768 lines
33 KiB
C++
768 lines
33 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2020 MaNGOS <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#ifndef MANGOSSERVER_GAMEOBJECT_H
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#define MANGOSSERVER_GAMEOBJECT_H
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#include "Common.h"
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#include "SharedDefines.h"
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#include "Object.h"
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#include "LootMgr.h"
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#include "Utilities/EventProcessor.h"
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// GCC have alternative #pragma pack(N) syntax and old gcc version not support pack(push,N), also any gcc version not support it at some platform
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#if defined( __GNUC__ )
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#pragma pack(1)
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#else
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#pragma pack(push,1)
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#endif
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// from `gameobject_template`
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struct GameObjectInfo
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{
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uint32 id;
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uint32 type;
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uint32 displayId;
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char* name;
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uint32 faction;
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uint32 flags;
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float size;
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union // different GO types have different data field
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{
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// 0 GAMEOBJECT_TYPE_DOOR
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struct
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{
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uint32 startOpen; // 0 used client side to determine GO_ACTIVATED means open/closed
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uint32 lockId; // 1 -> Lock.dbc
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uint32 autoCloseTime; // 2 secs till autoclose = autoCloseTime / 0x10000
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uint32 noDamageImmune; // 3 break opening whenever you recieve damage?
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uint32 openTextID; // 4 can be used to replace castBarCaption?
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uint32 closeTextID; // 5
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} door;
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// 1 GAMEOBJECT_TYPE_BUTTON
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struct
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{
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uint32 startOpen; // 0
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uint32 lockId; // 1 -> Lock.dbc
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uint32 autoCloseTime; // 2 secs till autoclose = autoCloseTime / 0x10000
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uint32 linkedTrapId; // 3
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uint32 noDamageImmune; // 4 isBattlegroundObject
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uint32 large; // 5
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uint32 openTextID; // 6 can be used to replace castBarCaption?
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uint32 closeTextID; // 7
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uint32 losOK; // 8
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} button;
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// 2 GAMEOBJECT_TYPE_QUESTGIVER
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struct
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{
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uint32 lockId; // 0 -> Lock.dbc
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uint32 questList; // 1
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uint32 pageMaterial; // 2
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uint32 gossipID; // 3
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uint32 customAnim; // 4
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uint32 noDamageImmune; // 5
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uint32 openTextID; // 6 can be used to replace castBarCaption?
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uint32 losOK; // 7
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uint32 allowMounted; // 8
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uint32 large; // 9
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} questgiver;
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// 3 GAMEOBJECT_TYPE_CHEST
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struct
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{
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uint32 lockId; // 0 -> Lock.dbc
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uint32 lootId; // 1
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uint32 chestRestockTime; // 2
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uint32 consumable; // 3
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uint32 minSuccessOpens; // 4
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uint32 maxSuccessOpens; // 5
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uint32 eventId; // 6 lootedEvent
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uint32 linkedTrapId; // 7
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uint32 questId; // 8 not used currently but store quest required for GO activation for player
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uint32 level; // 9
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uint32 losOK; // 10
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uint32 leaveLoot; // 11
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uint32 notInCombat; // 12
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uint32 logLoot; // 13
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uint32 openTextID; // 14 can be used to replace castBarCaption?
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uint32 groupLootRules; // 15
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} chest;
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// 4 GAMEOBJECT_TYPE_BINDER - empty
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// 5 GAMEOBJECT_TYPE_GENERIC
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struct
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{
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uint32 floatingTooltip; // 0
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uint32 highlight; // 1
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uint32 serverOnly; // 2
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uint32 large; // 3
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uint32 floatOnWater; // 4
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uint32 questID; // 5
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} _generic;
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// 6 GAMEOBJECT_TYPE_TRAP
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struct
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{
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uint32 lockId; // 0 -> Lock.dbc
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uint32 level; // 1
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uint32 radius; // 2 radius for trap activation
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uint32 spellId; // 3
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uint32 charges; // 4 need respawn (if > 0)
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uint32 cooldown; // 5 time in secs
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uint32 autoCloseTime; //6 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
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uint32 startDelay; // 7
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uint32 serverOnly; // 8
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uint32 stealthed; // 9
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uint32 large; // 10
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uint32 stealthAffected; // 11
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uint32 openTextID; // 12 can be used to replace castBarCaption?
