/*
* This file is part of the AzerothCore 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 Affero General Public License as published by the
* Free Software Foundation; either version 3 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 Affero 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 .
*/
#include "Chat.h"
#include "CommandScript.h"
#include "GameEventMgr.h"
#include "GameObject.h"
#include "GameTime.h"
#include "Language.h"
#include "MapMgr.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "PoolMgr.h"
#include "Transport.h"
using namespace Acore::ChatCommands;
using GameObjectSpawnId = Variant, ObjectGuid::LowType>;
using GameObjectEntry = Variant, uint32>;
class gobject_commandscript : public CommandScript
{
public:
gobject_commandscript() : CommandScript("gobject_commandscript") { }
ChatCommandTable GetCommands() const override
{
static ChatCommandTable gobjectCommandTable =
{
{ "activate", HandleGameObjectActivateCommand, SEC_GAMEMASTER, Console::No },
{ "delete", HandleGameObjectDeleteCommand, SEC_ADMINISTRATOR, Console::No },
{ "info", HandleGameObjectInfoCommand, SEC_MODERATOR, Console::No },
{ "move", HandleGameObjectMoveCommand, SEC_ADMINISTRATOR, Console::No },
{ "near", HandleGameObjectNearCommand, SEC_MODERATOR, Console::No },
{ "target", HandleGameObjectTargetCommand, SEC_MODERATOR, Console::No },
{ "turn", HandleGameObjectTurnCommand, SEC_ADMINISTRATOR, Console::No },
{ "add temp", HandleGameObjectAddTempCommand, SEC_GAMEMASTER, Console::No },
{ "add", HandleGameObjectAddCommand, SEC_ADMINISTRATOR, Console::No },
{ "set phase", HandleGameObjectSetPhaseCommand, SEC_ADMINISTRATOR, Console::No },
{ "set state", HandleGameObjectSetStateCommand, SEC_ADMINISTRATOR, Console::No },
{ "respawn", HandleGameObjectRespawn, SEC_GAMEMASTER, Console::No }
};
static ChatCommandTable commandTable =
{
{ "gobject", gobjectCommandTable }
};
return commandTable;
}
static bool HandleGameObjectActivateCommand(ChatHandler* handler, GameObjectSpawnId guidLow)
{
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow);
if (!object)
{
handler->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
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->SendErrorMessage(LANG_GAMEOBJECT_NOT_EXIST, uint32(objectId));
return false;
}
if (objectInfo->displayId && !sGameObjectDisplayInfoStore.LookupEntry(objectInfo->displayId))
{
// report to DB errors log as in loading case
LOG_ERROR("sql.sql", "Gameobject (Entry {} GoType: {}) have invalid displayId ({}), not spawned.", *objectId, objectInfo->type, objectInfo->displayId);
handler->SendErrorMessage(LANG_GAMEOBJECT_HAVE_INVALID_DATA, uint32(objectId));
return false;
}
Player* player = handler->GetSession()->GetPlayer();
float x = float(player->GetPositionX());
float y = float(player->GetPositionY());
float z = float(player->GetPositionZ());
float o = float(player->GetOrientation());
Map* map = player->GetMap();
GameObject* object = sObjectMgr->IsGameObjectStaticTransport(objectInfo->entry) ? new StaticTransport() : new GameObject();
ObjectGuid::LowType guidLow = map->GenerateLowGuid();
if (!object->Create(guidLow, objectInfo->entry, map, player->GetPhaseMaskForSpawn(), x, y, z, o, G3D::Quat(), 0, GO_STATE_READY))
{
delete object;
return false;
}
if (spawnTimeSecs)
object->SetRespawnTime(*spawnTimeSecs);
// fill the gameobject data and save to the db
object->SaveToDB(map->GetId(), (1 << map->GetSpawnMode()), player->GetPhaseMaskForSpawn());
guidLow = 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;
object = sObjectMgr->IsGameObjectStaticTransport(objectInfo->entry) ? new StaticTransport() : new GameObject();
// this will generate a new guid if the object is in an instance
if (!object->LoadGameObjectFromDB(guidLow, map, true))
{
delete object;
return false;
}
/// @todo is it really necessary to add both the real and DB table guid here ?
