespawnCompatibilityMode()); if (thisGO->GetGameObjectData() && thisGO->GetGameObjectData()->spawnGroupData->groupId) { SpawnGroupTemplateData const* groupData = thisGO->GetGameObjectData()->spawnGroupData; handler->PSendSysMessage(LANG_SPAWNINFO_GROUP_ID, groupData->name.c_str(), groupData->groupId, groupData->flags, thisGO->GetMap()->IsSpawnGroupActive(groupData->groupId)); } GameObjectOverride const* goOverride = sObjectMgr->GetGameObjectOverride(spawnId); if (!goOverride) goOverride = sObjectMgr->GetGameObjectTemplateAddon(entry); if (goOverride) handler->PSendSysMessage(LANG_GOINFO_ADDON, goOverride->Faction, goOverride->Flags); } if (spawnData) { float yaw, pitch, roll; spawnData->rotation.toEulerAnglesZYX(yaw, pitch, roll); handler->PSendSysMessage(LANG_SPAWNINFO_SPAWNID_LOCATION, std::to_string(spawnData->spawnId).c_str(), spawnData->spawnPoint.GetPositionX(), spawnData->spawnPoint.GetPositionY(), spawnData->spawnPoint.GetPositionZ()); handler->PSendSysMessage(LANG_SPAWNINFO_ROTATION, yaw, pitch, roll); } handler->PSendSysMessage(LANG_GOINFO_ENTRY, entry); handler->PSendSysMessage(LANG_GOINFO_TYPE, type); handler->PSendSysMessage(LANG_GOINFO_LOOTID, lootId); handler->PSendSysMessage(LANG_GOINFO_DISPLAYID, displayId); handler->PSendSysMessage(LANG_GOINFO_NAME, name.c_str()); handler->PSendSysMessage(LANG_GOINFO_SIZE, gameObjectInfo->size); handler->PSendSysMessage(LANG_OBJECTINFO_AIINFO, gameObjectInfo->AIName.c_str(), sObjectMgr->GetScriptName(gameObjectInfo->ScriptId).c_str()); if (GameObjectAI const* ai = thisGO ? thisGO->AI() : nullptr) handler->PSendSysMessage(LANG_OBJECTINFO_AITYPE, Trinity::GetTypeName(*ai).c_str()); if (GameObjectDisplayInfoEntry const* modelInfo = sGameObjectDisplayInfoStore.LookupEntry(displayId)) handler->PSendSysMessage(LANG_GOINFO_MODEL, modelInfo->GeoBoxMax.X, modelInfo->GeoBoxMax.Y, modelInfo->GeoBoxMax.Z, modelInfo->GeoBoxMin.X, modelInfo->GeoBoxMin.Y, modelInfo->GeoBoxMin.Z); return true; } static bool HandleGameObjectSetStateCommand(ChatHandler* handler, GameObjectSpawnId guidLow, int32 objectType, Optional objectState) { if (!guidLow) return false; GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow); if (!object) { handler->PSendSysMessage(LANG_COMMAND_OBJNOTFOUND, std::to_string(*guidLow).c_str()); handler->SetSentErrorMessage(true); return false; } if (objectType < 0) { if (objectType == -1) object->SendGameObjectDespawn(); else if (objectType == -2) return false; return true; } if (!objectState) return false; switch (objectType) { case 0: object->SetGoState(GOState(*objectState)); break; case 1: object->SetGoType(GameobjectTypes(*objectState)); break; case 2: object->SetGoArtKit(*objectState); break; case 3: object->SetGoAnimProgress(*objectState); break; case 4: object->SendCustomAnim(*objectState); break; case 5: if (*objectState > GO_DESTRUCTIBLE_REBUILDING) return false; object->SetDestructibleState(GameObjectDestructibleState(*objectState)); break; default: break; } handler->PSendSysMessage("Set gobject type %d state %u", objectType, *objectState); return true; } }; void AddSC_gobject_commandscript() { new gobject_commandscript(); }