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uint32 closeTextID; // 13
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} trap;
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// 7 GAMEOBJECT_TYPE_CHAIR
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struct
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{
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uint32 slots; // 0
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uint32 height; // 1
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uint32 onlyCreatorUse; // 2
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} chair;
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// 8 GAMEOBJECT_TYPE_SPELL_FOCUS
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struct
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{
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uint32 focusId; // 0
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uint32 dist; // 1
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uint32 linkedTrapId; // 2
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uint32 serverOnly; // 3
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uint32 questID; // 4
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uint32 large; // 5
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} spellFocus;
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// 9 GAMEOBJECT_TYPE_TEXT
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struct
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{
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uint32 pageID; // 0
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uint32 language; // 1
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uint32 pageMaterial; // 2
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uint32 allowMounted; // 3
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} text;
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// 10 GAMEOBJECT_TYPE_GOOBER
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struct
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{
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uint32 lockId; // 0 -> Lock.dbc
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uint32 questId; // 1
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uint32 eventId; // 2
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uint32 autoCloseTime; //3 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
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uint32 customAnim; // 4
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uint32 consumable; // 5
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uint32 cooldown; // 6
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uint32 pageId; // 7
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uint32 language; // 8
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uint32 pageMaterial; // 9
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uint32 spellId; // 10
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uint32 noDamageImmune; // 11
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uint32 linkedTrapId; // 12
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uint32 large; // 13
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uint32 openTextID; // 14 can be used to replace castBarCaption?
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uint32 closeTextID; // 15
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uint32 losOK; // 16 isBattlegroundObject
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uint32 allowMounted; // 17
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uint32 floatingTooltip; // 18
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uint32 gossipID; // 19
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} goober;
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// 11 GAMEOBJECT_TYPE_TRANSPORT
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struct
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{
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uint32 pause; // 0
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uint32 startOpen; // 1
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uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
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} transport;
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// 12 GAMEOBJECT_TYPE_AREADAMAGE
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struct
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{
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uint32 lockId; // 0
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uint32 radius; // 1
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uint32 damageMin; // 2
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uint32 damageMax; // 3
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uint32 damageSchool; // 4
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uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / IN_MILLISECONDS (previous was 0x10000)
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uint32 openTextID; // 6
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uint32 closeTextID; // 7
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} areadamage;
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// 13 GAMEOBJECT_TYPE_CAMERA
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struct
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{
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uint32 lockId; // 0 -> Lock.dbc
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uint32 cinematicId; // 1
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uint32 eventID; // 2
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uint32 openTextID; // 3 can be used to replace castBarCaption?
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} camera;
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// 14 GAMEOBJECT_TYPE_MAPOBJECT - empty
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// 15 GAMEOBJECT_TYPE_MO_TRANSPORT
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struct
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{
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uint32 taxiPathId; // 0
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uint32 moveSpeed; // 1
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uint32 accelRate; // 2
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uint32 startEventID; // 3
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uint32 stopEventID; // 4
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uint32 transportPhysics; // 5
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uint32 mapID; // 6
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} moTransport;
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// 16 GAMEOBJECT_TYPE_DUELFLAG - empty
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// 17 GAMEOBJECT_TYPE_FISHINGNODE
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struct
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{
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uint32 _data0; // 0
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uint32 lootId; // 1
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} fishnode;
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// 18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
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struct
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{
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uint32 reqParticipants; // 0
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uint32 spellId; // 1
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uint32 animSpell; // 2
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uint32 ritualPersistent; // 3
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uint32 casterTargetSpell; // 4
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uint32 casterTargetSpellTargets; // 5
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uint32 castersGrouped; // 6
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uint32 ritualNoTargetCheck; // 7
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} summoningRitual;
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// 19 GAMEOBJECT_TYPE_MAILBOX - empty
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// 20 GAMEOBJECT_TYPE_AUCTIONHOUSE
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struct
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{
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uint32 actionHouseID; // 0
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} auctionhouse;
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// 21 GAMEOBJECT_TYPE_GUARDPOST
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struct
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{
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uint32 creatureID; // 0
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uint32 charges; // 1
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} guardpost;
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// 22 GAMEOBJECT_TYPE_SPELLCASTER
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struct
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{
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uint32 spellId; // 0
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uint32 charges; // 1
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uint32 partyOnly; // 2
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} spellcaster;
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// 23 GAMEOBJECT_TYPE_MEETINGSTONE
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struct
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{
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uint32 minLevel; // 0
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uint32 maxLevel; // 1
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uint32 areaID; // 2
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} meetingstone;
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// 24 GAMEOBJECT_TYPE_FLAGSTAND
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struct
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{
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uint32 lockId; // 0
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uint32 pickupSpell; // 1
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uint32 radius; // 2
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uint32 returnAura; // 3
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uint32 returnSpell; // 4
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uint32 noDamageImmune; // 5
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uint32 openTextID; // 6
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uint32 losOK; // 7
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} flagstand;
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// 25 GAMEOBJECT_TYPE_FISHINGHOLE
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struct
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{
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uint32 radius; // 0 how close bobber must land for sending loot
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uint32 lootId; // 1
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uint32 minSuccessOpens; // 2
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uint32 maxSuccessOpens; // 3
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uint32 lockId; // 4 -> Lock.dbc; possibly 1628 for all?