sObjectMgr->AddGameobjectToGrid(guidLow, sObjectMgr->GetGameObjectData(guidLow));
handler->PSendSysMessage(LANG_GAMEOBJECT_ADD, uint32(objectId), objectInfo->name, guidLow, 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();
uint64 spawntm(spawntime.value_or(300));
if (!sObjectMgr->GetGameObjectTemplate(objectId))
{
handler->SendErrorMessage(LANG_GAMEOBJECT_NOT_EXIST, uint32(objectId));
return false;
}
float x = player->GetPositionX();
float y = player->GetPositionY();
float z = player->GetPositionZ();
float ang = player->GetOrientation();
float rot2 = std::sin(ang / 2);
float rot3 = cos(ang / 2);
player->SummonGameObject(objectId, x, y, z, ang, 0, 0, rot2, rot3, 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.Query("SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (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.Query(
"SELECT guid, id, position_x, position_y, position_z, orientation, map, phaseMask, (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.Query("SELECT gameobject.guid, id, position_x, position_y, position_z, orientation, map, phaseMask, "
"(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.str());
}
if (!result)
{
handler->SendSysMessage(LANG_COMMAND_TARGETOBJNOTFOUND);
return true;
}
bool found = false;
float x, y, z, o;
ObjectGuid::LowType guidLow;
uint32 id, phase;
uint16 mapId;
uint32 poolId;
do
{
Field* fields = result->Fetch();
guidLow = fields[0].Get();
id = fields[1].Get();
x = fields[2].Get();
y = fields[3].Get();
z = fields[4].Get();
o = fields[5].Get();
mapId = fields[6].Get();
phase = fields[7].Get();
poolId = sPoolMgr->IsPartOfAPool(guidLow);
if (!poolId || sPoolMgr->IsSpawnedObject(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, guidLow, objectInfo->name, guidLow, id, x, y, z, mapId, o, phase);
if (target)
{
int32 curRespawnDelay = int32(target->GetRespawnTimeEx() - GameTime::GetGameTime().count());
if (curRespawnDelay < 0)
curRespawnDelay = 0;
std::string curRespawnDelayStr = secsToTimeString(curRespawnDelay, true);
std::string defRespawnDelayStr = secsToTimeString(target->GetRespawnDelay(), true);
handler->PSendSysMessage(LANG_COMMAND_RAWPAWNTIMES, defRespawnDelayStr, curRespawnDelayStr);
}
return true;
}
//delete object by selection or guid
static bool HandleGameObjectDeleteCommand(ChatHandler* handler, GameObjectSpawnId spawnId)
{
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(spawnId);
if (!object)
{
handler->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(spawnId));
return false;
}
ObjectGuid ownerGuid = object->GetOwnerGUID();
if (ownerGuid)
{
Unit* owner = ObjectAccessor::GetUnit(*handler->GetSession()->GetPlayer(), ownerGuid);
if (!owner || !ownerGuid.IsPlayer())
{
handler->SendErrorMessage(LANG_COMMAND_DELOBJREFERCREATURE, ownerGuid.ToString(), object->GetSpawnId());
return false;
}
owner->RemoveGameObject(object, false);
}
object->SetRespawnTime(0); // not save respawn time
object->Delete();
object->DeleteFromDB();
handler->PSendSysMessage(LANG_COMMAND_DELOBJMESSAGE, object->GetSpawnId());
return true;
}
//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->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
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 = new GameObject();
if (!object->LoadGameObjectFromDB(guidLow, map, true))
{
delete object;
return false;
}
handler->PSendSysMessage(LANG_COMMAND_TURNOBJMESSAGE, object->GetSpawnId(), object->GetGOInfo()->name, object->GetSpawnId());
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->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
return false;
}
Position pos;
if (xyz)
{
pos = { (*xyz)[0], (*xyz)[1], (*xyz)[2] };
if (!MapMgr::IsValidMapCoord(object->GetMapId(), pos))
{
handler->SendErrorMessage(LANG_INVALID_TARGET_COORD, pos.GetPositionX(), pos.GetPositionY(), object->GetMapId());
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(guidLow, object->GetGameObjectData());
object->SaveToDB();
sObjectMgr->AddGameobjectToGrid(guidLow, 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 = new GameObject();
if (!object->LoadGameObjectFromDB(guidLow, map, true))
{
delete object;
return false;
}