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} fishinghole;
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// 26 GAMEOBJECT_TYPE_FLAGDROP
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struct
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{
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uint32 lockId; // 0
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uint32 eventID; // 1
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uint32 pickupSpell; // 2
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uint32 noDamageImmune; // 3
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uint32 openTextID; // 4
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} flagdrop;
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// 27 GAMEOBJECT_TYPE_MINI_GAME
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struct
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{
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uint32 gameType; // 0
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} miniGame;
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// 29 GAMEOBJECT_TYPE_CAPTURE_POINT
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struct
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{
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uint32 radius; // 0
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uint32 spell; // 1
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uint32 worldState1; // 2
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uint32 worldState2; // 3
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uint32 winEventID1; // 4
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uint32 winEventID2; // 5
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uint32 contestedEventID1; // 6
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uint32 contestedEventID2; // 7
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uint32 progressEventID1; // 8
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uint32 progressEventID2; // 9
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uint32 neutralEventID1; // 10
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uint32 neutralEventID2; // 11
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uint32 neutralPercent; // 12
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uint32 worldState3; // 13
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uint32 minSuperiority; // 14
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uint32 maxSuperiority; // 15
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uint32 minTime; // 16
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uint32 maxTime; // 17
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uint32 large; // 18
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uint32 highlight; // 19
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} capturePoint;
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// 30 GAMEOBJECT_TYPE_AURA_GENERATOR
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struct
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{
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uint32 startOpen; // 0
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uint32 radius; // 1
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uint32 auraID1; // 2
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uint32 conditionID1; // 3
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uint32 auraID2; // 4
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uint32 conditionID2; // 5
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uint32 serverOnly; // 6
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} auraGenerator;
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// not use for specific field access (only for output with loop by all filed), also this determinate max union size
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struct
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{
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uint32 data[24];
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} raw;
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};
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uint32 MinMoneyLoot;
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uint32 MaxMoneyLoot;
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//uint32 ScriptId;
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// helpers
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bool IsDespawnAtAction() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_CHEST: return chest.consumable;
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case GAMEOBJECT_TYPE_GOOBER: return goober.consumable;
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default: return false;
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}
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}
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uint32 GetLockId() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR: return door.lockId;
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case GAMEOBJECT_TYPE_BUTTON: return button.lockId;
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case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.lockId;
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case GAMEOBJECT_TYPE_CHEST: return chest.lockId;
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case GAMEOBJECT_TYPE_TRAP: return trap.lockId;
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case GAMEOBJECT_TYPE_GOOBER: return goober.lockId;
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case GAMEOBJECT_TYPE_AREADAMAGE: return areadamage.lockId;
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case GAMEOBJECT_TYPE_CAMERA: return camera.lockId;
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case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.lockId;
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case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lockId;
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case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.lockId;
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default: return 0;
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}
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}
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bool GetDespawnPossibility() const // despawn at targeting of cast?
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR: return door.noDamageImmune;
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case GAMEOBJECT_TYPE_BUTTON: return button.noDamageImmune;
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case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.noDamageImmune;
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case GAMEOBJECT_TYPE_GOOBER: return goober.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGSTAND: return flagstand.noDamageImmune;
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case GAMEOBJECT_TYPE_FLAGDROP: return flagdrop.noDamageImmune;
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default: return true;
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}
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}
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uint32 GetCharges() const // despawn at uses amount
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_TRAP: return trap.charges;
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case GAMEOBJECT_TYPE_GUARDPOST: return guardpost.charges;
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case GAMEOBJECT_TYPE_SPELLCASTER: return spellcaster.charges;
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default: return 0;
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}
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}
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uint32 GetCooldown() const // not triggering at detection target or use until coolodwn expire
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_TRAP: return trap.cooldown;
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case GAMEOBJECT_TYPE_GOOBER: return goober.cooldown;
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default: return 0;
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}
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}
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uint32 GetLinkedGameObjectEntry() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_BUTTON: return button.linkedTrapId;
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case GAMEOBJECT_TYPE_CHEST: return chest.linkedTrapId;
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case GAMEOBJECT_TYPE_SPELL_FOCUS: return spellFocus.linkedTrapId;
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case GAMEOBJECT_TYPE_GOOBER: return goober.linkedTrapId;
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default: return 0;
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}
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}
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uint32 GetAutoCloseTime() const
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{
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uint32 autoCloseTime = 0;
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switch (type)
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{
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case GAMEOBJECT_TYPE_DOOR: autoCloseTime = door.autoCloseTime; break;
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case GAMEOBJECT_TYPE_BUTTON: autoCloseTime = button.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRAP: autoCloseTime = trap.autoCloseTime; break;
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case GAMEOBJECT_TYPE_GOOBER: autoCloseTime = goober.autoCloseTime; break;
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case GAMEOBJECT_TYPE_TRANSPORT: autoCloseTime = transport.autoCloseTime; break;
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case GAMEOBJECT_TYPE_AREADAMAGE: autoCloseTime = areadamage.autoCloseTime; break;
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default: break;
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}
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return autoCloseTime / 0x10000;
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}
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uint32 GetLootId() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_CHEST: return chest.lootId;
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case GAMEOBJECT_TYPE_FISHINGHOLE: return fishinghole.lootId;
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default: return 0;
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}
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}
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uint32 GetGossipMenuId() const
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{
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switch (type)
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{
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case GAMEOBJECT_TYPE_QUESTGIVER: return questgiver.gossipID;
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case GAMEOBJECT_TYPE_GOOBER: return goober.gossipID;
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default: return 0;
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}
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}
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};
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// GCC have alternative #pragma pack() syntax and old gcc version not support pack(pop), also any gcc version not support it at some platform
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#if defined( __GNUC__ )
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#pragma pack()
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#else
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#pragma pack(pop)
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#endif
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struct GameObjectLocale
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{
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std::vector<std::string> Name;
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};
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// client side GO show states
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enum GOState
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{
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GO_STATE_ACTIVE = 0x00, // show in world as used and not reset (closed door open)
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GO_STATE_READY = 0x01, // show in world as ready (closed door close)
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GO_STATE_ACTIVE_ALTERNATIVE = 0x02, // show in world as used in alt way and not reset (closed door open by cannon fire)
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};
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#define MAX_GO_STATE 3
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// from `gameobject`
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struct GameObjectData
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{
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uint32 id; // entry in gameobject_template
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uint32 mapid;
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float posX;
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float posY;
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float posZ;
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float orientation;
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float rotation0; // i component of rotation quaternion
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float rotation1; // j
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float rotation2; // k
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float rotation3; // w
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int32 spawntimesecs;
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uint32 animprogress;
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GOState go_state;
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};
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// For containers: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY -> ...
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// For bobber: [GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED-><deleted>
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// For door(closed):[GO_NOT_READY]->GO_READY (close)->GO_ACTIVATED (open) ->GO_JUST_DEACTIVATED->GO_READY(close) -> ...
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// For door(open): [GO_NOT_READY]->GO_READY (open) ->GO_ACTIVATED (close)->GO_JUST_DEACTIVATED->GO_READY(open) -> ...