handler->PSendSysMessage(LANG_COMMAND_MOVEOBJMESSAGE, object->GetSpawnId(), object->GetGOInfo()->name, object->GetSpawnId());
return true;
}
//set phasemask for selected object
static bool HandleGameObjectSetPhaseCommand(ChatHandler* handler, GameObjectSpawnId guidLow, uint32 phaseMask)
{
if (!guidLow)
return false;
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow);
if (!object)
{
handler->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
return false;
}
if (!phaseMask)
{
handler->SendErrorMessage(LANG_BAD_VALUE);
return false;
}
object->SetPhaseMask(phaseMask, 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->SetData(0, player->GetPositionX());
stmt->SetData(1, player->GetPositionY());
stmt->SetData(2, player->GetPositionZ());
stmt->SetData(3, player->GetMapId());
stmt->SetData(4, player->GetPositionX());
stmt->SetData(5, player->GetPositionY());
stmt->SetData(6, player->GetPositionZ());
stmt->SetData(7, distance * distance);
stmt->SetData(8, player->GetPhaseMask());
PreparedQueryResult result = WorldDatabase.Query(stmt);
if (result)
{
do
{
Field* fields = result->Fetch();
ObjectGuid::LowType guid = fields[0].Get();
uint32 entry = fields[1].Get();
float x = fields[2].Get();
float y = fields[3].Get();
float z = fields[4].Get();
uint16 mapId = fields[5].Get();
GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!gameObjectInfo)
continue;
handler->PSendSysMessage(LANG_GO_LIST_CHAT, guid, entry, guid, gameObjectInfo->name, 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* gameObject = nullptr;
ObjectGuid::LowType spawnId = 0;
if (isGuid || data.holds_alternative>())
{
spawnId = *data;
GameObjectData const* spawnData = sObjectMgr->GetGameObjectData(spawnId);
if (!spawnData)
{
handler->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, spawnId);
return false;
}
entry = spawnData->id;
gameObject = handler->GetObjectFromPlayerMapByDbGuid(spawnId);
}
else
{
entry = *data;
}
GameObjectTemplate const* gameObjectInfo = sObjectMgr->GetGameObjectTemplate(entry);
if (!gameObjectInfo)
{
handler->SendErrorMessage(LANG_GAMEOBJECT_NOT_EXIST, entry);
return false;
}
type = gameObjectInfo->type;
displayId = gameObjectInfo->displayId;
name = gameObjectInfo->name;
if (type == GAMEOBJECT_TYPE_CHEST)
lootId = gameObjectInfo->chest.lootId;
else if (type == GAMEOBJECT_TYPE_FISHINGHOLE)
lootId = gameObjectInfo->fishinghole.lootId;
handler->PSendSysMessage(LANG_GOINFO_ENTRY, entry);
if (gameObject)
handler->PSendSysMessage("GUID: {}", gameObject->GetGUID().ToString());
handler->PSendSysMessage(LANG_GOINFO_TYPE, type);
handler->PSendSysMessage(LANG_GOINFO_LOOTID, lootId);
handler->PSendSysMessage(LANG_GOINFO_DISPLAYID, displayId);
if (gameObject)
{
handler->PSendSysMessage("LootMode: {}", gameObject->GetLootMode());
handler->PSendSysMessage("LootState: {}", gameObject->getLootState());
handler->PSendSysMessage("GOState: {}", gameObject->GetGoState());
handler->PSendSysMessage("PhaseMask: {}", gameObject->GetPhaseMask());
handler->PSendSysMessage("IsLootEmpty: {}", gameObject->loot.empty());
handler->PSendSysMessage("IsLootLooted: {}", gameObject->loot.isLooted());
}
handler->PSendSysMessage(LANG_GOINFO_NAME, name);
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->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
return false;
}
if (objectType < 0)
{
if (objectType == -1)
object->SendObjectDeSpawnAnim(object->GetGUID());
else if (objectType == -2)
return false;
return true;
}
if (!objectState)
return false;
if (objectType < 4)
object->SetByteValue(GAMEOBJECT_BYTES_1, objectType, *objectState);
else if (objectType == 4)
{
object->SendCustomAnim(*objectState);
}
handler->PSendSysMessage("Set gobject type {} state {}", objectType, *objectState);
return true;
}
static bool HandleGameObjectRespawn(ChatHandler* handler, GameObjectSpawnId guidLow)
{
GameObject* object = handler->GetObjectFromPlayerMapByDbGuid(guidLow);
if (!object)
{
handler->SendErrorMessage(LANG_COMMAND_OBJNOTFOUND, uint32(guidLow));
return false;
}
object->Respawn();
handler->PSendSysMessage(LANG_CMD_GO_RESPAWN, object->GetNameForLocaleIdx(handler->GetSessionDbcLocale()), object->GetEntry(), object->GetSpawnId());
return true;
}
};
void AddSC_gobject_commandscript()
{
new gobject_commandscript();
}