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enum LootState
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{
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|
GO_NOT_READY = 0,
|
|
GO_READY, // can be ready but despawned, and then not possible activate until spawn
|
|
GO_ACTIVATED,
|
|
GO_JUST_DEACTIVATED
|
|
};
|
|
|
|
enum CapturePointState
|
|
{
|
|
CAPTURE_STATE_NEUTRAL = 0,
|
|
CAPTURE_STATE_PROGRESS_ALLIANCE,
|
|
CAPTURE_STATE_PROGRESS_HORDE,
|
|
CAPTURE_STATE_CONTEST_ALLIANCE,
|
|
CAPTURE_STATE_CONTEST_HORDE,
|
|
CAPTURE_STATE_WIN_ALLIANCE,
|
|
CAPTURE_STATE_WIN_HORDE
|
|
};
|
|
|
|
enum CapturePointSliderValue
|
|
{
|
|
CAPTURE_SLIDER_ALLIANCE = 100, // full alliance
|
|
CAPTURE_SLIDER_HORDE = 0, // full horde
|
|
CAPTURE_SLIDER_MIDDLE = 50 // middle
|
|
};
|
|
|
|
class Unit;
|
|
class GameObjectModel;
|
|
|
|
namespace G3D
|
|
{
|
|
class Quat;
|
|
};
|
|
|
|
struct GameObjectDisplayInfoEntry;
|
|
|
|
// 5 sec for bobber catch
|
|
#define FISHING_BOBBER_READY_TIME 5
|
|
|
|
#define GO_ANIMPROGRESS_DEFAULT 100 // in 3.x 0xFF
|
|
|
|
class GameObject : public WorldObject
|
|
{
|
|
public:
|
|
explicit GameObject();
|
|
~GameObject();
|
|
|
|
void AddToWorld() override;
|
|
void RemoveFromWorld() override;
|
|
|
|
void CleanupsBeforeDelete() override;
|
|
|
|
bool Create(uint32 guidlow, uint32 name_id, Map* map, float x, float y, float z, float ang,
|
|
float rotation0 = 0.0f, float rotation1 = 0.0f, float rotation2 = 0.0f, float rotation3 = 0.0f, uint32 animprogress = GO_ANIMPROGRESS_DEFAULT, GOState go_state = GO_STATE_READY);
|
|
void Update(uint32 update_diff, uint32 p_time) override;
|
|
|
|
GameObjectInfo const* GetGOInfo() const { return m_goInfo; }
|
|
void SetGOInfo(GameObjectInfo const* pg) { m_goInfo = pg; }
|
|
|
|
bool IsTransport() const;
|
|
|
|
bool HasStaticDBSpawnData() const; // listed in `gameobject` table and have fixed in DB guid
|
|
|
|
// rotation methods
|
|
void GetQuaternion(G3D::Quat& q) const;
|
|
void SetQuaternion(G3D::Quat const& q);
|
|
float GetOrientationFromQuat(G3D::Quat const& q);
|
|
|
|
void SetDisplayId(uint32 model_id);
|
|
|
|
// overwrite WorldObject function for proper name localization
|
|
const char* GetNameForLocaleIdx(int32 locale_idx) const override;
|
|
|
|
void SaveToDB();
|
|
void SaveToDB(uint32 mapid);
|
|
bool LoadFromDB(uint32 guid, Map* map);
|
|
virtual void DeleteFromDB();
|
|
|
|
void SetOwnerGuid(ObjectGuid ownerGuid)
|
|
{
|
|
m_spawnedByDefault = false; // all object with owner is despawned after delay
|
|
SetGuidValue(OBJECT_FIELD_CREATED_BY, ownerGuid);
|
|
}
|
|
ObjectGuid const& GetOwnerGuid() const { return GetGuidValue(OBJECT_FIELD_CREATED_BY); }
|
|
Unit* GetOwner() const;
|
|
|
|
bool IsControlledByPlayer() const override
|
|
{
|
|
return GetOwnerGuid().IsPlayer();
|
|
}
|
|
|
|
void SetSpellId(uint32 id)
|
|
{
|
|
m_spawnedByDefault = false; // all summoned object is despawned after delay
|
|
m_spellId = id;
|
|
}
|
|
uint32 GetSpellId() const { return m_spellId;}
|
|
|
|
time_t GetRespawnTime() const { return m_respawnTime; }
|
|
time_t GetRespawnTimeEx() const
|
|
{
|
|
time_t now = time(NULL);
|
|
if (m_respawnTime > now)
|
|
{ return m_respawnTime; }
|
|
else
|
|
{ return now; }
|
|
}
|
|
|
|
void SetRespawnTime(time_t respawn)
|
|
{
|
|
m_respawnTime = respawn > 0 ? time(NULL) + respawn : 0;
|
|
m_respawnDelayTime = respawn > 0 ? uint32(respawn) : 0;
|
|
}
|
|
void Respawn();
|
|
bool isSpawned() const
|
|
{
|
|
return m_respawnDelayTime == 0 ||
|
|
(m_respawnTime > 0 && !m_spawnedByDefault) ||
|
|
(m_respawnTime == 0 && m_spawnedByDefault);
|
|
}
|
|
bool isSpawnedByDefault() const { return m_spawnedByDefault; }
|
|
void SetSpawnedByDefault(bool b) { m_spawnedByDefault = b; }
|
|
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
|
|
void Refresh();
|
|
void Delete();
|
|
|
|
// Functions spawn/remove gameobject with DB guid in all loaded map copies (if point grid loaded in map)
|
|
static void AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data);
|
|
static void SpawnInMaps(uint32 db_guid, GameObjectData const* data);
|
|
|
|
GameobjectTypes GetGoType() const { return GameobjectTypes(GetUInt32Value(GAMEOBJECT_TYPE_ID)); }
|
|
void SetGoType(GameobjectTypes type) { SetUInt32Value(GAMEOBJECT_TYPE_ID, type); }
|
|
GOState GetGoState() const { return GOState(GetUInt32Value(GAMEOBJECT_STATE)); }
|
|
void SetGoState(GOState state);
|
|
uint32 GetGoArtKit() const { return GetUInt32Value(GAMEOBJECT_ARTKIT); }
|
|
void SetGoArtKit(uint32 artkit) { SetUInt32Value(GAMEOBJECT_ARTKIT, artkit); }
|
|
uint32 GetGoAnimProgress() const { return GetUInt32Value(GAMEOBJECT_ANIMPROGRESS); }
|
|
void SetGoAnimProgress(uint32 animprogress) { SetUInt32Value(GAMEOBJECT_ANIMPROGRESS, animprogress); }
|
|
uint32 GetDisplayId() const { return GetUInt32Value(GAMEOBJECT_DISPLAYID); }
|
|
void SetDisplayIdx(uint32 modelId);
|
|
|
|
void SendGameObjectCustomAnim(uint32 animId = 0);
|
|
void SendGameObjectReset();
|
|
|
|
float GetObjectBoundingRadius() const override; // overwrite WorldObject version
|
|
|
|
void Use(Unit* user);
|
|
|
|
void RollIfMineralVein();
|
|
uint32 RollMineralVein(uint32 entry);
|
|
|
|
LootState getLootState() const { return m_lootState; }
|
|
void SetLootState(LootState s);
|
|
|
|
void AddToSkillupList(Player* player);
|
|
bool IsInSkillupList(Player* player) const;
|
|
void ClearSkillupList() { m_SkillupSet.clear(); }
|
|
void ClearAllUsesData()
|
|
{
|
|
ClearSkillupList();
|
|
m_useTimes = 0;
|
|
m_firstUser.Clear();
|
|
m_UniqueUsers.clear();
|
|
}
|
|
|
|
void AddUniqueUse(Player* player);
|
|
void AddUse() { ++m_useTimes; }
|
|
|
|
uint32 GetUseCount() const { return m_useTimes; }
|
|
uint32 GetUniqueUseCount() const { return m_UniqueUsers.size(); }
|
|
|
|
void SaveRespawnTime() override;
|
|
|
|
// Loot System
|
|
Loot loot;
|
|
void StartGroupLoot(Group* group, uint32 timer) override;
|
|
|
|
ObjectGuid GetLootRecipientGuid() const { return m_lootRecipientGuid; }
|
|
uint32 GetLootGroupRecipientId() const { return m_lootGroupRecipientId; }
|
|
Player* GetLootRecipient() const; // use group cases as prefered
|
|
Group* GetGroupLootRecipient() const;
|
|
bool HasLootRecipient() const { return m_lootGroupRecipientId || !m_lootRecipientGuid.IsEmpty(); }
|
|
bool IsGroupLootRecipient() const { return m_lootGroupRecipientId; }
|
|
void SetLootRecipient(Unit* pUnit);
|
|
Player* GetOriginalLootRecipient() const; // ignore group changes/etc, not for looting
|
|
|
|
bool HasQuest(uint32 quest_id) const override;
|
|
bool HasInvolvedQuest(uint32 quest_id) const override;
|
|
bool ActivateToQuest(Player* pTarget) const;
|
|
void UseDoorOrButton(uint32 time_to_restore = 0, bool alternative = false);
|
|
// 0 = use `gameobject`.`spawntimesecs`
|
|
void ResetDoorOrButton();
|
|
|
|
bool IsHostileTo(Unit const* unit) const override;
|
|
bool IsFriendlyTo(Unit const* unit) const override;
|
|
|
|
void SummonLinkedTrapIfAny();
|
|
void TriggerLinkedGameObject(Unit* target);
|
|
|
|
bool IsVisibleForInState(Player const* u, WorldObject const* viewPoint, bool inVisibleList) const override;
|
|
|
|
bool IsCollisionEnabled() const; // Check if a go should collide. Like if a door is closed
|
|
|
|
GameObject* LookupFishingHoleAround(float range);
|
|
|
|
void SetCapturePointSlider(float value, bool isLocked);
|
|
float GetCapturePointSliderValue() const { return m_captureSlider; }
|
|
|
|
float GetInteractionDistance() const; // Get the maximum distance for a GO to interact with
|
|
|
|
uint32 GetScriptId();
|
|
|
|
GridReference<GameObject>& GetGridRef() { return m_gridRef; }
|
|
|
|
GameObjectModel* m_model;
|
|
|
|
protected:
|
|
uint32 m_spellId;
|
|
time_t m_respawnTime; // (secs) time of next respawn (or despawn if GO have owner()),
|
|
uint32 m_respawnDelayTime; // (secs) if 0 then current GO state no dependent from timer
|
|
LootState m_lootState;
|
|
bool m_spawnedByDefault;
|
|
time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
|
|
// For traps/goober this: spell casting cooldown, for doors/buttons: reset time.
|
|
|
|
uint32 m_captureTimer; // (msecs) timer used for capture points
|
|
float m_captureSlider; // capture point slider value in range of [0..100]
|
|
CapturePointState m_captureState;
|
|
|
|
GuidSet m_SkillupSet; // players that already have skill-up at GO use
|
|
|
|
uint32 m_useTimes; // amount uses/charges triggered - also used for health for DESTRUCTIBLE_BUILDING
|
|
|
|
// collected only for GAMEOBJECT_TYPE_SUMMONING_RITUAL
|
|
ObjectGuid m_firstUser; // first GO user, in most used cases owner, but in some cases no, for example non-summoned multi-use GAMEOBJECT_TYPE_SUMMONING_RITUAL
|
|
GuidSet m_UniqueUsers; // all players who use item, some items activated after specific amount unique uses
|
|
|
|
GameObjectInfo const* m_goInfo;
|
|
|
|
// Loot System
|
|
uint32 m_groupLootTimer; // (msecs)timer used for group loot
|
|
uint32 m_groupLootId; // used to find group which is looting
|
|
void StopGroupLoot() override;
|
|
ObjectGuid m_lootRecipientGuid; // player who will have rights for looting if m_lootGroupRecipient==0 or group disbanded
|
|
uint32 m_lootGroupRecipientId; // group who will have rights for looting if set and exist
|
|
|
|
private:
|
|
void SwitchDoorOrButton(bool activate, bool alternative = false);
|
|
void TickCapturePoint();
|
|
void UpdateModel(); // updates model in case displayId were changed
|
|
void UpdateCollisionState() const; // updates state in Map's dynamic collision tree
|
|
|
|
GridReference<GameObject> m_gridRef;
|
|
};
|
|
|
|
#endif
|